Hazard Course Remake (AVAILABLE NOW!)

Ah, I was just confused about how you got from girders to lighting in less than a single sentence.

Anyway, don’t worry, we’ve been developing long enough to know how to light a room. :smiley:
That room just has some preliminary lighting. Now that it’s undergoing some detailing it’ll be sure to get a new lighting pass (and yep, light_spots are definitely on the itinerary!)

The firing range was only textured recently. The lighting is definitely not final. I don’t think there are even any light props yet.

lol
Actually I think those lights are still the ones I added in way back when we only needed the room to be lit for screenie purposes.

Maybe u need to make a mod for Mirror’s Edge

Pretty sure the red is runner vision. Even if I never played that part without it (disarms and some QTE’s become painfull guess-games without it…)

Yes, see. Even though it’s just runner vision, the red objects actually fits the visual style of the game.

Actually the crane is always red, even without RV.

Guess we are all eager to play Mirror’s Edge 2, but lets not go off topic.
There is much work left to do with fireing practice room, lightning included, and although the scene is alredy good, it’s not final.

A couple of people on ModDB feel that the room is too cluttered. Thoughts? Opinions?

Well from a fire-arm safety point-of-view, that room would get the whole training course shut down. It’s odd that they would set up a suspended firing range in the middle of an active storage area, also whatever is in those crates is at risk for damage from mis-fire or bad aim. Surely they could have found a more empty and unused area to let you shoot?

That aside, it is a bit cluttered, I think it’s the pillars plus all the weapon course stuff.

personally I do think it is a bit to cluttered, while I can understand the cargo crates at teh back (bullet stops), the rest seems out of place.

suggestions

  1. make the cover look more thought out, even though they are re using a old area I highly doubt they would use some old boxes for the cover for the target (as they would need to be replaced almost every time the course is used.

  2. put reinforced beams on the wall near the explosive hit target, cause after a few hits taht wall will have taken to much damage and would get the course closed.

  1. The boxes don’t break from MP5 fire unless you use a ridiculous number of shots (unlikely), or use a grenade (not necessary). There is a platform that they rest on which is implied to be a sort of lift that replenishes the boxes on the not-as-common chance that the boxes do get wrecked for any reason.

As for Someguy’s comment, it’s not an active storage area. Supposedly the Hazard Course administrators just added the crates as obstacles/target concealment and cover.

  1. The wall is made of thick metal plate. I dunno, would there be a better way to communicate that it’s durable? Concrete, perhaps?

Ah, fair enough then! I saw all the shipping containers lining the back wall and assumed it was a storage area. Are there any more worn textures that could be used for the containers? I remember there being some but I could be wrong.

Impact marks, bullet holes, other wear and tear?

There was similar mistakes with the original “pull” room (the one with stacked crates). It’s not big of a stretch to assume that many if not all of the crates/barrels/container etc. in the course are empty.

Already have plenty of those. Hell, they were there before we textured the room. :stuck_out_tongue:

I’ll just leave this here. We’re planning a Q&A for around the end of the month.

It’s been a while since I’ve been here talking about the Hazard Course! Just wanted to say I’m loving the work guys, the HC has come a long way. I really can’t wait to give it a play through :slight_smile:

I just realized you guys have been working on this since 2012 :open_mouth:
I don’t know why that fazes me, I’ve been following BM since 2005 :smiley:

Oh god, don’t remind. It’s just gonna put me in a bad mood. :frowning:

On the other hand, you guys still haven’t given up despite the setbacks! :slight_smile:

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.