That doesn’t address the issue of jumping angles. If you used invisible walls, it would look stupid because you’d be able to hang off the side of the cylinder in midair, which makes no sense.
Ah, that already looks so much better.
I can agree that a weld would have made functional sense but would it necessarily be asthetically pleasing? That was my primary reason for bringing it up, weld explanation or not. …And probably the fact that I failed to infer that it was a weld.
If it looks/feels stupid but it works, it isn’t stupid at all.
Hazard Course isn’t about being aesthetically pleasing, it’s about teaching new HEV-specialized employees how to do stuff in the suit.
That said, if it looks horrible in a realistic manner, it’s ok for me (that means you put a lot of work into making the horrible look be… good. Hard to explain, I guess)
ghost page killing time
Box: Missile away.
Is everything in the Hazard Course textured? Thanks in advance.
not textured?what did i miss?
Not everything. But we’re getting very very close. :3
Almost all of the major rooms are textured. Currently, only the shooting range and a few miscellaneous hallways aren’t textured.
I’d like to point out that the guard room is also without texturing. But yes, we are very close to a fully textured mod! 
Merry April, by the way:
Looking good as always.
One thing I do notice is about the room at the top right of the picture. I’m assuming that’s some sort of observation area, and as such should have a (if slightly) different ceiling texture than the main room.
Good idea.
So, how far done are we on the Black Mesa Source: Hazard Course? Hey, that rhymes.
Eh, it’s hard to pinpoint. This is a spare time project.
It’s almost entirely playable from beginning to end. Everything’s at least orangemapped except the outro. There’s also a section that we’re probably going to completely redo. Almost everything’s textured, and most of what is textured is starting to be detailed.
We haven’t recorded any lines because we’re still writing, and our writing is a tad more expansive than the original. Gina’s face is still being worked on. The hologram effect is still full of whoa. We haven’t managed to find an animator which is a problem. Gina’s gonna be pretty boring without one.
We know we’re pretty slow, but if we could spend all of our time on the project then we would.
In the fall damage room, can we still land on the crates? In the picture, it seems they are too far to be jumped on.
Yes, you can land on the crates. They also asplode when you do, like the original.
When are you guys going to texture the guard room?
It remains untouched for like almost 7 months now.
May I ask who is in charge of the project? Please email me when you have a chance. catzeyes93@hotmail.com
We still haven’t decided on an actual leader. The democratic approach has been serving us pretty well I think. But since I seem to be in charge of the emailing, I guess I’ll go do that.
The core of that room was more or less finished months ago. It hasn’t been detailed or textured because we’ve been getting the rest of the mod mapped out. Don’t worry, it’ll be fondled with soon.
Yeah there isn’t really any actual project “leader”. We operate as more of an informed consensus… whatever that means. A few of us have stepped forward in some roles more than others, but we all contribute significantly.
Except that one guy who can never seem to get onto Skype.
