Hazard Course Remake

More outdated media. I keep forgetting to take screenshots when I’m closing the SDK down. :stuck_out_tongue:



The texture choices themselves need some work, I think, but the alignment is pretty good. Though they’re not shown in the screenshot, the iconic windows are in there now, too, with a view out that encompasses more than just the skybox texture.

just looks to blocky to me.

Just dropbox’d my most recent iteration of the map… Probably done for the day. Added a ton of stuff. Team might wanna check it out. :slight_smile:

In case it’s not too obvious as of now, my main focus is entity work and basic geometry. If anyone wants to do a lighting and/or texture and/or detail pass, please feel free. Just tell me before you attempt it, of course.

for that last part where you get on the tram, maybe connect it to a tram hub like the first area you get one in BM, but with that connecting to the main line, and using the maintenance trams instead of the basic (to explain why they are there, don’t think a cargo one makes much sense)

EDIT: paint idea for area right before tram exit, the area is a break room for the people that completed the hazard course, complete with a cafeteria and a arcade, map needs to be change a bit for a HEV return room (if possible)

(green)= guard buttons
(blue circles)= gaurds
(white circles)= scientists
( curved room) = cafeteria
(room with purple boxes) arcade
guards in room near last door armed with shotguns

EDIT2: added onto image

pink: trams (maintenance type not the cargo type (the one you see once)
orange: hologram spots
stars: black fade starts
room with green bars and orange diamonds: suit and weapon return room (must enter before leaving)

Whoa, what the hell? I thought we were going with sewage, not toxic waste! Even so, that just takes all of our lighting possibilities (and current work) and throws it all out the window. Kinda hurts the eyes, too.

I think right now we’re just starting on the catwalk, ala PS2.

Not bad so far, though I have to agree that it’s kinda blocky. It actually kind if works for this room, though

Yeah, the rooms look totally different in our version :stuck_out_tongue:

I wanted to experiment a bit with the toxic texture, and I kind of forgot we have to keep it sensible :fffuuu:.Gonna change it later today.

I agree with everyone that the room is on the blocky side, but it is a converted industrial tram line. The ceiling will definitely add more angles to the mix, and some detail passes will get more supports of some kind in as well.

Anyone have suggestions for what kind of props to use to spruce the place up, or should I leave it mostly bare aside from a few wall details and a locked door?

I’d say boxes and crates could work nicely, maybe some of those metal shelves too, and things like paint cans and such. It is kind of a storage area, isn’t it? :stuck_out_tongue:

^That, some oil drums, maybe, various pipes and vents, a stepladder or two, traffic cones. Just off the top of my head.

but It would still look boss especially if you put a mosule in all of the slots persay as replacements if one breaks… I don’t know but it looks too cool to scrap.

I agree it was cool as Hell, but it’s not really scrapping it. Considering how makeshift everything else appears to be, a high-tech long-jump module delivery system seems out of place and redundant. Why have a huge storage… tank and mechanical arm when you can just hang it up on a wall or raise it up through a trapdoor or something?

Maybe add more interactivity with the environment, if possible …

It’s an obstacle course. That’s more or less it’s purpose.

Nah, seriously. You got anything in mind in particular?

I think we should use a lift that will bring it or delivery system that comes out of a wall or something :stuck_out_tongue: .

My only idea as of yet is to just do like Half-Life’s Lambda Core and put it in the wall, behind some doors.

Raise it from the ground, via trap door.

It needs to be easily restocked for future trainees without actually requiring people to enter the room to restock every time. Therefore, a delivery system.

See? Sensible. :slight_smile:

Like Portal…

Ah, excellent.

This reminds me, a small detail, but I was thinking the running jump training could be the bit to introduce the sprint feature. Maybe a few standard horizontal gaps, then a few more that require sprinting. It may be a bit pointless to those that have “Always run,” enabled, but then so was the hint in Unforeseen Consequences.

I was thinking the exact same thing.

i know you guys have not been too keen on my ideas but i’ll chip in for the sake of it

The first walkway with the metal grate platform along the wall might look good with the back wall has some large fans and is a ventilation duct… Give it some extra detail and wind sound effects in this area. Also straight away making this underground area more believeable… like air is being pumped inside of it.

Just a thought and would give that bland area some scale and sense of puropse other than a walkway

The wind sound effects may encourage the sense also of sprinting as they are told to do along this area or get used to your suit movement

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