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  • I think I can fix the TVs; some physics props seem capable of dealing damage when others cannot, but setting them to 'debris' usually solves that. This is all for the lower level (Admin 2, with the cafeteria); I don't plan to expand the upper very much seeing as it's a whole other floor but only a single hallway is canonically designed.

  • My easily-distractable Pre-Disaster focus has turned once again towards Office Complex, and as I've been thinking over how I would try to expand Map A I've realized a lot of what I'm doing involves questions that can be more easily answered after expanding Map C. So that'll be my next area of focus. I already have a fairly good idea of how I want to set the area up, based on previous discussions here. The big question previously was where to place the tram platform since there seemed to be shipp…

  • I think the concept behind these rooms is solid, but some additional detailing would be helpful. For instance underneath the pipes and ductwork the ceilings are very flat and could probably use some additional brushwork for support beams etc. The doorways also don't seem to have much of any border or trim and are just square holes cut in the walls.

  • On another note, I am now reliably able to save the female scientist in the Office Complex vent-pulling sequence by killing the male one and breaking the scripted sequence. This is easiest with the 357 and having already shot out the glass before the scene starts, but it is also doable with the glock. It is recommended that you not have the guard following you as he will become hostile when you kill the scientist. The scientist has to be still standing in front of the vent and not pulled up onto…

  • Interesting; I had not thought of exiting the vent backwards to delay the triggering of the scene (presumably that is the purpose of backing into it).

  • As you may have figured out from some of my previous posts, rescuing NPC scientists over the course of Black Mesa's gameplay is a recurring interest of mine, and one of the ones I've been particularly interested in is this guy in Office Complex who comes to the doors of the break room and is eaten by a barnacle: DB62278426C15CC41612290924B3C111DA40BE3D His HL1 counterpart is fairly easy to save provided you don't go up to the doors before crawling through the vent, but due to a combination of fa…

  • Quote from TJHL: “ (Although burny does spit the flare out after it ignites.) ” Actually that's behavior I wanted, since the barnacles presumably do have some kind of pain sensitivity and would not hold onto an object that was actively hurting them (although by the time they made contact it would be too late); and also that allows one flare to be grabbed by multiple barnacles as outlined above. I also don't think the animation they play looks that bad (the things don't really move much as is so …

  • At the moment they will grab lit flares and try to eat them, but spit them out without being harmed like any other physics prop. As the title implies, I think that trying to bite a lit flare should set the barnacle on fire and kill it. There are not a lot of places in the vanilla game where barnacles and flares can interact, but it is entirely possible in Office Complex and of course map modders can put together two mechanics commonly found in the earlygame however they please. I think if this w…

  • Ok, so the maps are run, programmatically, as multiplayer maps. That makes more sense.

  • How exactly are you introducing co-op to begin with?

  • Looking really good, lighting and other details pending of course, although I still think you could stand to maybe add a concrete support pillar right in the center or alternatively near the tracks dividing the entrance into two segments.

  • Rev-Amp

    Admiral Sakai - - Leak-Free.org

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    Well that's certainly a decent start; it's a little hard to tell from the extreme zoom but there don't seem to be any of the usual first-timer mistakes like leaks or misaligned textures of crazily off-grid walls. I am having a hard time placing this with respect to the original c1a1c but the map design LOOKS interesting enough and fairly well-structured. What are all the small rooms for? Coolant tanks?

  • Rev-Amp

    Admiral Sakai - - Leak-Free.org

    Post

    It's also possible to post screenshots, altered screenshots, and other web-hosted images directly to the forums.

  • Rev-Amp

    Admiral Sakai - - Leak-Free.org

    Post

    I don't know if I'll be able to contribute directly to the project as I'm rather busy, but I'd be happy to answer questions and help plan. One thing you may find useful are the maps several users have made of the entire BMRF, showing where there are significant gaps. .RK has made one that is 100% true to the geometry of the levels in the game, and I've also made one that is a bit more interpretative and aims to fix some of the game's overlaps and confusing elements.

  • Rev-Amp

    Admiral Sakai - - Leak-Free.org

    Post

    So you want to expand Black Mesa and give it additional areas? That's certainly a worthy goal, but can you maybe give us a bit more information on what exactly you want to add?

  • Hmm, perhaps add a security office sticking out of the corner where the garage doors currently are? Maybe some crates in the middle of the room, or perhaps a support pillar?

  • 7349D5EEDDD6B940F4A6F2E7F48CF3A468DE3452D65F756E9DC4415BF445B9B282D93886A62F271D Originally, I didn't want to make this area at all (instead the hallway that leads to it would just go directly to the decontamination room), or at least wanted to radically change it up from my original design and make it much smaller, drabber, and less elaborate. The skylights were actually the very first thing I thought of including here and I kind of designed the rest of the room to be amenable to them, but at t…

  • I like the idea of the trusses, yeah. It seems like the beams going down as the blue lines describe here would get in the way of cargo heading onto the elevator, but I could just as easily have them come down from the hangar roof. Definately worth experimenting with.

  • 64F07E1C211F6FAC9C65F0F3AF1A53F4B930F148A628737D62E636EE5408D80378841F11D7AFC5BA Yeah the pillars are what turned out to really make this area. If I wanted to I could add some more detail- signs, posters, electrical boxes, etc.- but not every area of a map has to be jammed full of stuff and indeed a lot of the stations in Inbound are pretty bare. Also might end up replacing the billboard with bathrooms as you suggested but I don't think it looks too out of place here.

  • I could buy using it on the first hostile headcrab in UC if it provided a way to kill the headcrab (which currently the game lacks) but you've already got a new crowbar by that point in RP so I don't see the need.