That’s quite a stretch from the original version! Oh well, the more details the merrier for me. 
I see you wired the holo-projector here.
That’s quite a stretch from the original version! Oh well, the more details the merrier for me. 
I see you wired the holo-projector here.
We actually still haven’t finalized and standardized a power-source type for the emitter. That one’s like that, a few are wired to powerboxes with tiny conduits, most are just plain, though.
Moving into Day 4, we’ve already showed you guys the Start-up sequence, so instead of that, we’ll give you a better view of the silo…
…and some whiteboards, too, because why not?!
I actually didn’t even know those whiteboards existed until about a week ago. That really shows how good our earlier communication was.
I suggest carbon nanotubes!
Great mediaz! Thank you for sharing. 
I’m not saying that this doesn’t look amazing, but doesn’t what you’re saying apply to the entire game?
Well I certainly hope so, otherwise neither we nor the Collective have done our jobs properly.
More and more days of awesomeness. 
Just one detail here, the wall with the ladder separating the two canals looks too thin to be made of gray bricks. I’d suggest to either make it thicker, or use another texture, for example the metal plates in the back of the room in this picture.
Pardon my dumbness, which wall exactly? Sounds like something worth fixing. 
The brick wall between the two canals on the transroom2 pic (bottom right), with a ladder and a light on it.
I only see one canal.
I was staring at the image, trying to figure out what you meant, when it suddenly popped.

If you mean the area circled, no worries, that’s not a second canal separated by a wall- that’s the top of the wall, covered in concrete.
It does look a lot like dark, particulate filled water when you’re seeing it as a still image.
I didn’t mean it that way I just meant that it looks mind blowingly better than the original hazard course did likewise Black Mesa itself does too.
Ooooh, assuming Jif is correct about what you’re referring to, that entire bit is solid concrete, no worries. 
Day 6:
The lobby. Since some of you probably won’t recognize the area and will wonder where it is, this area was part of an introduction exclusive to the Playstaion 2 version of Half-Life, something we’ve chosen to add and build upon.
I don’t think we’ve shown this area since pre-alpha, actually.
It is really a joy to come to the forums these days…so much to find with every visit! I am really looking forward to explore evrey inch of your hazard course. Considering all the mods and add-ons that Black Mesa already has experienced and the amount of detail and thought put into the architecture and spacial design makes you wish that the Black Mesa facility actually would be a real place. There is so much going on there! …apart from initiating the end of the world as we know it.
Thanks for sharing the development of HC with us! Following this on a very regular basis.
I see it now. o.o
That’s the second time I got fooled by one of those screenshots. Call it optical illusions. 
Good lord Crypt, you desperately need some AA in your life, all those jaggies are making my beautiful eyes bleed. Other than that, nice work.
That would actually be my fault - I was the one who took all the holiday media shots.
Somehow my advanced graphics settings got reset, so AA and texture filtering were off.
For some reason I only notice that sort of thing once it’s been pointed out to me. Chalk it up to a childhood playing N64 and early 2000s PC titles, I guess.
Yep, I only took one shot, and you may notice the first one I posted is conspicuously jaggy-free. B)
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.