Plans of Opposing Force Remake for Black Mesa

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    • Plans of Opposing Force Remake for Black Mesa

      I've been a big fan of Black Mesa since 2013 and I literally wanted to make a mod for BMS on Steam, somewhat similar to @skyms2663s "Insecurity Mod" idea; I wanted to remake a Half-Life expansion in BMS.


      However, there are few problems:
      One, I don't know how to make one. Two, can't even script. Three, it's a one-man stand (And I don't expect someone to offer help since I'm still deciding if I will do it or not.) and Last, Dont even have the proper tools TO MAKE ONE.

      But I'm really inspired to do this since I wanted to show my skills in level designing and probably in choreography and I want to show my talent.


      BTW, Not a ripoff of @X RaYs Opposing Force Remake, I really plan this through and I didn't know that he made one already and I don't think I could join his team, due to busy schedules and problems but it's worth the try.

      The post was edited 2 times, last by shingeki_is_real ().

    • Allow me to offer you some friendly advice, one modder to another. If you want to make a cool mod for a game, then you have to learn how to do it, and then ACTUALLY DO IT. With game design (and I could argue with any other form of art/entertainment), getting stuck in and actually doing it is not just the best way, it's really the only way. Load up Hammer, and start making something. You can't get by on just ideas, design plans and ambition. Everyone has those. Anyone can do that.

      If you really have no idea how to make a mod, and if you can't actually do any work in making your mod idea - well, how do you expect to make a mod? Coming on here and asking for help when you bring very little to the table is kind of pointless. You are tackling an unbelievably ambitious project that will require an extremely large and talented team to pull off correctly - and you don't bring anything to the table, skill wise. Why would an artist, a level designer, a sound designer, or anyone else, choose to work with you? Why would the community get excited for this project over the 3 or 4 other Opposing Force remakes that are out there?

      These may seem like harsh words, and I promise I'm not actually trying to discourage you; but I'm trying to be realistic here. I'm trying to encourage you in the right direction! I'm telling you this as someone who myself started out having no idea how to make games or mods, and eventually through my own work and elbow grease, ended up on the Black Mesa Team. The first step is to get stuck in, learn how to do it, and then do it. Me? I just loaded up Hammer and started making Surface Tension Uncut. Keith loaded up Hammer and started making his Blue Shift mod for BMS. That's what got people excited! Prove to the community that your project is one to get excited about. Prove to other modders that you're a person worth working with. Start small, start with these steps, and build up from there, and before you know it you've got an exciting and quality project! Coming on the BMS forums and saying "hey, I sort of have an idea here, but I don't actually know how to do it, and I can't actually make mods," isn't a particularly convincing pitch!

      So what do you do instead? I would suggest learning how to make maps in Hammer for BMS. That's a good start. Go make some cool stuff, and show it off to us. You can totally do it! We'll be more than happy to give you feedback and encouragement along the way.
      Chon Kemp - Level Designer and Community Manager
      Creator of the Black Mesa "Uncut" Mods - Surface Tension Uncut and
      On a Rail Uncut
      My dev blog on the development of dm_gasworks
    • Start working on it yourself, I have recently started experimenting in FL Studio because I want to animate and to have music in my animations, but the music that I find on the internet isn't what I was hoping for so now I'm working on creating my own stuff. It won't be a fast process but it's better than just wishing and not doing anything.
      A toaster’s just a vacuum with a phone attached, right?
    • I put this in the other Op4 thread, but in case you check this one first, you do have the tools - check your Black Mesa/bin directory for Hammer.
      As for the knowledge required for source modding, the majority of it can be found at the VDC - everything but tutorials for photoshop and external modelling packages, and those can be found online with a quick google search.

      If you want to learn how to make mods, don't start by listing off problems - start by looking for solutions!

      One caveat, though; Remaking Opposing Force is going to be very difficult without source code access, since it has new enemies and weapons that HL1 didn't. I'm unsure of CC's current stance on releasing the code once the game is finished, or if they can even legally do that under their license agreement with Valve, but you might want to start small, with some singleplayer or multiplayer maps for vanilla BM.

      Good luck!

      The Javid wrote:

      I can't wait til we ditch that pattern too. It only blends in with gravel and shitty couches.
    • New

      I also want to join the "start with something small first" boat. I'll give you a personal example since it's similar. Our team also had an idea: "Let's remake Hazard Course for BMS!" Sounds simple enough, right? I mean, it's just a training level, how hard could it be? Next thing you know, we're in development for 3 years on a 30 minute mod, all because we bit off a lot more than we thought. Yeah, we were able to chew and swallow by the end, but at the beginning? Ohohoho, no. Even for something as simple as the Hazard Course, getting it to live up to our goals proved to be a much more complicated task than we'd thought. We were all decent level designers and modelers, but none of us had ever worked on something particularly complex and at length like that. We released HC in 2015, but could not have released anything near the quality we did when the project started. We could have pushed out a simple mappack and called it a day but nobody would have wanted that. We grew as developers, learned (and continue to learn) what to do and what not to do, and eventually put our something we were happy with. But that was after three years of focused improvement. We were close to running out of gas many times.

      Now let's look at Opposing Force. It is gigantic. Think about it, we had a team of 5 for HC, everyone had been working w/ Source for at least a couple years, and it was still quite a challenge for us. It was a 30 minute training chapter. Now let's take Opposing Force and hover over 1 guy who's never touched Source. Does that sound like a formula for success? No, you will absolutely crash and burn. I know it's really frustrating and annoying to be told to hold off on your ambitious ideas for a long while, but trust me, if you want to succeed, it's not a good idea to directly pursue it right now.

      Depending on how you look at it, this might contrast Text's advice above, but I don't think you should jump right into your OF remake. Jump into something seemingly tiny and get to work. There's some neat BM singleplayer maps floating around the Workshop. They're not overly complex, but they're absolutely cool, and I think trying to do something like that would help you get started. You'll get to learn familiarity with the tools and engine, work on workflow, how to make your stuff fun, look pretty, etc, and you'll start learning how hard it is to do some stuff. You'll realize what you can't do so easily, what you need to work on. You'll realize how much more complicated even simple stuff can start to feel. Shadowing areas will start to feel a little more bright and you'll know what you could focus on to improve. Plus having a few released maps will help a lot in getting people to help you once you start to think you're ready to take on the big one. You'll be able to let people know, "Hey, I'm for real, I'm not gonna be awful like every other OF remake."

      And as a side-note, it's been mentioned before that there's already a bunch of other OF for BM remakes, it's gonna be harder to get everyone to believe you won't suck. So you definitely don't want to suck too much when you start. There's a incarnation of an OF for BM remake floating around now, and that team is the perfect example of who you don't want to be: They're in over their heads, they're not experienced enough to come to terms with it, so they keep restarting every time they realize a new obstacle, and they're never gonna make progress if they go the way they have been. "We realized our team members were being lazy so we restarted." "We realized we don't have BM code so we restarted," "We realized this was gonna be hard so we restarted." And guess what? No one takes them seriously right now. Don't do that. Cut your teeth, learn teamwork, learn how to do what you need to do. Learn what you can and can't do with your tools and engine.
      And so ends another post of pointless speculation.

      "120% sorry!"