Hazard Course Remake (AVAILABLE NOW!)

as I said off the main path, I think I miss said what i meant to say, this firing range would be for guards when they take the course but it is open to HEV personnel for training. it would only have the following weapons in the armory, glock, shotgun, revolver, grenade, mp5, and crossbow. it woudl have a live fire addon with turrets for training incase a science team personnel or other entity attacks them.

reason it would be optional for HEV personnel, is some if not most are being trained for xen combat (Gordon is new to the BMF team so doesn’t know this)


basic idea for optional training range.
left side
the curved room with green area, is the armory that will hold the following, glocks, revolvers, shotguns, mp5s, grenades(in a crate), and crossbows (there are dead guards with them near them so it goes to say they may use them.
the small grey box off the firing range is the weapon return, the ones on the range are elivators of sorts, when a button is pressed they are raised to revile turrets aimed at the player.

right side
the red targets are the well targets, and the green box is a ceiling turret.

If it’s for Xen personnel only, then Gordon would obviously not have access to it.

If scientists were so well-trained against attacks, then why was the BMRF overrun almost instantly?

The Guard training course is separate from this one. And even if it were the same course, then Gordon STILL wouldn’t have access to the Guard-specific rooms, because he is not a Guard. He is the new kid on the block. He’s not meant to go through any more than basic HEV training.

Even if the section were off the main path, then why would Gordon be able to get in there if, again, he has no access to it because he’s not supposed to?

it would be for guards and HEV personnel. not jsut xen personnel (though they would need it more). reason being all HEV personnel are trained to defend them selves if needed would stand to reason that they would be trained or have the option to train in use of every weapon that is used in mass in the BM facilities. not jsut a mp5 and handgun which of the 2 the mp5 isn’t even kept on site.

Xen personnel obviously don’t go through the same course. They have their own training ranges in the Lambda complex, part of which you do see in the game. They would have gone through basic training in the Hazard Course, then graduated to the Lambda Complex for additional training. It’s basic common sense. You would not put an advanced course in the same place as the basic course, for basic trainees to “stumble” upon before they even completed the main one. That just doesn’t make sense.

MP5 is being used for gameplay reasons, not story reasons. If it were up to me to disregard gameplay and focus entirely on story, the MP5 would not be used AT ALL, and I would have left ONLY the Glock in. But it’s better to keep the MP5 because of the distinct altfire attack that players MUST learn to use. There is no story rationalization because there can’t be, and it would detract from the experience.

HEV personnel are only trained in basic weapons handling. They are not trained to “defend themselves” since they are not in a military combat skills course. Defending against unprecedented threats is what the Security Guards and HECU are meant to do (before they got the “different” assignment of course). We’re flying around in circles here. I think we’ve discussed all there is to discuss on the matter.

ok… maybe when done with teh basic could you guys do the advanced… never mind thats unlikely. but it would be fun to see both the basic for people like the player and the advanced for the xen research teams.

Oh shit, completly forgot that :S.But do you mean design like Blast Pit’s its design?
I fixed the longjump texture by basicilly placing the materials folder from the BMS 7zip file into it.
I couldnt find the materials for it, so I basicilly did that.

Hmm, no I think a Blast Pit style is a bit extreme in the grittiness, and wouldn’t fit the Hazard Course very well. It’s apparent that a lot of Blast Pit is actually abandoned and poorly-kept on top of being really old.

The Hazard Course should look moderately maintained and in better shape than Blast Pit and Residue Processing (since people still actively use it often), but still worn out and a bit old (since it’s been there for years on end).

Huh that’s odd. I’ll figure that out, I guess. So you’re saying that the installer just failed to extract the textures? Weird.

Could you post an image of what it supposed to look like?
I could make it like A.M, but with a more older but still maintaned shape.
No, I imported HL: Source models and materials for the Gina placeholder.
I never had any problems with textures, unless I completely fuck’ed them up in Photoshop.

I dunno. I think your best bet is to do some combination of the cleaner parts of Apprehension and Residue Processing. As a mapper, you’re an artist. Experiment a bit! :stuck_out_tongue:

I wasn’t talking about Gina, but okay.

Ok, let me clear some things up :stuck_out_tongue: .
I’ve imported HL: Source materials and models into BMS folder for the Gina model to use that as a placeholder.Later it messed up the longjump module, and I had to import all the BMS materials from the 7zip to my installed BMS folder to fix it.
I’ll get my hands onto the map when I got time again, or I let my friend just do something with it.

The Longjump module texture doesn’t work at all for me. It shows up as as the infamous purple checkerboard. I’m not sure why.

Do you have a copy of the longjump texture files? I’m thinking I’m just missing the texture for some odd reason.

Can’t find the folder somehow…but I’ll alarm you once I find it.
EDIT:Oh God, the checker bullshit somehow managed to get to me too :l

I just thought of something the long jump module would be part of the advanced course as only xen exploration teams use it.

heres my idea, split the hazard course into 2 parts the basic which is built in your current theme and the advanced which will be in the lamda labs theme, the basic will contain the standard thing except for the long jump. the advanced would mostly be weapon training and long jump/low grav training.

the idea for the advanced as it would be for the xen research teams the palyer would paly a unnamed HEV scientist for the advanced course (for the mods cannon). the course would only contain 4 areas, advanced weapon training, long jump training, low grav training(might not as the gravity of xen is unknown right now), and baisc info on hostile xen wild life.

course area ideas

entry: player enters into the course with the HEV suit already on. there are many guards in the area all armed with revolvers or better. one will congratulate the “player” for completing the basic course and being promoted to the exploration team.

advanced weapon training: this course would teach the player uses of weapons other than the ones from the standard hazard course the weapons include, the crossbow, revolver, shotgun, grenades, and the tau cannon. all weapons would be returned to a weapon slot when training is done

long jump area 1: this area would teach players the dkistance and hight things for the long jump it consisits of a puzzle where the player must make it to the other end of the room, the floor is flooded so they do not have to worry about fall damage

long jump area 2: this area is almost the same as one only some of the platforms move and the gravity is lower.

basic xen info: its a zoo which players can press buttons to liston to “info” on the xen wild life. the info would consist of habbits and how they attack as well as recommended weapons to use on them.

after exiting this area the player ends up near a teleport room like seen near the end of the current mod, the portal is already active and a few scientists in the area have HEV suits and mp5s. the player enters the portal to finish, with the following poping up on screen, HEV recon member #10293, status: completed training.

ok over thought this sorry.

Too much deviation from the original, to be honest. It doesn’t serve much purpose to do that, and it would be unwieldy and cumbersome to actually implement. Plus it would basically be a gigantic plot spoiler for any new players who haven’t gotten to Lambda Core yet.

The Longjump training is still where it is in the original, for gameplay purposes. Again, I agree that it shouldn’t be there for basic training story-wise, but the player still needs to understand it, and moving it to a later course can’t be done very well.

well the hazard course, exists for story more or less as the game does teach players how to play as they play it unlike the first one.

wat

Just move on and think of less radical ideas. The ridiculously high effort-to-benefit ratio makes it not worth pursuing.

i think I’m gonna stop developing.for.3 weeks.got a schedule full of important stuff next month.ill start again when i.get.concept.art

Alright, a new revision of the train map is up ( 008 ). I think it’s basically done, maybe another pass for additional details and fixing prop lighting, but other than that It should fully complete.
If you find anything’s lacking, you’re probably right, just make a note of it and tell me what you think I should improve on. I will want to do a 3D skybox for this area eventually, but that’ll have to wait until the maps get merged together.

I got lots of shit next month, too. :frowning:
I’m gonna try and work though. Probably not get very much done, though.

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