Hazard Course Remake (AVAILABLE NOW!)

More screenshots and I’ll try to tell you if it’s possible.

I’m pretty sure Crypt posted a overlay of all maps a few months ago from an alpha :stuck_out_tongue: .

EDIT:Found it.

also, they can probably make that out for themselves

^dis.

Then it’s not a question of entities but of brushes.

I remember the first iteration of the Hazard rooms, I decided it would be fun to try and fill up a small room with fire entities to create a situation with propagating flames. It was absolutely awesome, but it tended to cause a lot of No Free Edicts errors (which I was able to completely eliminate after fiddling around with mass-entity-deletion).

I eventually scrapped the room and replaced it with a slightly different concept because of poor performance issues from playtesting, though. Shame… it was kind of pretty. :frowning:

It’s not possible. We’ve tried merging two of the maps, and VRAD already likes to crash even if we don’t do that.

I don’t think you want Hazard Course: Fullbright Edition.

That overlay is outdated as of the current build. In particular, the swimming section has been extended a little bit and altered in general.

We should be able to push past that limit with entity spawning and deletion, if it ever comes to that. It won’t be too bad. I don’t think we’re actually as close to the limit as you might think.

I dunno, last time I compiled VBCT was pretty unhappy. I think it was at like, ~120%.

VBSP recommends an upper bound on the entity limit, but doesn’t enforce it. Nor is it really tied to the number of active entities that will be spawned in the game in practice.

EDIT:

As for progress, we are slowly but surely making our way back again. Yay! :smiley:

That’s great to hear. I’m looking forward to the final product :slight_smile:

Yeah, some stuffs happened over the last year that slowed us down, but it looks like we’ll be speeding up at least a little bit once again.

I hope to see your mod soon. :slight_smile:

Why does that sound familiar :freeman:

Can’t wait to see what you guys have come up with.

It helps sympathize with the BM team, and we don’t even have a large team to manage, or, Iunno, a whole goddamn game to do. Just life, Valve’s SDK screw-ups and a hint of the occasional laziness (from me at least :stuck_out_tongue: ) getting in the way.

Wonder if we can make up for the lost time this next year.

Mediaz!

As for some apologies and announcements, a news update will probably be up on ModDB shortly.

Dear lawd, these screenshots are extra sexy.

I’m not even kidding, I can’t quite recall any of the previous media that looked quite as pretty and well done as these screenies. You guys are making excellent progress!

I do have a couple bits of feedback though.

It’s pretty obvious from the picture that the holographic projector isn’t really so much plugged into anything (since it’s sitting out on the open grating). Since I highly doubt they’d let any of that sort of machinery run on battery power, there should probably be some cables running into a nearby wall. Maybe have the cables running towards the player as they walk up to better catch their eye.

Also, watch those pipes in the second screenshot. The area where the yellow pipe turns the corner is not quite lined up. They’re clipping together.

And regarding to News update, they just released it on Moddb just recently.
https://www.moddb.com/mods/black-mesa-hazard-course/news/why-hello-there1

If you guys aren’t done by the time BM is fully released, I’ll… continue to wait patiently and excitedly!

.RK said it all.

I’ll just add that I like the look of the health transition room. The pipes and the metal door look however recent compared to the rest of the place, but I can understand this part of the facility had been renovated for its recent uses. Compared to Aperture, Black Mesa prefer to reuse old facilities instead of building atop older ones.

If we aren’t done by the time BM is fully released, I’ll… throw one of my monitors out the window. Then continue work in hopes that it will remain compatible (not before playing it of course).

We’ve been trying to come up with something that looks plausible and looks at least somewhat interesting. In the meantime the level designers have improvised with simple conduits that hook up to nearby power boxes and the like.

Can you guys give us an updated, overview map? or is that to time consuming?

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.