Uplink Remake

Very nice, although you should make the lighting more like the original, with the blue moonlight mixed with the yellow pointlights, would probably make it look more interesting. Are you going to be using 3D mesa’s in the background to remake the skybox like the official BM maps do?

Also will you be using the original voice acting from Uplink since you wouldn’t have access to the BM voice actors?

Isn’t Uplink being remade by Operation Black Mesa/Guard Duty devs though? “_”

Looking good! Especially for something being made so fast.

I know some people are suggesting trying to integrate this into the Black Mesa/Half-Life storyline like that old HL1 mod (which put it after portal 7). I always liked the idea in principle, but it was a rather silly way to implement it, as you would be deep inside the Lambda reactor but then get teleported to just outside the complex. You’d fight through soldiers and aliens to use an uplink to send an all-clear signal to open the entrance to Lambda Core… a place that you were already inside previously. Once you’ve opened the doors you’d go through some corridors and then a vent, and it would collapse with a Garg approaching you (where Uplink originally ended) but fortunately you’d fall into a random teleport portal that happens to take you to the other end of portal 7 in the teleport puzzle. Of course, the reason the modder did it this way was so that he could integrate the maps without actually altering them, other than adding teleport portal sprites at the start and the end. But it did mean the entire Uplink section was a rather contrived situation.

I’ve always thought a rather better way to impliment Uplink into Half-Life would be to have it right at the start of the Lambda Core chapter. After the final battle with some human soldiers and a tank and alien grunts, instead of having you walk into the area that has the military truck on a huge diagonally-moving elevator, instead have the player be at the start of Uplink. You have not yet decended into Lamdba Core itself, so it makes sense you have to do this all-clear signal thing to unlock the door to the core. Then at the end of Uplink, instead of having the bit with the Garg, the big door you open leads to the first room of the true Lamdba Core chapter, with the big diagonally-moving elevator.

It should be possible to integrate this idea (without altering the Black Mesa maps) by changing the start of Uplink, so that the first area resembles the last tunnel at the end of Forget About Freeman. And similarly after opening the Lambda doors in Uplink, beyond there would need to be a similar-looking tunnel so that you could have the same level transition into the start of the true Lambda Core chapter. There’s a method of altering the entities in a Source engine map (without having to decompile it or something), you’d use that to change the level transition at the end of Forget About Freeman to point to the first area of Uplink, and then in Uplink you have the final level transition point towards Black Mesa’s first lambda core map.

Uh-huh, but who cares, I think it’ll be cool to see different peoples remakes. :slight_smile:

I’ve mentioned a few times that lighting and details are yet to be added. Current sky texture is the first dark one I picked from the list with it’s corresponding light values, so it’s bound to change later. I am going to make a skybox at a later point for this area, but I’m not sure yet what it’s going to look like.

What it looks like now I’m using the original voice acting, unless someone volunteers to make me some new sounds :wink:

@your_evil_twin: I think I’m just going to remake it as a standalone episode, with the fade in and fade out. Seems easier.

That looks great, but doesn’t BM have a model for a ceiling-mounted crane like that one, so you don’t have to make it out of brushes?

It’s probably not the proper size.

Yeah, that is mostly the problem. I’ll make a more detailed crane later, but this one seemed to do the job for this stage in development.

About that: I bought a new laptop yesterday and I’m still in the process of reinstalling everything, so that’s slowing things down a bit. Hopefully I’ll be kicking this back into action this evening.

Good luck buddy

Nice job on uplink, can’t wait to see it for real.
My suggestions would be to make it way more darker, where light is coming mostly from your flashlight and selected light-sources (like monitors, desk lamps, lonely lamp posts) rather than the usual neons and ambient light. It could make some interesting scenes for the vort firepit or the radioactive tunnel below the satellite dish.

Man, I can’t wait for this.

Looking great so far, keep up the good work!

I would really like to see uplink integrated in BMS but like you said about the positioning is all wrong in the HL1 MOD.

If anything… Uplink is meant to come directly after on a rail… Forget the plot of the demo it’s comedy and fun but if it was put into half life 1 properly or BMS it goes directly after On a Rail and can be reached from the launch Pad… It would then loop back on itself to the launchpad and onto apprehension.

After Launching the rocket in on a Rail the Lauch site would get bombed and you would have to run for the door leading you to uplink.

As for plot changes put 1+1 together you just launched a sattalite into orbit and it is nightime. A biy of plot on how they need to program the sattalite to try to close the portal etc.

And there you have it it also keeps you above ground a little longer than hoing straight into appreension.

Also I have attempted mapping uplink and have just sent my work from 2 years ago onto the DEVS I did not finish it but would be happy to post some screens up here too.

Well done Hezus it looks good what you have done but I think it is slightly out of scale… In places… But well done and looks good with the BMS Textures

I think it would be good to offer this back to the BMS Devs who have given so much… And would not mind collaborating with you on this as I have quite a few ideas but If you want to do it alone I understand.

How did you get all the BMS Textures in SDK?

Here my concept for the dish who puts a dish in a dome?

https://s13.postimage.org/ovvglhdt3/Crafty_2012_09_26_18_13_59_82.png

https://s14.postimage.org/okw0jhm4h/Crafty_2012_09_26_18_13_15_64.png

https://s7.postimage.org/8okkrjc6j/Crafty_2012_09_26_18_13_36_65.png

If Uplink was to be intergrated into BMS I also think it is the right place to introduce the M4 if it is to be set after on a rail because every chapter in Half life introduces somthing new.

And the M4 is also about the right power structure too. but you would lose it during apprehension and perhaps not get it back again until surface tension this I think would work out well in this way.

regarding the dish and controlling it I thought about modifying the prop_vehicle_crane for the controls… This would be taking it one step further than the original as you would have to align the dish horizontally and vertically from a control chair looking at the dish from where the antenna dome is and redesign the antenna dome which is a stupid idea to be a control tower for the dish

Thanks! The reason why some things are a bit bigger is because the BM team uses larger props than the original. So if I want to use a certain door that was 92 units in HL1 and 128 in BM, I need to adapt the area to it.

If they’re interested, I’ll gladly collaborate in this project with them. After all, it’s their mod.

You have to set up a GameConfig.txt file in the Source 2007 “bin” folder of your Source SDK. I’ve just written a guide here: https://forums.blackmesasource.com/showthread.php?p=506910#post506910

Looks very nice. I’ve recreated the dish entity setup a few years ago for a tutorial (might still be on Interlopers.net), but I’m not sure yet how I’m going to approach that area.

For the watchers: No new update today. It’s a busy week. Hopefully I can get back on track around friday.

I was thinking about how a modern version of uplink would be like, i figure the topside section would take place near a trainyard or airfield that’s been completely flattened by aerial bombardment, with fuel tanks creating fires with large plumes of black smoke.

The radar dome would be replaced by a satellite dish that needs to be manually/locally aimed to the sky, and a radar dome could be placed off in the distance somewhere as an homage to the original. There’s a skybox model of a radar dome somewhere in BM’s assets already, you could use that.

Showing the damaged connections that the scientist talks about (“the lines have been severed”, if i recall correctly) could help reinforce the back-story of the area.

I would like to intergrate my concept map of Uplink into what you have there… But if everything is scaled differently then this would cause issues I guess. But if it’s scaled the same as HL2 then it is not

I changed quite a few things but I think for the better but still resembling the original in layout

You should think about using the on a rail night sky as for me this is the logical place for it to go…Try to connect it to the doors on the far side of the launch Pad of the rocket (first time you see it)

I mapped the crate jumping over the fence into a puzzle in the warehouse and made it look more like a train yard. I think it worked better than the original and slowed the pace after the warehouse fight.

https://s14.postimage.org/706eke98h/Crafty_2012_09_26_18_15_01_82.png

https://s8.postimage.org/uiaonofkl/Crafty_2012_09_26_18_15_15_00.png

Heres my Idea for a script re-write for the intro

Guard “Let’s get down below to safety”

Scientist “soon… yes… but Now that the sattalite is in orbit we can try to put a stop to this disaster once and for all… The only problem is we did not have time to pre-program it I’m sorry but the sattalite wont work unless we send an uplink signal to control it from here”

Guard “Ok so send it already”

Scientist “I would love to do that…Yes, but right now it’s drifting through space aimlessly, and all this damage from the aerial bombardment has wrecked the transmitters…The cables are severed… We’d have to align it by hand and I’m getting high radiation levels in the control dome… Nobody but a fool would go in there”

Guard “What about this guy?” looks at gordon

Scientist looks at gordon “Yes you could survive in that suit of yours…Very well I will lower security on the access elevator and you can go up in to the control dome and I will try to help you out over the intercomm”

On returning back to this room I imagined some dialogue from the scientist about fighting with his brain unlike the soldiers and as he sends the signal to try to close the portal is when headcrabs spawn into this area…Panic ensues… And he also explains that something is holding the portal open from the other side… The Sad scientists who has failed his attempt to stop the disaster but says there is one chance left and prompts you to succed in his place and tells you to get to the Lambda core on the monorail and opens the door at the launch site to go on to apprehension as it is in BMS but you encounter the garg before you get back to the launch site.

To kill the GARG I thought about it freezing itself by accident as it comes for you on those liquid nitrogen tanks in BMS after it takes out the security guard and the scientist in this area and then a simple toss of a grenade finishes it off and gibs it?

This song should feature whilst aiming the dish and the control dome

https://www.youtube.com/watch?v=XohPdHAW89k

Then an upbeat remix for when the Grunts start ambushing you in the control dome. Akin to this same sort of tempo and beat

https://www.youtube.com/watch?v=pFS4zYWxzNA

I’d like to stay as close to the original as possible and enhance the visual appearance and add some gameplay elements to it, like Black Mesa appoached the HL remake. Your ideas are nice, but it’s not what people expect from a remake.

I will only change layouts when its beneficial to the gameplay or when I feel that the original developers envisioned something bigger but couldn’t pull it off because of the r_speed standards of 1999.

It’s just my opinion but uplink needs re-imagining not remaking… Because it makes no sense.

Anyway good luck

Judging by it’s supposed place in the story I think the environment just needs to be modified to better fit.

No problem mate! I’m eager to see what you’ll come up with and I’ll play it for sure once it’s done.

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.