It’s shit like this that’s the reason why Kojima left Konami.
Well this sucks. I guess we’ll just have to never bring on any testers again.
Whatever. In the interest of damage control, the team has decided to upload official footage. Check it out here:
We hope you guys aren’t too disappointed in the design change. Trust me, it was not a decision we made lightly.
Ah, that was quite funny actually. 
Now I wish there was a working prototype of Five Nights at the Hazard Course as a separate mod, just for the Hell of it.
Most see zombies.
I see a lawsuit.
Personally I don’t like FNAF games, but you guys did a fine job there. 
Still hope for classic HC.
Too bad it’s April Fool’s, I’d kind of like to play that.
Though not at the cost of the real HC, of course. 
POST-APRIL FOOLS FOOL: THE APRIL FOOLS BEING A FOOL WAS ACTUALLY A FOOL
Update news article:
https://www.moddb.com/mods/black-mesa-hazard-course/news/hazard-course-direction-update-update
Download Five Nights at the Hazard Course here:
https://www.moddb.com/mods/black-mesa-hazard-course/addons/five-nights-at-hazard-course
I looked all around to find a good reaction image for this but I gave up
I’m curious … what are the requirements for a (good) choreographer? I’m not asking for a job … just… curious
You can actually play that right now if you want to. https://www.moddb.com/mods/black-mesa-hazard-course/addons/five-nights-at-hazard-course
Hiya, guys. Seeing as we’ve gone a while without any sort of actual update, I just wanna do what I’ve done a couple times before and give a detailed status update.
Choreography:
I know you’re probably tired of hearing about this, but it’s super important right now, as we’ve been saying. The reason it’s taking so long is because as we’ve said, none of us have much experience with it, and don’t have enough time to learn and implement with a level of quality equal to the rest of the mod. Admittedly, we’ve been sitting almost entirely idle on it for a super long time now, it’s ridiculous. But at the same time, it’s something we really don’t want to drop.
Level Design:
Most of the maps are at a high level of completion right now. I’m sure our last media set showed that off quite well. This has taken a while due to what was basically DevHell from our lack of experience (we’ll have a lot to elaborate on that closer to release, if you’re interest), and took us forever. But we’ve corrected our problems and have been on a great track for a while.
On the design and gameplay side fo things, many of them are nearly done, if not totally complete barring some smaller sections that still need work. Custom soundscapes have been created and implemented, but after some testing (and feedback) we’ll likely be revisiting that later down the line. Seriously, don’t even put “lobby” and "soundscape in the same paragraph when talking to our testing team.
Props/Textures:
We’ve got quite a few props and textures created (though a lot of them are simple stuff, like railings and junk), and most of them are more-or-less finished. A lot still need work, but we’re overall happy on this side of things. According to one of our 3D artists, our hologram in particular actually had some pretty serious construction issues that prevented it from any sort of interesting animation, so that’s also in the works, near completion.
Script/VO:
The script we think is done. We’ve gone through a lot of revisions, and after the dedicated writer had to drop out, Jeff was quick to finish up.
No actual voicework has been recorded yet. Technically JeffMOD has recorded some placeholder lines for us to work with, but
Overall:
We’re close, guys. Current release goal is by December of this year, and provided we can get choreo under wraps, that’s looking pretty good. Too long in development for a training level, eh? Heh.
If it’s any consolation, it’s a decently long one. Remember those “5-10 minute training level” estimates? Well, 10 minutes is about how long it takes us to speedrun it. More “standard” plays are closer to 40 minutes.
Well, now you’re pretty much up to speed on what’s going on.
I’m just gonna explain this right here, right now while it might be relevant, that way we hopefully get fewer questions about it later, and can direct here if we do.
We’ll be finishing up Hazard Course soon, which will be entirely compatible with the mod version of Black Mesa.
Afterwards, we’ll begin working on making that compatible with the updated free edition.
Lastly, we’ll begin working on an upgraded version taking advantage of anything new in the Steam version. This’ll take advantage of anything worth fixing or upgrading (new Steam version assets, etc.).
Upgrading to the Steam version will not take long at all. Doing it for STU/OaRU took me a day, tops.
Ooh, good to know. Maybe we’ll be able to release compatible for everything at once, then. 
Grrrr… grumble grumble
Just kidding, heheheh. One of our programmers, Charly, had an idea for it 6 or 7 months ago, and just put it in one day. We didn’t even know that you guys had one until Catzeyes pointed it out. Funny coincidence. Interesting to see 2 very different takes on the same original idea.
It’s actually the most beautiful thing I’ve ever laid eyes on. I’m gonna go ahead and commit sudoku now kthxbai
No die pls. We need your leadership!
Meh.
This looks amazing so far aside from the fnaf thing (not my cup of tea wish it would die really) Hazard course is looking amazing
This looks amazing so far aside from the fnaf thing (not my cup of tea wish it would die really) Hazard course is looking amazing
To be fair, the FNAF thing was an April Fools joke (even though it is playable).