Hazard Course Remake (AVAILABLE NOW!)

I had no problems with it myself. I’m pretty sure I recall a dev or two mentioning that since so many people don’t understand the concept of pressing two keys at the same time (WHOA) to get passed an obstacle that they’d be accommodating those players in a future update.

But that’s entirely irrelevant to us. If they don’t change it, the section will play exactly how it was intended. If they do change it, the section will play exactly how it was intended. It’s not like they’re gonna change the jump height by a matter of multiple feet, and even if they were going to we wouldn’t have to change anything.

The jump heights between HL2 and Black Mesa are exactly equal anyway. Max non-crouchjump height is 20 units. Max crouchjump height is 52 units. There is no difference between the two games in that regard.

The only difference is the jump distance.

Dropbox’d the first iteration of the basic jump, crouch, and crouchjump rooms. Still needs lighting, but that’s not a priority.

I think it should be combined with the next section to take advantage of Source map size limits, what do you guys think?

Looks pretty good, but honestly I like this more:
https://youtu.be/XUZh5zB9cAQ?t=1m36s

Posting some screenshots of the lobby within the (hour?)

Obviously you like it more. That version is actually beyond the orangemap and placeholder model stage, even I would like that more. :meh:

Don’t be sad, your everything else is way better, I bet. I think Laird’s version of that room is too fancy, anyway. I’ll take a look at your map in a few hours. It’s noon and I haven’t slept in who knows how long.

I’m also about 90% sure we could easily fit beginning of the course to the end of basic movement training in one map. If Goldsrc can do it, why can’t Source?

I say we take it further and combine everything from the beginning to the end of the longjump map, at least.

By the way, that’s the “meh” face, not the sadface.

I don’t see why we couldn’t, but who knows. That’s about the time the theme of the training rooms change, too, isn’t it? It’d be perfect.

Didnt Black Mesa also had alot of fancy stuff?

It also had a lot of static non-moving pretty stuff too. :slight_smile:

Either way it’s still ridiculously early in the process, and it’s very easy to make changes. I have done exactly ZERO entity work on the map so far, which means when I do actually get around to it I could always spice things up and make it cool.

I really need to change the terminal…
Can’t wait till new concept art :smiley:

Lobby screenshots:
https://www.dropbox.com/sh/qsph9mkxaznl592/tpECl_BPkN#/
I got a feeling the other developers disagree with this lobby, but this is the only thing I can come up with to work fast since tommorow next week my life is going to be very busy.However if you disagree feel free to edit the .vmf and probably remove this, I just can’t take the time to make a new one.

It’s too clean, and too bright I think. The layout is fine, it just could use an overall dirtier look and less harsh lighting.

^What that dude said.

what would make it more dirtier {I really don’t know]

Compare Anom. Mats, with Blast Pit. The labs are clean, brightly lit, organized and clearly maintained regularly. Blast pit however has lots of dust, dirty concrete walls, crap laying around, etc. You can tell it’s not a high priority of the facility to keep in order.

Blast Pit is an old missile complex, ofcourse its unmaintened and a complete mess :stuck_out_tongue: .
However do I need to add things like cracks and ambient with unmaintained sounds?

This room is good as it is, but maybe the following rooms must emulate a Hazardous Environment!

o
ive drawn a layout which adds some more rooms.

ofcourse the other areas are bactericides areas.

The way the Hazard Course is presented, the vast majority of it seems to be a converted industrial/warehouse complex. Your design should reflect that, with more metal beam supports/bulkheads, more gritty concrete textures, and yellowish lighting instead of white lighting, for example.

EDIT: Most recent version of the basic movement rooms dropbox’d. Still a heavy WIP, obviously. Requires the latest version of Lars’s props_hc directories (both models and materials).

By the way, do you remember what you did to get the longjump texture to show up properly?

I have some ideas… don’t know if they are good.

idea for shooting range: add a area that requires the palyer to blow up a box to destroy a target or 2… as it is most players should know this but some do not.

after the firing range after you remove the weapons add a weapon range with a small armory that has all but the experimental weapons and hive hand( has a weapon deposit box in room for when done). this area would be for players to get use to all the weapons not just the mp5 and glock(you guys are still doing the pistol range right?). this room would need to be off the path and marked as optional. this room would also have a live fire option that raises 3 floor turrets and one ceiling turret for the player to fire at, if the player goes below 50 health they would turn off.
(paint image will go here when done)

  1. Additional explosives would be possible, but they would be unenforced since the player could just use the MP5 grenade launcher (which is already required to complete the section).

  2. No. The Hazard Course is for basic training for new employees. No company administration in their right mind would give top-secret weaponry to the new kids in the office, let alone allow them to know that they even exist. As for the Glock, there is a dedicated range for that before the MP5 is given to you.

  3. No. This is a BASIC firearms handling course, not a military combat skills course.

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.