Black Mesa: Blueshift


I drew this, here’s the link https://www.moddb.com/members/thenoob1/images/a-problem-with-fps and IIopn commented on it.


I drew this, here’s the link https://www.moddb.com/members/thenoob1/images/a-problem-with-fps and IIopn commented on it.

Shit double post

I think his point is perfectly valid.
Also, you should work on your art.

Hooray for covering the screen with arms and other unneeded details. Who wants to have a good look at the enemies anyways.

Maybe 1/6th of the screen is covered with a hand and arm

If games simulated having your arms stretched out ahead, constantly aiming down the sights, you wouldn’t ever be able to see shit, is what his point is, I think.

I am referring to the upper right frame. A bit more than 1/6.

That image aside. Even if you don’t aim down the sights while shooting you still only rise your weapon the moment you are shooting in real life. That wouldn’t work well in an FPS (delay because of animation and looking retarded with an anim covering your screen), so the weapon’s position is lowered at all times.

Gameplay > Realism*

*) IMHO; of course.

Aw, no boxcars then? Ah well. Imo if you plan on using container cars, then expand the building in width and height, and add a large gantry crane on the ceiling like the one found in the Lambda Complex Storage.

The containers are just place holders, I will be using boxcars so stress less lol

Hey, cut the guy some slacks, I finished it in 5 minutes.

It’s not about how good it looks, it’s about sending a message.

As for the viewmodel, change it back to the stock Black Mesa, IIopn’s animation looks stupid.

Okay don’t hate this too much since I had a sudden burst of motivation (as I’m currently back at uni so haven’t had much time to work on anything :’( ) but I personally think it is kind of starting to shape up as a base.

I’m going to add in footpaths and mini crossing things for people and supplies to cross the tracks too.

Nice one.

Alot of Easter Eggs? :slight_smile:

Looks good for a first draft!

What area is that?

EDIT:Nevermind, I see the filename now.Captive Freight right?

Sure is :slight_smile:

Some more progress:

I remember those part. That’s the place where we need to find the scientist so he can escort us, yes?

@Dragunov2

You don’t find Rosenberg here, but there is a scientist in a container blocked by those wooden cylinders for heavy cables/ropes. Also you find a .50 cal in a box, and get to shoot at marines coming from the opposing door.

@skims2663

Again this looks like an interesting first draft, plus it looks already way better than in Blue Shift. I won’t hide I’m very fond of railroad networks, so keep up the good work! ^^

Are the CSS Trains placeholders? Because I’ll be honest, I’m not a fan of the CSS train models, they’re just extremely disproportionate and to me that makes them ugly. The wheels are too big for the body, which is too small and short. Maybe you could work out some brushes or have your modeller wip up something more along the lines of that?

I hope I’m not sounding too nitpicky with all the train stuff :S

I will have to see Mr.Someguy, at the moment the train on the left is brush based but as for the css trains I will just have to wait and see.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.