Hazard Course Remake (AVAILABLE NOW!)

Eeyup, I can access it now.Everything should be all good, and exactly how it was a month or so ago. Compiles might take a bit longer though, as I have far less RAM than I did.

I think you can make the lift toward the actual chamber like HL2 (Black Mesa East). You could see some stuff while going down. From modern to old so it can give the sense of the recycled area.

I’d just like to apologize right now for me being the slowest mapper on the planet. The crowbar/flashlight training map is going very slowly. On the bright side, nobody else is going to have to do the transition to the shooting range.

Had that idea already but I had my doubts about it.

Like what? I’m not doubting you, just curious of your thoughts.

When making the elevator sequence, I was thinking about doing something similiar like this.I wanted to make rooms filled with ammo crates, but then I thought it wouldnt make sence since the elevator is in good condition and it would look like it never got used.

Maybe have door leading to a hallway leading to the crappy elevator instead of taking a new one? Or not, that actually sounds retarded.

I actually had the idea to have a w.i.p elevator, and a bad condition elevator.
But I get back to that topic later though…I need to rethink about the lobby’s theme before doing things like that…I might want it discussed in the convention, but…I dont know :frowning: lol.

Make it go through several levels of warehouse-looking rooms. That would be believable.

Yeah thats was pretty much where I was aiming for in the first place, but I’m going to need a elevator model thats in bad condition.Even though Black Mesa already got an elevator similiar to that, its basicilly to big and has no buttons.And placing the lift_button.mdl makes it just ugly

Ask Lars to make one. He’s usually good with requests like that.

Alright.I want to come back to the concept artist topic though.
I’ve mailed Juan about indoor concepts, he said he will try it.
Any thoughts about this?
Michael is also an option, though he suddenly got off the earth :stuck_out_tongue:

Lars seems to be eternally free to do insane amounts of work. Just look at the size of props_hc… it’s expanded something like 1000% since Lars got on board.

He’s a cool guy.

No shit, thanks to him your improvement of [redacted] looks fucking amazing and realistic.
(sorry if this sounded rude :stuck_out_tongue: )
Also
IM IN DIRE NEED OF SOME CONCEPT ARTISTS

Uplink and ST Uncut are done. Is this nearly done too?

Nope. Sadly, though we have more designers, we don’t have nearly the amount of free time or development speed the developers of those addons do. We’ll get there, but until we do, “When it’s done” very much applies.

I really like your work but the cat-walk and the ladder stand a bit out.
my 0.2 cent: use grungier textures or a darker shade of white.

Unfortunatly it is not.
At the moment we need to fix our communication, get us some concept artists and hit milestones.
This is not just a simple remake though :stuck_out_tongue: .

@Dky Looking good, but the beam on the right clips through the silo (from that view)

I’m sure their projects were much harder. But I think Jeff put it best: there’s simply a lot less free-time between the team, but that’s not stopping work from being done.

Speaking of which, I think on the 20th I should have a large amount of time to kill. I’ll tackle whatever I can and try and get something presentable. If I had to guess with an unofficial prediction, I’d say we’re well under a year away, but with the bumps we keep hitting who knows. This teeny project could last forever if the right circumstances are met, or it could be done in under 6 months. Pretty hard to predict at this point.

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.