Hazard Course Remake

Small update. Fixed it up so it wasn’t fullbright:


Lighting of course is placeholder, but I really like the orange/blue change on the floor. Sexy.
I honestly have no idea how to fix that lighting problem on the rounded walls. All I know is that it’s not a lightmap error. Anyone have anything?

Theres a specific section for crouch jumping in the original hazzard course,

In the Black Mesa version every jump is a crouch jump basically…

And the normal jump room will look stupid unless the jump height changes.

You know i am right on this

That makes normal jumping obsolete like it is at the momment in black mesa… Perhaps you should redesign it to suit black mesas mechanics

Sure it’ll teach players more if they have to crouch jump over every obstacle, the problem is, though, that crouch jumping is introduced in a separate part in the original. The first jumping tests didn’t require crouch jumping, and changing the jump height in the Hazard Course is a bad idea since it’s going to be a tutorial for Black Mesa. Unless the devs planned on changing the jump height in the next update or something. So either you have to find out how many units in Hammer editor an obstacle will have to be in order to jump over it the normal way or you could merge normal jumping and crouch jumping tests so one of either parts can be removed.

exactly either way you lose a room or the jump height has to change… And I have mine set at 190 which feels correct

Nope.

It’s true, 40% of jumps in HL required the crouch jump, in Black Mesa it’s about 90%
The threshold for not having to use the crouch jump for anything lower then the player’s waist is just too damn high.

See Powerdusts comment he put the point over better but got what I was saying

I highly recommend not to change the jump height as it is in Black Mesa. The only possibility of changing it would be if the devs changed the jump height in Black Mesa as well. It’d really have it on the same level.

Yes but alot of people did not like the default jump height and changed it themselves in the skill config from 160 to 190./ 200

My point is if the devs decide to tinker with the skill config which they will have to for balance issues the people making the hazzard course should find out if this is going to change or not and base the map on any new value set by default

If it stays as it is that means redesigning the hazzard course to suit Black Mesas mechanics and Crouch Jumping a lot more than in half life

Let me put it this way:
The standard jump training will be just low enough so you can regularly jump over it.
The crouch jump training will be high enough to require a crouch jump.

Okay? Look:

5 minute throw together, each jump is feasible, teaches the player how to jump regularly. I see no problems. It seems like most of the people complaining about the jump height forgot you had to crouch-jump over almost everything in the original.

looks good… just wondering how are you going to replace the box push pull parts?

That was just a throw together to demonstrate it’s not difficult to do a regular jump training.

Well obviously the push/pull system isn’t exactly in Source, so maybe we could have some boxes stacked blocking a path that you have to pick up and toss away, or grab from different sized boxes to create a set of “stairs” to reach a platform, similar to the original. I don’t know, those are just quick thoughts, and I’m sure someone else will think of something better and get to work on it sometime. But it’s really making me think, we should definitely make the transition from missile silo/sewage treatment to storage more pronounced. Make it more apparent that now you’re in storage areas.

how about this for a basic course lay out(added some things out of boredom)

(high tech)
intro area
suit area
walk area with observation area (just tossign things in)
jump area 1
duck area
crouch jump area
edit: pipe movement thing :end edit
swim area (swap to storage at the end of this)
fall damage thing
healing station
basic prop movement tutorial
edit: crowbar and clearing path thing :end edit
(exit storage like area, to high tech again)
suit charager and battery
damage types area
radation thing
firing range
(elevator to last part)
scientist leader thing
gaurd info( tells/ shows what weapons guards use)
allied combat tutorial (2 or 3 gaurds and some targets)
tram out

Manual handling health and saftey training… you could use some of the decal signs from the game… perhaps put it on a conveyor or somthing…

Btw i am not challenging you i find the reaction a bit weird to make that room as a response to the jumping height that clearly a lot of people found disimilar to the original and hl2. I made the point for your benefit not to challenge you

I know, I was simply demonstrating that no, we don’t need to wait to see if the devs change the default height (don’t see why they would,) and no, we don’t need to make the changes ourselves.

I’d put all of the parts where you’re forced to take damage just before the healing station and just after the charger, leave the firing range in the storage area (the whole thing looks like a big recycled storage room), add some hallways or something between the Crouch-jump and storage as the transition, move swim are and transition to just after firing range as usual.

Wow, that was probably retardedly difficult to follow. Regardless, that’s if we decide to mix up the order. I personally would prefer to keep it as closer to the original order.

I just remembered, the PS2’s Hazard Course had a hologram section to teach you to use your lock-on feature (lol, silly consoles). Maybe this can be included, but instead to teach you to shoot at moving targets? Just throwing at the wall and seeing what sticks.

sorry not good at posting my ideas.

some minior things I think should be added (none are likely)

an area that tells about the guards and there weapons, (mainly because BM has more types of armed guards then HL)

some sort of expansion of the firing range (diff weapons)

And also disabling ceiling turrets fir the guard escourt to open the door… you have 2 disable the turret before the guard escourt to open the door… as alot of people wont realise ceiling turrets can be deactivated

I don’t know about the different weapons, bit. You’re being trained to shoot shit in case you ever have to, not to be John McClane.

And deactivating ceiling turrets? There’s only one time in the game you ever have to “properly” deactivate one.
Otherwise something shooting at you is more than enough for most players to realize you should shoot back and kill it.

Ive had corrupt files and i ended up reinstallin windows.i like what you did with the lighting though

Meaning you lost your files?

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.