You stole sprinting from another game, too?!?!
:retard:
You stole sprinting from another game, too?!?!
:retard:
Y’know, now that I think about it, I think Headcrabs were in a few games, too. You’re just a bunch of thieves, the lot of ya!
Okay, back to HC. DKY did the same with the boot up here, just having an idea and implementing it one day. I wonder what he’d have done if he could use that programming knowledge of his, as opposed to being limited to map entities.
We thought when you equip the suit, it was a bit anticlimactic. In Black Mesa (And Half-Life) it kicks off a great track, but in HC nothing really happened, so DKY’s solution was this. Initially we were worried about it for a few reasons, but all of the testers were in favor after they saw it, so it’s here to stay.
Oh. Well I kind of intended for it to be a secret, but hey! Glad you guys like it. I suppose you all deserve it for waiting so patiently. 
It’s pretty amazing how much you can do using nothing but entities, no? Sometimes I do wish I had access to the code, but alas, we at the Hazard Course make do with what we have.
They stole sprinting from Doom those fiends! (sarcasm)
Hi guys.
So this month we’re gonna do something a little different than our usual 1 or 2 simultaneous pieces of media.
Anyway, to start off, we give you with this.
This year we’re taking a look back not at the original game, but at how far we’ve come in recreating it. Really, we’re quite surprised by the results.
Here’s a small gif of the above area’s redesign history.
Yeah, this one in particular actually remained largely untouched until it was passed off to me for A3, heh heh. The next one will be a bit more varied, I promise.
Anyway, we hope you like it, expect more very soon.
Damn I"m very impressed with your work. Good job. 
Impressive, most impressive!
Looks way better than the original area in Half-life 1.
Why is there no comparison in the corner?
Great stuff. Now, how about a public alpha? 
No.
We can’t do a public alpha if we’re in beta!
And we can’t do a public beta because then our testers would be out of a job!
You can’t do that to them! one of 'em has a newborn for Christ sakes!
Double posting, but double posting with content.
Day 2!
And another comparison gif, but this time of the hologram intro.
You weren’t kidding when you said “very soon” 
Judging from the screens, waiting 5 years for a 5-minute level will be worth it.
Looks amazing!
MUST, HAVE, NOW.
Glad you guys like it!

Not to say it’s long, but this is probably the most consistent thing I’ve noticed, is the constant underestimating of how long Half-Life’s Hazard Course is, a “5-minute map”. Go ahead and give it a boot and time yourself. 
I personally can’t speedrun HL’s HC in under 5 minutes, and the A3 build of ours under 13 (I initially thought HC would only be ~15 minutes as well). It certainly won’t be a long mod, but assuming you don’t rush through everything (which really doesn’t count, otherwise I can call BM a 2 hour game), you’ll probably at least get half an our, I think some of our testers got around an hour on their first plays. In the final build, you’ll easily cross the 5-minute mark before you see the first hologram. This may be pushing it, but if you stop to check out the environment, listen to all the choreo, you’ll probably pass the 1 hour mark.
Good recast on the first rooms. Were the lights too dim, I wouldn’t be reassured when training down there, since it looks quite older now. And the emphasis on large pipes makes it more apparent of the facility’s initial function.
Btw, what was the CBM room in the original maps? I don’t remember that place. And as a suggestion, you should add one or two pump models with a valve on them (like in Blast Pit) to make the room less empty.
The CBM room is the little rampy area you climb out of immediately after the swimming area.
Here:
On another note, on the third day of Coursemas the dev team gave you to…
…something completely different from on ModDB, because we’ve already posted that here a while ago.
This room’s been through 4 iterations, one finally stuck by Alpha 2.
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.