Sunday, July 24, 2011

Addendum


Worked more on the Geothermal Plant idea last night. Finally working up an exterior. Designwise I wanted a stealth-oriented take on the cliffs area in the original Half Life, with a ton more scenery porn due to the mountain's commanding view of the island.

As to the tower in this screenshot, I'll give you three guesses as to what that's designed after, and you won't need the last two.

Saturday, July 23, 2011

Five @ Five

Shot one: Coastline of the blacklisted map that has been featured here so much I should stop blacklisting it. Still needs work.


Lately I've been working on this room. The general idea for this area of the base is an extension of the "Air Exchange" idea from Half Life 2's original story.

As you can see here, the variances in purpose for the facility allow me to experiment with some fog types, color combinations, and architecture in a manner different from the original game. The general idea is that the Combine's Air Exchange is going forward, but they're engineering with existing Earth fauna such that a large facility like the Air Exchange isn't necessary. Change the trees, let them grow around the world for a few generations, and you wouldn't need to spend exuberant resources on a problem that can virtually solve itself.

My other test has been on breaching tactics. Here, you can see the rather interesting effects of red phosphorous. I'll probably post a video of the breaching moves once they've been sufficiently scripted.