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Black Mesa Source

  • Skjalg
  • December 14, 2010 at 7:30 AM
  • Skjalg
    • January 19, 2011 at 9:26 AM
    • #41

    The version I was so lucky to play a year ago (mid ferbruary) was very well done. (At least the part I played, which was mostly the starting chapters). Theres no doubt in my mind that they can pull it off. I'm just hoping it happens during this decade =)

  • D3ads
    • March 27, 2011 at 2:36 AM
    • #42

    http://www.blackmesasource.com/404.php

    Uhhh...lol what?

  • -HP-
    • March 27, 2011 at 4:00 AM
    • #43

    Stop bumping this for nothing... you almost gave me a heart attack thinking this got released. Shit.. what a disappointment!

  • cincinnati
    • March 27, 2011 at 4:36 AM
    • #44

    well, that was as informative as it was intended to be.

  • Rick_D
    • March 27, 2011 at 4:53 AM
    • #45

    on the subject of budget:

    it only makes things easier if the structure is there to support it correctly. look at all the indie devs who fail and fold even with backing and money to support themselves full-time. money doesn't instantly remove all worries, in fact it very often adds more, increasing the stress and removing that much needed creativity, leading to burnout and eventual hostility.

    sure, some developers make it, but for every 1 that hits it big time and succeeds there's 20 that don't.

    i think if you guys were the type of people who could utilise a budget correctly you would also be the type of people who would realise that rebuilding an enormous project like half-life, and performing a graphical overhaul at the same time, is an utterly enormous undertaking. single player games on that scale, with that engine, are not something you walk into lightly, and the mock-proffesionalism that has been shown is an indication that you have latched onto the wrong part of the industry business model. an outward appearance of proffesionalism is no match for having an internal system that works for your team and your game, and the right developers in the right positions.

    my point is that a budget would simply add to your problems, not alieviate them. perhaps if you had started the project with a backer, and had hired the right people in the right areas, and had a good business model from the start then perhaps a budget would work for you. but it's irrelvant right now because simply injecting money into this project would almost certainly destroy it.

  • Skjalg
    • March 27, 2011 at 11:19 AM
    • #46

    [Blocked Image: http://dl.dropbox.com/u/1972432/recent_is_recent.png]

  • Mazy
    • March 27, 2011 at 11:42 AM
    • #47
    Quote from Skjalg

    [Blocked Image: http://dl.dropbox.com/u/1972432/recent_is_recent.png]

    Ouch.

  • Puddy
    • March 27, 2011 at 2:11 PM
    • #48

    Yeah that's pretty bad.

    Does anyone have any insider info on this? What state the game is in?

    I was just about to write something about how they "should" proceed but it seems kinda stupid as I have no idea what's going on internally.

  • dux
    • March 27, 2011 at 2:57 PM
    • #49

    Why are you guys bumping this dead mod thread.

  • FrieChamp
    • March 27, 2011 at 3:18 PM
    • #50

    Leave Black Mesa Source alone!

  • D3ads
    • March 27, 2011 at 5:12 PM
    • #51

    I bumped the thread with that link because I wasn't sure if it was hacked or it was a series of jokes that had some relevance to a puzzle like that fake Black Mesa Research Facility page.

  • sarge mat
    • March 27, 2011 at 5:24 PM
    • #52

    Did anything ever get announced at the end of 2010/early 2011? I assume not.

  • Orpheus
    • March 27, 2011 at 8:16 PM
    • #53

    I know at least one of the guys working on this. We have not discussed it in a very long time but I can ask him if he has anything news worthy to share. Chances are though, there is nothing new or he would have told me.

    I'll get back to'yas.

  • JeanPaul
    • March 27, 2011 at 8:20 PM
    • #54

    We are still working on it you turds.

  • twiz
    • March 27, 2011 at 8:33 PM
    • #55

    but you said that a month ago and its STILL not out!

  • Rick_D
    • March 27, 2011 at 8:56 PM
    • #56

    how far away are you from release? what sort of stuff is there left to do, is it mostly fixing up code and gameplay stuff or is there lots of level design, art, or animation left to do?

    there's lots of skilled people here, maybe they would like to help out, or is it going to be a case of "we're a mod team we know best"?

  • Sentura
    • March 27, 2011 at 9:22 PM
    • #57

    - slow down mod production

    - rename mod to "nightwatch"

    - never release

  • JeanPaul
    • March 27, 2011 at 9:44 PM
    • #58
    Quote from Sentura

    - slow down mod production- rename mod to "nightwatch"

    - never release

    -become sentura

    -accomplish nothing

    -commit suicide

    -mapcore rejoices

    Quote from Rick_D

    how far away are you from release? what sort of stuff is there left to do, is it mostly fixing up code and gameplay stuff or is there lots of level design, art, or animation left to do?there's lots of skilled people here, maybe they would like to help out, or is it going to be a case of "we're a mod team we know best"?

    There is like a very small amount of level design, art, and animation. We arent far.

  • Sentura
    • March 27, 2011 at 9:52 PM
    • #59
    Quote from JeanPaul

    -become sentura

    -accomplish nothing

    -commit suicide

    -mapcore rejoices

    pretty sure i've accomplished more than you, little man

  • Minos
    • March 27, 2011 at 10:01 PM
    • #60

    [Blocked Image: http://29.media.tumblr.com/tumblr_l61mlsMpzq1qzgeemo1_500.gif]

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