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Previous Posts 126

  • Summerset Banjo wrote:

    Will Blue Shift's Hazard Course be remade too? If so will could be altered a bit to be more distinct and "BMS Security Focused" as opposed to being mostly a reskined version of hl1's hazard course?
    At this point, we plan to include it, yet not working on it. It´s our lower priority at this point, but still counting on it.
  • Will Blue Shift's Hazard Course be remade too? If so will could be altered a bit to be more distinct and "BMS Security Focused" as opposed to being mostly a reskined version of hl1's hazard course?
  • Hi Summerset Banjo.
    Our answer to your question is yes, we're definitely open to the idea (a few of us have raised some ourselves as the ending of Blue Shift is a little abrupt).
    Though I must confess we can't say which ones we'll actually ultimately implement, this is something we are interested in working with.


  • I didn't feel like doing a full suggestion for just this in the suggestion forum. But this guy here showed off some beta animations for HL1 that depicted Gordon's capture. He says it could've looked cool to have seen this from Barney's perspective in Blue Shift and I tend to agree. seeing this fight animation or something akin to this on the source engine could be pretty impressive if staged and animated right and would be more memorable than just seeing him dragged off. Or it could be a added scene in addition to the later drag off scene if we wanted to keep things authentic.

    So i guess my question would be, "Would you be open to expanding or altering the sequence where Barney is teleporting around Black Mesa?"
  • Hey Summerset Banjo,

    I will answer question 5 in accordance to myself. I worked on Portal Stories: Mel before working on these two games. I have also worked as the lead designer for some local cities ARG games in my area (contract work to make games age range 5-12 so nothing terribly complex). If you were to go to my Steam profile you would also find about 50+ Portal 2 maps I released as independent workshop downloads.

    I've also worked on a small handful of student/indie projects of all types of generes and game styles.

    Currently besides working on these games, I am an instructor in Game Production at the same school the devs for Portal and Portal 2 came from, so that may be a fun fact for you.

    Cheers!
  • 1. So what was the reasons behind the merger? I vaguely recall that obm lost its website dev and the project leader went missing for months and those two things lead to the merger but I could be wrong. How rough was the merger? Did it go well? How come a lot of Obm's assets had to get scrapped in the merger? low quality? differing creative vision? inconsistent design? Any of this you can shed light on?

    2. When OBM hits steam will it be in early access or more or less finished out of the box? How much will it be on steam?

    3. Will you be doing any community contests if people show interest in it? I remember back in the day Black Mesa Source did a few.

    4. What is your favorite thing and least favorite thing about the source engine in you and your team's experience

    5. You mention that everyone has had prior experience on other mods or games. Are you free to share a few examples?

    6. I'm glad to know that there will be good mod support for the game as well as it being more accessible than Black Mesa's which should work well with steam workshop support. That said I remember when surface tension uncut and on a rail uncut\ got made and left a big splash. If someone were to modify the main campaigns themselves would that be possible for OBM since some clearly had the desire to do that for BM

    7. Once tripmine finishes Obm do you and your team have any desire to remake Decay or attempt to create Hostile Takeover from what little we know of it? or heck how about something different and remake CS Condition Zero's Deleted Scene's campaign. I know you can't say one way or another given that OBM is not even finished but would it be something you would consider?

    8. When researching the source material for this remake did you try to see if you could get in touch with those that worked on Opfor and BS and get some insight on these games?

    9. Will the headcrab zombies still have the skull texture underneath or at least the gonomes?

    10. Will there be a zombine equivalent for OBM/GD or will it be regular zombies and gonomes? How will you keep gonomes from being too similar from the more recognizable fast and poison headcrab zombies of hl2?

    Lastly will the gonomes still have their happy dance?
  • Summerset Banjo wrote:

    Hi, I hope you don't mind if I shoot more questions regarding this mod project.

    Sure...

    Summerset Banjo wrote:

    1. How long has Operation Black Mesa and the Blue Shift remake have been in development? (If I recall Barney's Tales was one of the early names before it halted and morphed into Guard Duty but i could be wrong.)
    Operation Black Mesa was restarted back in 2007 (yes, even that was restart ) as brand new project. In 2009, Guard Duty was started as a reaction to Barney´s Tales cancelation. In 2011/2012, both team merged and that was a point where OBM was basically restarted too, although not everything was scrapped. We rather remade a lot of content and most of the maps were dropped too and started from scratch.



    Summerset Banjo wrote:

    2. Will all of Opfor's multiplayer maps be remade? Including the all-star maps, and the modified hl1 multiplayer maps.
    That´s something I cannot promise. We will see about this, but we definitely want to remake all the popular and classic maps + we will also introduce some new maps too.



    Summerset Banjo wrote:

    3. Will some guards or scitenst be hostile to the players in OBM? (I know that opfor didn't have any, but I just feel it makes sense that there would still be a few living BM personal still willing to shoot any HECU's they come across.)
    That´s a challenge we still have to tackle on. It would make sense to bring some hostile behaviour, or at least sense of fear.



    Summerset Banjo wrote:

    4. I remember once seeing a piece of art for OBM with a scientist wearing either some bloodied Security Armor or some PCV taken off a dead trooper. Will a character or model like that still appear in OBM?
    We currently focus and plan to include scientist without armor. However, it might be possible that we will add this too. It´s not our priority though.



    Summerset Banjo wrote:

    5. Will Capture the Flag still be a thing? How about some new additional modes that were scrapped from the HL1 beta such as treasure hunt and co-op (on multiplayer map)
    Yes for CTF. And as for additional mods, it´s very likely there will be some new mods too, but multiplayer will evolve after the launch, so if we plan some new modes, they won´t be very like available at launch.



    Summerset Banjo wrote:

    6. What has been the most difficult chapter in the game to work on? Which has been the most fun to work on?
    That´s very hard to answer. Chapter is usually assigned to single person, while it´s true some others sometimes help out too. You can be sure that everyone see different chapter as the most difficult. No doubts the biggest challenge is going to be Xen.



    Summerset Banjo wrote:

    7. How many on the team have had prior experience from working on other mods? How many that this is their first time working on a mod?
    I believe almost everybody already had prior experiences from working on other mods, or even commercial games.



    Summerset Banjo wrote:

    8. What lessons have you all learned from the recent releases of other mods onto steam? (Hunt Down the Freeman, Black Mesa, Prospect , Wilson Chronicles, and others.)
    Black Mesa is huge inspiration for us all in a sense that it indeed is not impossible to make a game of this scale. I speak for myself, that I don´t like some things they added/changed/removed, but the amount of work, sense for details and polish is simply astonishing. I think unlike Black Mesa, we still try to stick with the original more and avoid cutting content. I would say most people wish Black Mesa did that too.

    Hunt Down the Freeman is great example how to NOT develop a game.




    Summerset Banjo wrote:

    9. In response to question 6 does that mean we'll get a separate mod section on the menu, something like how left 4 dead or classic hl1 did? Cause I can't tell you how much of a turn off it is in Black Mesa that you have to remember the console code of the map just to launch the mod you want to play.
    When you start the game, main menu will offer you "Play Operation: Black Mesa" or "Play Guard Duty". Clicking on either one will bring you other options such as choosing your dificulty and so on and then start the game. No need to be worried that we would let you start the game through the console command or something :).



    Summerset Banjo wrote:

    10. Can the saw have a secondary function of using the tripod to affix it to various barriers? the original saw gunner model in opfor had a tripod in his backpack yet no one ever uses it.
    This feature is not planned.



    Summerset Banjo wrote:

    11. How do you balance being a creative remake/re-imagining of Opfor and BS and being faithful to the source material? How often does that struggle come up? Especially since everyone's stance is likely different.
    We love both games, so when we want to stick to the source material naturally. It´s not always possible and when we came to the decision that we need to make something different, it´s usually a short discussion or poll where we have some limited time to vote for certain options. Then we decide. It´s pretty much normal that our stances are different so poll is ideal.



    Summerset Banjo wrote:

    and lastly will Chubby the Chumtoad be king of chumtoad's lair?
  • Hi, I hope you don't mind if I shoot more questions regarding this mod project.

    1. How long has Operation Black Mesa and the Blue Shift remake have been in development? (If I recall Barney's Tales was one of the early names before it halted and morphed into Guard Duty but i could be wrong.)

    2. Will all of Opfor's multiplayer maps be remade? Including the all-star maps, and the modified hl1 multiplayer maps.

    3. Will some guards or scitenst be hostile to the players in OBM? (I know that opfor didn't have any, but I just feel it makes sense that there would still be a few living BM personal still willing to shoot any HECU's they come across.)

    4. I remember once seeing a piece of art for OBM with a scientist wearing either some bloodied Security Armor or some PCV taken off a dead trooper. Will a character or model like that still appear in OBM?

    5. Will Capture the Flag still be a thing? How about some new additional modes that were scrapped from the HL1 beta such as treasure hunt and co-op (on multiplayer map)

    6. What has been the most difficult chapter in the game to work on? Which has been the most fun to work on?

    7. How many on the team have had prior experience from working on other mods? How many that this is their first time working on a mod?

    8. What lessons have you all learned from the recent releases of other mods onto steam? (Hunt Down the Freeman, Black Mesa, Prospect , Wilson Chronicles, and others.)

    9. In response to question 6 does that mean we'll get a separate mod section on the menu, something like how left 4 dead or classic hl1 did? Cause I can't tell you how much of a turn off it is in Black Mesa that you have to remember the console code of the map just to launch the mod you want to play.

    10. Can the saw have a secondary function of using the tripod to affix it to various barriers? the original saw gunner model in opfor had a tripod in his backpack yet no one ever uses it.

    11. How do you balance being a creative remake/re-imagining of Opfor and BS and being faithful to the source material? How often does that struggle come up? Especially since everyone's stance is likely different.

    and lastly will Chubby the Chumtoad be king of chumtoad's lair?

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