Uplink Remake

Update! Finally had some time to dedicate to the project. It took me a little longer to create the next area since I had to reimagine it. The transition between the storage yard and the satellite dome in the original Uplink seemed strange. You had to reach the door by going through a small canyon. This was most likely done because of the r_speeds limitations of 1998. I tried to imagine what the area would look like if they had more freedom and here is what I came up with. Hope you like it.

Remember: early shots, details, lighting, etc still needs a final pass.

Original:

Remake:

Shots from other perspectives:

Pretty nifty. But where will you put the pit fire ?

Thanks!

The fire pit will probably be somewhere in the sand. I also still have to create the TNT plunger and corresponding entity works.

Really fucking cool

Fog looks a bit bright though

These shots look really pro.
You have my sincere admiration.
Must take an enormous amount of dedication :slight_smile:

I like your profile picture.

Hmm… I noticed you’ve changed a lot of the geography while keeping the layout pretty similar

Just a quick note, you should really watch a few Uplink Youtube Videos to make sure you don’t end up running into a dead end :slight_smile:

Good Luck!

How would making the fog a blue similar to the sky color look?

Thanks for the comments everyone!

I try imagine how the original developers had the areas in mind when they created them. Because it was 1998, larger areas were not possible so some things are a bit odd or just very unrealistic. I’m trying to fix those things in the remake, while perserving as much as the original as possible.

When I create a new area, I actually first play through it in the original Uplink and make a lot of screenshots. From there, I start outlining the area and put the main elements in, so it’s a near exact copy of the original. Then I’ll start moving things around for sake of gameplay and eye candy. Sometimes the original just works perfect, at other times I’ve moved gameplay elements to other locations to fit the layout better or create more interesting gameplay.

I started out with blue fog, but somehow that didn’t really work. I checked the BM maps at the end of On a Rail and they seemed to use brown fog. I think it fits the desert theme a bit better, since the general tone is brown. I’ll experiment a little more when I do the final art pass to see what fits best. Thanks for the suggestion, though :slight_smile:

It’s Rayne from the Least I Could Do webcomic. Go check it out, it’s a good read.

It is a func_door brush to trigger the explosion :slight_smile:

Or it was in the original.

The version I started of uplink was from 2 years ago… Do you want to take the vmf files?

I don’t have the time to finish it… I will PM you with it if you want the vmf… And if you like some of the ideas in it you can use it.

I have a working soda machine that explades… the alternative route through vents … Alternative elevator deathtrap… Puzzle in warehouse… Some scenes triggered sequences.

Basically I ask you to look over it and it might help you out it might not… You can use what you want from it

I honestly spent weeks on it… so I think it would be good if you check it out… A lot of hard work rethinking uplink… I don’t doubt it will be atleast interesting to you and see a different perspective

The road is an interesting idea after the last watchtower it’s not so different to what I come up with but I had the th crouching under rock still and the back door.

Yeah, I think it was. In Source I should probably make it an animated model.

I’m not sure if the plunger will actually return in this remake. The reason it was there in the original is because you can sneak up on the grunts and blow them up. In an more open design, that’s not possible, so it defeats the purpose of the plunger. It also didn’t leave a scratch on that door, which is kind of weird… especially since the grunts can simply cut through it with a torch later on. In this case, I’d favour realism over a gameplay gimmick.

nice work. i realy like uplink
I’ll be watching this.

Perhaps you can have it… If you combine it with the scene whre the HECU are burning the vorts… So that you sneak up on them instead?

I would not bother making a model… A simple square and plunger from brush work is good enough…

or make a sneaking route to the dome

the original idea was always that the hecu were trying to break in there… But the door was too heavy duty…

Yeah exactly. But now you combat the HECU at the yard’s gate, so it would be odd if another group of grunts would just stand idle next to the plunger if they could hear combat a few meters away.

Awesome work here dude.

Have you ever thought about retconing the story of Uplink? I mean so that we don’t play as Gordon Freeman?

IMO This could be done by alluding to the idea that the military got mixed up between scientists in HEV suits. The person you play as could be another scientist getting to the Lambda core before Freeman, and thus being mistaken for him.

The only thing in the original to say he is is the text at the start, no one recognises him throughout Uplink. ‘What about this guy’ is the security guards lines.

With this you could add to the beginning of the game and perhaps even think about a full fledged mod based around it. Even perhaps adding an alternate ending to the rather negative one we get in Uplink :stuck_out_tongue:

Just some ideas, this is some awesome work and I’d love to see more.

As for the plunger, I see what you mean. It didn’t add anything gameplay wise other than giving the player an interactive scene to laugh at. Perhaps add something similar in to this potential mod your going to make for me :smiley:

Well in that area he shouldn’t really be recognized as he’s not supposed to be there and likely never has. This is the second time in a week that I’ve seen someone suggest changing Gordon Freeman in someone’s project :o What would be the point?

Anyway, it’s still looking kick-ass, can’t wait to get my hands on it. I know it’s all pretty placeholder, but I’d make the fog a little bit less yellow. Maybe more brown as to match the mountains or a teeny bit more blue-ish.

My goal is to recreate Uplink as close as possible. That also means I’m not going worry a lot about making it fit perfectly into Half-Life’s original storyline. The original Uplink had some plotholes and inconsistencies, but it was cool as it was, so I just want to make something that is fun to play. At this point, I’m planning to also use the original ending (Garg breaking stuff and fade out…)

I do have time for development now, but that might change later, so my primary concern is getting something done. Making promises about expanding Uplink might not be a smart move now. Unless you guys want to wait another 8 years, lol. Plus, I might want to work on something else after a few months. Aparrently there is no remake of the Hazard Course, yet :wink:

I can understand that. Uplink itself was good as it was, I don’t see a need for any sort of extension.

:smiley: <- LINK

Starts picking up halfway through page two.

Freeman is recognised all over the facility during the ‘incident’, through word of mouth passed on through the staff. This was especially true with regards to the Lambda area, who were waiting for Freeman. The point, as you’ve clearly missed, would be to fit the Uplink ‘story’ and setting into the actual ‘Black Mesa Incident’ canon, which it is unable to be if the character is Gordon. It’s not essential, I just think it’d be cool.

Yeah that’s fair enough. A remake of the Hazard course? Have you ever played the PS2 port of Half-Life? It had extra sections in it’s Hazard Course to make it feel more a part of the facility, with an extended introduction sequence where Freeman actually enters the section of the facility proper. Just a thought.

Regardless, excellent work here dude and I can’t wait to play it.

Oh cool, a HC remake! Forget I said anything :wink: I’ll be checking that out.

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.