Hazard Course Remake (AVAILABLE NOW!)

Enclosed hallway with lots of pipes, electrical systems, and other “guts” of a building that the builders usually put away from normal areas of travel.

Made for pure function and ease of maintenance access, not for pretty eyes like the scientists in the AM labs.

Uh, whats with the door Lars dropbox’d?
Is it to fit placeholder doors?

It’s our new custom door model. I wouldn’t use it yet though… wait until Lars fixes the texture issues and removes the transparent window.

I’ve been studying doors lately, fire doors, security doors, pneumatic and hydraulic doors and what not, to find something pleasing. But almost all doors are either rotating or sliding sideways. So I’ll have to come up with something else.
I’m making a couple of different styles and different door frames, with the 128x128x32 measures. And with their own texture sheets. :smiley:

It’s possible for a door to do something other than rotate or slide? :stuck_out_tongue:

Slide upwards.

Wouldn’t the sideways sliding mechanisms work fine for that? Or is it more complex than that?

One question. If you press the button in the hologram transmitter, does it repeat everything like HL1 or you decided to fix the repetition that it will only repeat if the hologram stops talking and the button is pressed?

EDIT: How about the large numbers (1, 2 and 3) put in the room in every jump you complete? Is it still there?

We haven’t started on that, yet. All we have pertaining to the hologram is a placeholder model and some placeholder effects.

Well, you could always have the garage door up and over style door or there’s even doors that concertina away although I wouldn’t begin to know how you’d implement something like that.

I can kinda visual the garage style, only a portion of the ceiling in that area is a grate or something and you can see it rolling over top. Sounds complex.

So I’m able to map this weekend, and took a look at Crypt his map.
Euh, what is with the custom textures?

They’re used in my lobby map. Unfinished, haven’t really done much to them yet.

The Gina thing would probably be easy enough to do. We haven’t actually started on Gina yet so there isn’t much to say about that.

As for the numbers, I plan to put them there. I just haven’t really gotten around to it yet.

Anyway I just had a thought… we need some really good choreographers and new voices if we’re going to do what we plan to do.

Michael wont be able to animate the face though.
Forgot to mention that lol.

I’m pretty sure that that’s the choreo dude’s job.

Indeed. Did we ever discuss trying for Hillard and/or Sisk for Sci and Guard voices with the new choreo? I think it’s be really neat to have those two and Teunissen’s voices for the mod.

The only thing left would be a good choreographer :slight_smile: .

Uploading revision 6 of the flashlight training, with a WIP obstacle course afterwards. It’s a little darker than it will be in the final version, and there’s no exit yet, but it’s getting there.
Debating whether or not to cut off parts of the horizontal supports by the start; the player can walk on there, but I’m not sure if I want to allow them to bypass the course quite that easily.

Looks good, so far. Nice and makeshift-looking.
We’ve been discussing having the player be able to break parts of the course. You could leave it, you could make the supports non-solid, or simply toss some clips around them.

I like it.

I think in this case, the supports are cool-looking but have the potential for very obvious abuse.

We want the “breaking parts of the course” thing to be not so obvious, so we may have to come up with a solution to prevent this particular one.

EDIT: So I just played through it and I like it. Pretty cool. I find that it’s really easy to lose your sense of direction going through the maze.

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.