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Previous Posts 12

  • Dr.Criss-Cross wrote:

    Spectacular work, as always!

    I try to give myself the gift of waiting to check the forums. As a result, I get to come back and enjoy a HUGE media binge.

    Very glad to see the overhaul of the Haza- ahem, "Training Course". I'm hoping we get a little bit of a pre-course level as we walk into the training ground - perhaps with a few remarks about the ridiculous level of firepower we're trained for.

    Just to submit my two cents, the guard lines as performed by Nick Gikas sound substantially younger than the Barneys from Half Life, Opposing Force and Blue Shift. Is this a conscious decision to diversity characters? If so, will their character models reflect that difference in age? Either way, great to finally get a taste of the voice cast!

    Something about the worn edges of Shephard's rifle, accentuated by the night vision, really struck a cord with me. It grounds the weapon as an object in the world, rather than a part of your HUD.

    I'm floored by the lighting simulations, especially in the tanks of Crush Depth. As if the simple murky filter from Opposing Force wasn't scary enough!

    The Ichthyosaur skeleton hanging in the lobby of the Aquatic Labs is a very nice touch - reminded me of Jurassic Park and of real life visits to museums. Also, since it doesn't appear anyone else has mentioned him, loved the appearance of our mutual friend on the second floor ;)
    Thanks for kind words, we appreciate it.

    As for Barney´s VA, it is true that he sounds a bit younger than in the original game, but I personally don´t see a problem with that and it makes sense to make him sound younger than in lets say, Half-Life 2 which is supposed to take place quite a few years later.
  • Spectacular work, as always!

    I try to give myself the gift of waiting to check the forums. As a result, I get to come back and enjoy a HUGE media binge.

    Very glad to see the overhaul of the Haza- ahem, "Training Course". I'm hoping we get a little bit of a pre-course level as we walk into the training ground - perhaps with a few remarks about the ridiculous level of firepower we're trained for.

    Just to submit my two cents, the guard lines as performed by Nick Gikas sound substantially younger than the Barneys from Half Life, Opposing Force and Blue Shift. Is this a conscious decision to diversity characters? If so, will their character models reflect that difference in age? Either way, great to finally get a taste of the voice cast!

    Something about the worn edges of Shephard's rifle, accentuated by the night vision, really struck a cord with me. It grounds the weapon as an object in the world, rather than a part of your HUD.

    I'm floored by the lighting simulations, especially in the tanks of Crush Depth. As if the simple murky filter from Opposing Force wasn't scary enough!

    The Ichthyosaur skeleton hanging in the lobby of the Aquatic Labs is a very nice touch - reminded me of Jurassic Park and of real life visits to museums. Also, since it doesn't appear anyone else has mentioned him, loved the appearance of our mutual friend on the second floor ;)
  • Hello, devs!
    I know, not much time has passed since the Summer release, but it is very curious how you performed at least the HECU themselves, or at least the new PCV armor?
    You mentioned earlier that you discussed gameplay - will the OBM has a smooth gameplay speed or will it have a frantic pace like BM? Of course, many complained that today the shooting in HL2 is boring, but with a "quick" gameplay you hardly pay attention to the design details of the levels or scenes.


    Will this place be made like BM or will it be completely redesigned?
    steamuserimages-a.akamaihd.net…5834419EC8823896DFCA0EB9/
  • -Raptor- wrote:

    Nice update! Your concepts are good as always! Is there a Geneworm or Tentacles on the 3-d concept? =)
    I can see water barnacles are confirmed! Great!

    Voltigors are impressive but not much electricity around, they are "electric bugs", may be you can add some electric sparks or lightning around them. You know, a lot of modmakers are too addicted with brightly burning eyes that cause only irritation, but hump with purple stripes could be also highlighted as an accumulator on their back. For example, in Prey was a scary effect with this stuff. After first walkthrough many gamers can remember their hump like their 2-nd face. =) The same with missiles,I imagined it with some explosive effects as you remember in Unreal Tournament 3, for example.

    I will be happy to see some extended areas you showed in your screenshots. By the way the video on youtube about Hazard Course of Barney looked better than on the screenshots.
    We don´t plan to show anything related to Geneworm. These parts of the game will be kept secret for you to experience it yourself when we release the game.
  • Nice update! Your concepts are good as always! Is there a Geneworm or Tentacles on the 3-d concept? =)
    I can see water barnacles are confirmed! Great!

    Voltigors are impressive but not much electricity around, they are "electric bugs", may be you can add some electric sparks or lightning around them. You know, a lot of modmakers are too addicted with brightly burning eyes that cause only irritation, but hump with purple stripes could be also highlighted as an accumulator on their back. For example, in Prey was a scary effect with this stuff. After first walkthrough many gamers can remember their hump like their 2-nd face. =) The same with missiles,I imagined it with some explosive effects as you remember in Unreal Tournament 3, for example.

    I will be happy to see some extended areas you showed in your screenshots. By the way the video on youtube about Hazard Course of Barney looked better than on the screenshots.
  • Awesome update, exactly what this community needed!

    Btw, comparing to Black Mesas Inbound, I noticed from "Welcome to Black Mesa" picture that there´s very recognizable lay-out and color scheme, not to mention very precisely placed boxes on the right :D
  • I absolutely love the level screenshot, the color and lighting looks good, especially the wall texture in Crushed Depth seem similar to Black Mesa's Questionable ethics which is awesome (I don't remember how it looks in OpFor,it's been so long since the last time I played it)
    The Voltigore nest teaser look nice too, I remembered asking about the night vision a while ago and you guys deliver it (kinda make me feel like I'm contributing something to the community as a fan, so thanks for that :) ) . It looks properly creepy, and I think the texture is made more detailed in this one due to limited color and lighting. Love that cool moment when the Volti just out of view and its projectile just fly pass your head. I think it fit the section well.
    The music is hard to judge, it definitely is made by talented people, but I really don't know what part it will fit in the game. My best guess is the first one is when you're in a hallway of some sort, and the second one will be a wide open area, but both seem to encourage player to slow down and admire the environment.
    Voice acting: Security sound a bit goofy (almost like Kleiner). The marine is good, but I think some post-processing to make it more distorted as if they're talking through radio comms will make them more badass.
    The alien flora concept art is a bit... disturbing( Trypophobia anyone?). Anyway it's just me being uncomfortable with things that have lots of holes so I can't speak for everyone. Other people might like it.

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