Hazard Course Remake

I’m cool with that. At least we got a name change :smiley:

Jeez, I leave for 8 hours and you guys can’t even have a new page, tsk, tsk, tsk.
Kidding.
Serious, now. Dky, I really like your map concept. As you mentioned it is a bit on the large side, but it’s not ridiculous. I can easily imagine that to be some sort of cafeteria.

Jeff’s map is lookin’ pretty nice so far as well, can’t wait to see if/how you merge.

I think I’ll do some orange mapping of the hallway(s) following the HEV room. Probably be close to the original to start, but I’ll experiment.

Of course, but it doesn’t hurt to get in ideas.

Been working on some basic layout-ing myself, for the past few hours - don’t count me in on this one, but I think I’m getting somewhere.

If I end up in a wall, I may as well end up dropping the project … we’ll see, I guess.

Shrunk the map horizontally. I’m kind of a fan of vertical space though, so I kept the ceilings nice and tall. :slight_smile:

I’ll dropbox it ASAP.

Someone help me with the lighting! I swear I suck at lighting. :fffuuu:

Sounds good to me. I’ll take a look at the lighting, but I cannot guarantee efficacy.

I just took a look at your map. It looks nice, actually. I see you tried to keep it as close to the original as possible.

No offense to your skills or anything since that’s not my intention, but I think you’ll agree when I say that I think my version would probably work better for what I have planned for that area. I have the .vmf and .bsp up under my folder on Dropbox. Take a look and play around with it in-game… you’ll see what I mean. PM me with what you think.

When the geometry is all set, I think it would be great if you could do some detail/texture passes on it, since you seem to be more able to do that stuff than I am, from what I can tell from what you’ve done. I think I’ll be borrowing a few elements from your map too. :stuck_out_tongue:

Also, feel free to insert your choreo into my map. I think I prefer how you handle that part than how I did it.

I agree with Dky, his is better suited. It does need to be scaled down in a few areas, but otherwise it’s nice and suitable.

So here’s something:

Lots of stuff I still need to fix, like lighting, less retarded supports, awkward underwater lights, etc. but it’s a nice start, if I do say so myself.

Nice! Not a bad start indeed. I sent a PM to Catalyst to see if he was interested, but he doesn’t come on the forums much any more, so it might be a while.

Okay, good. If he doesn’t respond it’s not a huge loss, I guess. I wonder if I still have my Half-Life PS2 disc from like, 2002 laying somewhere. I could probably emulate it and get a better look at the intro for the map if Catalyst isn’t interested/doesn’t respond.

you just start chatting with someone and press invite to chat… that’s how you open a group chat.

There was a mod for HL1 that has a chapter of the Hazard Course’s PS2 version.Though it stops at when entering the course itself…

So I've been thinking about the part where you obtain the long jump module.Would it be an idea to use the dispenser from the Lambda Complex but a smaller version?

that’s what I wanted to suggest

Gettin’ a little lost in your thoughts, there, Box? Hahaha.

As you said before, the Lambda Complex’s “dispenser” housed multiple modules, and judging that every single of the spots are empty, sans one (Gordon’s), along with it’s placement, chances are it was used to distribute to the Xen visitors, and the whole mech-arm thing was only to make distribution from all of the spots easy for the scis. For Hazard training there’d only need to be one, so the fancy arm deliver system probably won’t be required.

Too much cases at the moment ghehe.

Don’t die.

Just have some sort of trapdoor that opens and brings one up for Gordon from the floor. Doesn’t have to be TOO fancy… after all, this is just the training course, not the actual Lambda Lab where fanciness matters. :stuck_out_tongue:

Uploading some new screen within 30 minutes.

NEW SCREENSHOTS:
https://www.dropbox.com/sh/zxcbgdgchbzuxmx/l0QS9Q7ins#f:hl2%202012-10-09%2021-24-14-73.pngI think we need to replace the door with the blastpit door…if you guys are in to keep the toxic water

I’ve uploaded an (extremely early) WIP of the train room, and a basic choreo sequence for a guard pressing buttons on a keypad, like in the intro to AM.
Can’t wait to actually get the room done so I can focus on sexy lighting and exterior details out the windows.

Ok, so you’re doing pretty well here…


As I mentioned before, I am working on something, as well.

I started over last night and got some decent ideas going, although I still have to figure out if it actually looks as good in-game as it does in my head.

Also, I’m still at the DEV-Texture level, but if I can somehow ‘magically’ transfer the image I see into the editor / game, it could be something worth the effort…

Again, we’ll see where I can go with this.


Back to work, then… :wink:

So we start at a trainstation aswell?

I don’t get it. Why so much green? And why is there toxic waste in that room anyway? Remember the Black Mesa style of keeping everything sensible.

I think it would work better if it were just some really high fall that you can’t possibly survive. Deep pits can add to the atmosphere as well. Right now it’s all bright which hurts the eyes.

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.