Hazard Course

I know, Lets make the hazard course in GoldSrc! :retard:

Started messing around with some things, I know we’ll need one of these!


ooh, nice bump maps,

I need that! I was making the first room and I came along the sign so I put a PETROL sign as a substitute … :smiley:

I don’t think that the HEV suit should be in a silo. It just seems like a gross waste of space. If you have a huge freaking room that could be used for any number of things, why would you put only one small item in it?

Nice work! I hate to be a purist, but could you change the font for the “Black Mesa” to look something more like the thinner typefont seen in the game?

The question is, why is it a prop when you could easily make it an overlay? did you really need bump mapping?

the bump map doesn’t even look that good :<

hides

And fuck you all, I want to start mapping the main lobby from my idea now :<

https://www.halfwit-2.com

Now get mapping :hmph:

I’ve mapped before. Made a bunch of TFC maps, a DoD map, some maps I’ve worked on for the Vietnam-based HL1 mod I was tetxuring on, and once started a DoD:S map.

But then I got bored of gaming and never touched hammer since (this is 2007-2008-ish)… Not a shame really, I was never really good at it.

Yes it probably would be an overlay, I just wanted to show it so I rendered it in max, it’s just a small texture put on a plane, so really it kind of is an overlay…

Here is what I am saying. I will try and make my point once again then I am done. I offer my suggestions on how to make this a little more of a logical space and get dumped on for my interpretation of the environment I guess I really should not have expected anything different around here.

The whole Black Mesa Facility is a retrofitted ICBM launch facility. Portions of the complex have been retrofitted for experimental testing, product testing and product development. What I am saying is when the complex was carved up they said ok section 3A1 will be devoted for HEV suite development. Design, research, development, prototyping and testing all done in the same section. Once all of that was completed they moved on to practical applications testing. What can we do with this and how can be push it a little more. Some field testing would have been done yes but the experimental changes would need to be closely tested. They would not carve out another space they reused what they had and maybe added on some additional sections. Retrofitting them to meet their specific needs with specific purposes in mind. Once the practical applications testes were done and they determined ok this product achieves all the requirements original outlined in the project request. Rather then abandon those areas it was adapted again for training. Some of the equipment used to test can also be used to train.

With that understanding of the location what types of things would you expect to see? Some section would look lab like and only 10 – 20 years old. Others would be older and sections that were improvised in recent years would look crappier, more run down and thrown together. But earlier section would look more purposeful.

Why are we jumping over pipes well because the moving devices we used to test how high we could get this thing to jump broke down 6 months ago and nothing outside of anomalous materials is getting funding right now. Why are we jumping though missile housings well they were sitting around so we used them when whatever was there before broke because some noob underestimated the jumping power of the suit cracked his skull on what we were using.

The obstacles were improvised over time but the first few rooms themselves would have a lab look and feel to them.

So while you are considering what this space will look like rather then just going with the bowels of an abandoned facility perhaps more through was put in to the space at one point then over the last few years all the budget cuts are being seen here of all places as it is a section that is not significant to the profitability of the facility.

Valve presented it as a space to show you how this game is played and I doubt that practicality for the space came into consideration during its creation. What I am saying is more though would have been put into sections of this area and others improvised over time. Taking this approach gives you license to make some interesting and fun changes otherwise just recreate the whole thing as is with new textures smooth some rough edges and call it a day. Doing that seems like a wast of effort to me. Create an interesting back story for the space and see where it takes you.

For those of you that can’t find a High Quality video for the PS2 Hazard Course, here’s one.

I quite like it, it’s different.

The introduction to the HEV suit and the Long-Jump Module were both really good.

The reason that you got ‘dumped on’ was because you weren’t stating that what you were suggesting was a different direction and background for the Hazard Course. In fact, I’m not even entirely sure whether what you’re suggesting is this. I hope it isn’t an interpretation of the existing Hazard Course in Half-Life because you have yet to come up with evidence for your idea. I didn’t criticise your own opinion - I criticised your inability to discuss in a sensible manner.

If what you are suggesting is a different direction for the HC to take, then I apologise for having misunderstood you but I’d also urge you to make the distinction clearer in future.

If, however, what you’re suggesting is that your idea is present in the original HC then I’m simply not understanding where you’re coming from. You’re saying that the HC is the remains of a purpose-built HEV suit development section that has fallen into disrepair and has now been retrofitted to form a Hazard Course. Where is the proof in all of this? Not to mention that you now seem to have changed your tune entirely, and are concurrent with the idea that the Hazard Course has in fact been modified and retrofitted.

If you’re saying that the HEV suit was developed in the Hazard Course, which then fell into disrepair, then I would respectfully disagree. The HEV suit, fictional though it is, seems to be a relatively recent invention - I’d say 10 years in the making but for argument’s sake we’ll say the 1980s.

The majority of the Hazard Course is in a state of moderate disrepair about equal to parts of On A Rail, which it is safe to assume is how maintenance and engineering personell would have travelled throughout the facility in the Cold War when it was a missile silo - most likely between the 1950s and 1960s.
If the room was originally built as a development section for the HEV suit, there simply isn’t enough time for it to fall into such disrepair - not to mention that there would be no reason for it to fall into disrepair. If you’ve successfully built an HEV suit and you now need to test it, you won’t leave the area for 20 years and then come back to it. What you’re suggesting doesn’t make a lot of sense.

Also, try and use correct grammar and spelling. Your posts can be hard to read fluently. If you’re getting dumped on, the reason is most likely because you haven’t explained your idea properly or given enough evidence for it.

I entirely agree with you that you should create an interesting backstory for the course, but this is there in part in the existing version. The widely accepted opinion is that the Hazard Course is set in the bowels of the BMRF, where funds were either not available or not needed to create a high-tech training facility. The aim of the course is to get the player used to moving about in the suit. I fail to see why you need such high-tech components to do that - just get them to walk and jump about.

tl;dr, you’re reading in to it too much, just shut up now. It’s a goddamn training facility nothing more nothing less.

Hmm, I know it’s making things a bit more complicated, but I think it does more to promote the idea that the facility is alive. Plus if you go for the PS2 version, you still need to explain why you’ve got a platform going over a random pair of pipes going through the middle of a silo. Which frankly doesn’t make too much sense really. I’d be willing to believe that the HC suits are reused, and thus need maintenance to fix the damage done by unqualified users. This could easily be done in the maintenance pit I describe. Any diagnostics could be run there as well.

You also get a nice effect to your first meeting with the suit (have got to assume we are working with people who are new to HL, not just naturally assume everyone knows everything because it’s a mod and nobody plays a mod remake if they’ve no played the original). I’m also not too keen on the changes between the original and the PS2 version; funny as the waiver is, I think we should stick with the original PC version, since that’s what we’re remaking here. [Ok, I know my logic there is pretty crappy, but that’s my stance]

And why not make things a little more complex, we want the player to get some feel of the fact that the facility is large and complex, so seeing some extra scientists and equipment won’t hurt. We’re also not deviating from the original very much, but merely enriching it and giving it padding. I’ll upload the renders later, I quite like the effect that you get from the scene…

I have so far received an amazing amount of…

1 message.

EDIT:
It has all been made public, so now anyone can sign up and view the progress being made. If you are helping out in creating it, PM me and I’ll set up an SVN account for you.

give it time lol, maybe put it in your signature?

how do i pm?.. how do i shoot web?

o________o

Click on the user’s name then click send private message, really not that hard.

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.