Once again, another media release has rolled around. This release sparks a new style of updates that we will releasing hench forth: comparison shots. While feasting on the new, Source powered worlds, you will also see what the original location looked like in the top, right hand corner of the shot. Using this method, we intend to give the players not only a sense of the improvements we are making, but also how much we are keeping the game intact and true to the original.
This time we have some level shots for you from our level designers Jackar, Zyndrome, and Mendasp who have toiled endless (and are STILL toiling endlessly) on their assignments: Office Complex (SP), Bounce (MP), and Power Up (SP), respectfully.
We have also been featured in two gaming magazines: GameStar, Germany and Atomic Magazine, Australia. Both of these articles can be found on our media page under 'Press'. We would graciously like to thank Synchro & NemesisZero for the translation of the Germany article. I have also heard rumors that Black Mesa: Source has been featured/mentioned in other magazines across the globe. If you know of any, please get in touch with me so we can arrange some kind of mentioning of which issue/magazine we are in.
I continue down this list of items that we have to announce during this update and say we would like to send out a congratulations to supercanadaboy who has produced a very nice and catchy desktop background, thus winning the 'Design A Desktop' Community Project which was started in April and ran for a month. We would like to thank everyone who participated in the event and submitted work for the crucial vote at the end. His work will be featured on our media page. We will also be announcing the accepted entries from the 'Skin a Pop-can' Community Project shortly and we hope you will all take part in any more projects we conjure up in the near future. From there, we hope you enjoy our work and hope to see comments on them: good or bad. It's excellent to see good comments, and rewarding to see bad ones.
We are also progressively seeking texture artists and model skinners. If you can and have free-time to work on a Half-Life 2 project, please contact us. For more information, please see the 'JOBS' page on this website.
For anyone unable to view media on the website, please see the forum post here