Hazard Course Remake (AVAILABLE NOW!)

You know, it’s kind of funny when you look at it. Everyone is making such a huge fuss over something like 10 minutes of gameplay, of which only about 2 minutes or so is shooting inanimate stuff that can’t shoot back. :stuck_out_tongue:

Ah…10 minutes of nostalgia. They are priceless.
(I had to say that).

Well, no game breaking bugs here.
A few visual glitches, a few mapper errors, not much that’s hard to fix, though. I’ll hopefully get my initial report up soon.
Great job everyone! It’s looking great!

I presume by “up” you mean Dropbox’d?

Gave out some suggestions to DKY over Skype yesterday. I’ll do some more run throughs and see how many more ideas I can spit out tonight.

Images uploaded to ModDB, and article going up soon.

After looking at the last images, must say good work on some of the most poorly designed maps of HL. =D

Good idea to use construction beams instead of cables to support the catwalks, it gives an older look to the rooms. Also, nice work on the shapes of the long jump and fall damage rooms, the first one looks to me like a large disused tank (maybe add some stagnant water at the bottom?) and the other more like a warehouse than just a boring square room with boxes.

Still about that one, if you consider the elevator as part of the old installations, it doesn’t make any sense since it leads to nowhere. I would suggest having some parts of an hanged catwalk leading to the observation booth, and cut before the elevator shaft so training participants have to jump from the top in order to progress.

Also for the hologram projector (whichever model you will use), I would suggest having some wires going to a nearby wall, to make it look less self-powered.

Anyway, it may be a 10 minutes addition to Black Mesa, I can’t wait to see the result. Maybe you can even add a new achievement for beating the course under a certain time (“Hurry, Gordon!”).

I would assume that the Black Mesa personnel drained the excess water from the Long Jump room before they built anything. It’s difficult to do construction and renovation work when you’re sloshing around in water. Plus that wouldn’t be a very good testing experience for the participant. This isn’t a boot camp, after all.

The elevator was probably constructed after renovation. It was likely put there for the sole purpose of injuring people, which means there is no need to make it look like it goes anywhere.

Everything else we have considered. Good call on the hologram wires though. I’ll pass it along. I’ll leave a note here that the holo model in the pictures isn’t the one we’ll be using for the final build though.

You’re right about the water, and for the elevator too I think. Still I’m wondering, do the crates mean the warehouse is still in use or just left there to make the room less empty? To be honest I don’t understand why there were crates here in the original map, I always tried to land on them to reduce the damages, which never work (yeah Black Mesa, safe and productive day… >.>).

For the holo model, I wasn’t sure if you left the development of the one in sketch on ModDB or if it was still being made. I hope to it will turns out good-looking, I don’t really like the one Black Mesa’s devs made for the command center of OaR, it doesn’t have interesting details.

We are now #93 on ModDB. As expected.

Awesome.
Should I continue working on the latest (and now merged) version of the basic movement jumping course, or would my work be better spent on something else at the moment?

After seeing this post on another forum:

Maybe you should clarify that the LJM isn’t standard equipment :wink:

Probably wouldn’t take more than a sentence.

We shouldn’t touch the merged maps. Those are the locked builds.

If you’re going to edit something, stick to the hc_descriptivename_## maps since those are the working in-progress versions. Do you and Crypt have everything running for the tram station intro plus lobby?

just by looking at the images from moddb… the intro area doesn’t seem to match the converted warehouse thing you have going with the rest.

It kind of moves from water treatment to storage and then hangs in limbo there.

jsut a suggestion but replace the tram at the intro, change it from a over hand personal tram to the maintenance trams you see later in game (the yellow ones with side armor). no mater which way you you the cozy transport tram will not really fit.

suggestion for intro, replace tram line with on ground line(make more sense of top side any way) with 2 lines, the player enter on a yellow maintance tram, and have the other line have a flat bed tram with a bunch of trailers behind it (With boxes and things). also populate it more. add some science team on the benches and some more guards.

basic drawling of what I am trying to explain. the design you are currently using for entrance is more fit for a lab area not really a industrial area like reworked storage or water treatment.

Euh, you mean the tug tram?

In my opinion, it does not make sense since the tug tram does not support any safety for the personel (which means they can basicilly fall off during the ride to the sector itself, which means even if the rail was on the ground it still wont make sense).I had the idea in the past though, but I scrapped it because it didnt looked like the original anymore.The current version is based off this:

and this:


along with an edit from Jeffmod.

Perfect!

Well, Sector A is it’s own sector, and it’s rather clear that the main mode of transportation between them is via the large monorail trams.

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.