Hazard Course Remake (AVAILABLE NOW!)

I’ll take a look.

EDIT: You have an overlay messed up and assigned to way too many faces somewhere, which means VBSP screws up the compile, and VVIS screws up along with it because of an abnormal VBSP exit. Run VBSP only, go to the overlay at the coordinates that it dumps in the compile log, reassign the faces, and try again.

Ghost page…

gotta love them

Idea: Weapon stripping
At the elevator going to the civilian area (after the hazards), there must be a window where the guard is supposed to take your weapons. The hologram says you must give your weapons to the guard is but actually you can just proceed without giving it to him so it is like you will be making the choice of Dr. Freeman if he wishes the weapons to be stripped or not. If you enter the elevator without giving your weapons, he must be like shouting and when the elevator is about to close he’ll try to chase you but too late. When he enter the civilian area, the people must be saying specific lines when you still have your weapons.

Yay me, helping for the mod!

The only problem with that is, well, they’d need voice actors :stuck_out_tongue:

We’ve already looked into voice actors, and already have a few we’re considering. :smiley:

…I kind of have to wonder how that happened and why I missed it. Especially because now that you mention it, I seem to recall getting a glimpse of a similar error as the map compiled at one point.

I’ve used, like, three overlays. Well, at least it’ll be easy to track down. :retard:

At least it’s an easy fix. Thanks for your expertise!

SUBJECT: FREEMAN
EVALUATION TERMINATED

SUBJECT FAILED TO RETAIN EMPLOYEMENT

Kind of spoils the idiocy of being able to kill everyone without their slightest suspicion, no? :[

That was perfect for a morning laugh.

crypt get in the chat

Sure, tell me after I go to sleep > :frowning:

trollface

I always thought if this course would be in reality, would they teach you how to jump and that you must talk to scientist/guard to open the door for you? Would they also make you go to fire and explosions to test your suit? Lool… I think that’s why the course was omitted in official release - because it makes no canonical sense at current shape (and also waste of development time, I know about it too)

That’s easy to implement, just have a broken pipe spewing whatever hazard you need, and have the scientist or guard remark that they’ll get it fixed later, and tell you to just run through it, because you’re protected anyway.

That’s actually a pretty great idea. Have them pass it off as a geiger counter demonstration but there’s a teeny bit of a problem. Or something.

The whole basic movement bit is because the suit apparently it clunky and probably heavy, so moving around in it may be slightly disorienting at first :slight_smile:

And well, gotta tecah the player how to interact with friendly NPCs somehow, huh?

Make the door stuck, then the guard or whatever tasks you with finding someone to come over and open it?

Another interesting and doable idea, indeed.

Posted 2 new screenshots from the intro on ModDB.



I just now noticed the shadows for the pipes near the security booth arent disabled… :confused:

They’re static, they probably should be casting shadows anyway.

Uploaded revision 006b of the flashlight training and obstacle course.
The layout is done, though the walls in the obstacle course could stand to have a different texture. There is also a half-done transition to the firing range with a sign using a stock BM sign as a placeholder.

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