Im actualky way too tired to understand what you said…but from what i read i can tell you were not even finished yet
Sorry yeah really tired too
This Room
Big ventilation Fans on the back wall away from where you are going
gusting Wind sound effects
Tad bit dark in there, but it’s a good start.
Gonna start tommorow on the intro.If anyone can make aome concept art of the lobby I’d appreciate t since it makes it easier to map (i cant think of something)
Oh wow, the natural light is pretty nice. Of course, the room does need to be lit up a bit more, but I really like this.
Found my PS2 disc!
So this is how they handled the long-jump in this version, but I’m liking the idea of floor-based delivery system.
I’m sure we can come up with something fancier… And less ultra high tech.
Why not use the same tech delivery system as in the room just before the Portal?
This thread just likes to go in circles, hahaha.
I think some of us just need some rest :p…or just train our memory
But so we need to let the player keep the high jump or let a guard unequip it or just remove it at a loadibg point (if that will occur)
Can I be of service?
I have been mapping for pleasure since HL1 (and the old Worldcraft 2 ). A couple of years ago I made a more or less direct adaption of the Hazard Course in SDK 2009. Now I’m adapting the maps to SDK 2007 (a lot of textures are invalid)
I’ve also been modeling static props, among others a smaller version of the holo emitter from Black Mesa and miles (well hundreds of yards anyway) of railings.
Clearly I’m not a texture artist, I’ve used available textures with minor changes.
More can be seen here:
https://steamcommunity.com/profiles/76561197977338284/screenshots/
Hey lars, nice mapping there! Were you a part of the old HC remake team or did you just do those recently?
No, I wasn’t. I had it in mind though but then the project seemed to die.
The holo emitter I’ve been working on the last few days, the maps since 2009 (and they never get finished )
The silo looks pretty darn good, but to be honest the other parts (except the jumping part) are looking very blocky.Great modeling work though!
Awesome! A new holo model would definitely be much appreciated. The current one is a bit bulky.
It’s nice, u can shrink it down
The tunnel still goes to nowhere right now, but the lighting is much better.
EDIT: But I don’t have any media, because the media I grabbed from my comp and uploaded turned out to be old stuff.
I am an idiot.
I’ve started work on the armory and firing range, by the way. If anyone has suggestions, please state them right now before I get too deep with the design.
Also, how much deviation from the original would people here be willing to accept? There were quite a few things that didn’t make much sense in the original course, but I do respect a certain level of purity.
Did you dropbox’d it?
dky.tehkingd.u:
Great, I hope you can figure out the shooting range. I’ve never managed to get the func_guntarget to work. Stationary target: okay, moving target: no-can-do.
The holo emitter: I obviously used the BM holoemitter as a template but made mine 60 units wide, BM’s is 160. And I can make it any desired size.
I am not a purist so I would say ‘Go wild! Have fun! That’s what it’s all about.’