Hunter's camp & Lab complex in Source engine
Posted: Mon Sep 02, 2019 6:13 pm
'Ello,
I've been lurking in this forum for a while now, and thought about (finally) making a thread about couple of projects i've been working on for Source engine (Orange Box - branch) for a while now,
lately with Mike & Tatu (thanks, guys ). While there is still a lot of stuff to do, the two levels are slowly shaping up.
Both levels are initially being built for Half-Life 2: Episode Two as "walking simulators" (everyone loves those), however they are more or less compatible Garry's Mod,
lab complex having loads of things (namely triggers), which can break up pretty badly and hilariously Garry's Mod.
Hunter's camp
Trespasser was supposed to have the camp, however it ended up being scrapped. (Plantation House level does exist, however there is very little of the camp in it,
namely some wrecked vehicles, tent poles, burnt crates and the song. Burnt crates alone give it away the area is the camp,
since in the movie the camp is seen being partially burnt during the havoc.)
Hence instead of using the (intended, partially implemented but eventually scrapped) Trespasser version i picked the movie version as a reference.
Concept arts (and fan arts), movie clips, Trespasser developer walkthrough and JP wiki have turned out to be invaluable resources in this.
https://www.flickr.com/photos/184028055 ... 0659786227
Lab complex
Due to grid size limitation building the entire level was not plausible, so instead i picked the key area from the level and went with that.
Some of the textures are original Trespasser textures, which have been upscaled with neural networks. There are also some Trespasser textures TheIdiot upscaled, and kindly
allowed me to use them.
https://www.flickr.com/photos/184028055 ... 0659536001
While Trespasser has only one Cray, Hammond talks about three of them in his memoirs, and also mentions site B being the most advanced genetics facility in the world at the time,
which really wouldn't have been be possible with just one Cray... That and the fact the vault does have room for three Crays overall, so i added the other two.
Keycards+locks and Cray boot up sequence puzzle are also already impletemented, but there is still huge amount of stuff to be done.
That's about it for now, and hello again
I've been lurking in this forum for a while now, and thought about (finally) making a thread about couple of projects i've been working on for Source engine (Orange Box - branch) for a while now,
lately with Mike & Tatu (thanks, guys ). While there is still a lot of stuff to do, the two levels are slowly shaping up.
Both levels are initially being built for Half-Life 2: Episode Two as "walking simulators" (everyone loves those), however they are more or less compatible Garry's Mod,
lab complex having loads of things (namely triggers), which can break up pretty badly and hilariously Garry's Mod.
Hunter's camp
Trespasser was supposed to have the camp, however it ended up being scrapped. (Plantation House level does exist, however there is very little of the camp in it,
namely some wrecked vehicles, tent poles, burnt crates and the song. Burnt crates alone give it away the area is the camp,
since in the movie the camp is seen being partially burnt during the havoc.)
Hence instead of using the (intended, partially implemented but eventually scrapped) Trespasser version i picked the movie version as a reference.
Concept arts (and fan arts), movie clips, Trespasser developer walkthrough and JP wiki have turned out to be invaluable resources in this.
https://www.flickr.com/photos/184028055 ... 0659786227
Lab complex
Due to grid size limitation building the entire level was not plausible, so instead i picked the key area from the level and went with that.
Some of the textures are original Trespasser textures, which have been upscaled with neural networks. There are also some Trespasser textures TheIdiot upscaled, and kindly
allowed me to use them.
https://www.flickr.com/photos/184028055 ... 0659536001
While Trespasser has only one Cray, Hammond talks about three of them in his memoirs, and also mentions site B being the most advanced genetics facility in the world at the time,
which really wouldn't have been be possible with just one Cray... That and the fact the vault does have room for three Crays overall, so i added the other two.
Keycards+locks and Cray boot up sequence puzzle are also already impletemented, but there is still huge amount of stuff to be done.
That's about it for now, and hello again