It’s coming. I’m almost done on cleaning up both maps. Just a few minor tweaks left, but yes, it should be done soon. I imagine I’ll get to filming in about an hour. It’ll take a good 3 - 4 hours to upload, but I’m definitely gonna get it done tonight. The maps themselves should be coming tomorrow. They’re presentable, but not quite releasable yet. I still need to properly set up the reactive scripts, which I’ll explain a bit better on the video/tomorrow when I release.
Just a question Famguy, why are you still doing this? are you just bored or?
But don’t stop
Weird question. Why does any mod team develop any mod?
I don’t really like university so I use this as a way to procrastinate. I enjoy making maps - it’s creative and challenging, and I love video games, particularly Half-Life. I’m not sure what else there is to say…
Black Mesa was supposed to be THE definitive remake of HL1. That it ain’t. It’s certainly excellent, but it has quite a lot of failings in comparison (I’m hoping that in the next update they make the HECU as fun to fight as they were in HL1. BM’s HECU are far too immobile and slow). This is one failing I can do something about, that I know the devs won’t. That’s why I’m doing these uncut projects. When I’m done with this, I’ll probably go back to designing CS maps. What else is there to say, what’s puzzling about it?
Out of curiosity, why don’t you port some of your CS maps into BM? I’d love to play something other than Half-Life’s campaign once in a while.
Film’s ready, just gotta do a bit of clean editing and then wait a few hours for the upload. I’m gonna go to bed now though, so you’ll see the video tomorrow morning, most probably.
Do func_detail brushes still count against the brush limit? They don’t count against VVIS…
Any brush counts against the brush face limit, be it using a tool texture, clip texture, an kind of entity, whatever. All counts against the faces limit. The only thing on brushes which doesn’t is nodraw, and I’m very studious with nodrawing any non-visible faces. I’m always on the safe side - when I make ANY brush I start with nodraw as the base texture and then ONLY texture visible faces. It’s an excellent habit to get into. There’s nothing I can do to alleviate it - the complex geometry in the tunnels simply produces a lot of visible faces. No way around it. It’s better as it is now, anyway. I can put more content into A1 this way.
Man the guards on 50cal. Don’t make the vorts appear there but soldiers.
Just can’t get a good commentary in. Keep rerecording commentaries but it just ain’t going well. But, almost there, it’ll be with you in a couple hours. I will also post the screenshots before the video.
couple hours…Valve time.
Joke aside, I’m looking forward it.
It ain’t Valve time, it’s uploading now, got about an hour and a half left! And I’m working on the screenshots now and am about to set up the Moddb page.
What do you call this version of alpha/beta?
After Xen release will this project work or not ? I heard that they plan on bug fixing and that will probably change map files so it will change transitions. So if that happens will you update your uncuts to updated black mesa ?
The video can be found here.[/SIZE]
I’ve updated the OP with screenshots and the latest, up to date information. There are a total of 19 screenshots in the 2 OPs, but I’ll post a few here to catch some attention/for those of you too lazy to take a look.
Looks Awesome! Keep it up Text
OMG…You’ve done a FANTASTIC JOB, Text! I really impressed with your work. Keep it up!
It looks great! But, before I get back to you on the loooong, detailed open-mouthed flattering: some of the areas look a bit overdesigned, as if you overcompensated for the original visual boredom that was the chapter in Half-Life. The crane room (and the crane control room; why are there crates there, really?), the cafeteria and the rocket room look particularly cluttered. Detail is great, but it can be a bit overwhelming when there is too much of it, especially in a videogame, and even more so when the obstacles have physics.
It’s something that, if you agree with at all, can be easily fixed. Just put fewer crates and other models. I will be more detailed (and positive) when I actually manage to watch the whole walkthrough.
I have to say, very cleverly done… For the design decisions for the area just after the office complex (the electrified pool),
If the player wants to travel on foot, why not have a maintenance hatch/hole/hall or something near the players tram area (the door is initially locked) and have it lead to various areas in the office complex as well as back to the particular hall for the tram?
It’d be less tedious for the trip back to the tram if you so choose to go back for it. Another option is to add in a “stop off” for another tram (it can have a few boxes on it, mimicking it being unloaded for some time before) and the player can procure another tram that way.
Maybe after those cafteria, add an extra door who leads to the tram, so u can pass the electrified rail…
oh my god, help me! thats so nice!!! almost better than expected!!
maybe make a bigger, deeper chasm, where to look down on the rails from the office area… that will look more deep and epic then… otherwise great job!!
and take your time!! take your time, to add even more details maybe… your are writing gaming history…one man mapper army! take one month or so for more detail… or more… its great!!!