![]() ![]() Worth mentioning that during development of the first chapter, some mappers were already making Insecurity maps. This chapter took us about 4 months to finish. Just think about it, only one person made it, including models! Maps were created from a few screenshots from Insecurity, and many were created completely from scratch.īy the way, we have to say that the whole elevator sequence was made by Cyv0 (except for the music, this part was handled by our great composer, Daver). We tried to think over all the possible actions of the player in every situation. With the help of voice actors from Crowbar Collective and more, ~400 voice lines were recorded. We couldn't entertain player with some shotgun action for now, 'cause it was pre-disaster, so we dived into creating various scenes that revealed the final peaceful moments of Black Mesa personnel. Despite all difficulties, we think we did an excellent job and are proud of this chapter. The first real challenge for us was the second chapter, Insecurity. We're going to explain the process so you can briefly understand how much time each chapter took and why each chapter's development was unique. They're extremely detailed and filled with complex, dynamic battles and puzzles.Īnd now we want to answer an important and very often asked question - why is development taking so long? You will be amazed by the size of the indoor and outdoor areas!Īll locations where we battled the HECU along the tracks, saving helpless scientists, while simultaneously fighting the HECU, have been significantly expanded, beyond recognition. ![]() It has been significantly expanded, recreated in more realistic style. The next screenshot is the freight yard itself. This location haven't changed much in comparison with the original, but we've improved its gameplay and added interesting puzzles. Our article starts with exciting new content that we want to show off. Obviously the strongest monster is the tank in Captive Freight but it can be skipped.After a long silence, we are happy to announce that we are back with news, and lots of it! We will also reveal a little behind the scenes of the development of the previous and current chapter. BS is probably one of those rare FPS game without a terrible enemy to defeat. We don’t know why but the G-Man didn’t look after Barney, probably overbooked with Freeman and Shephard.įinal thing is the absence of a boss. Like in Decay, the G-man is absent in Barney’s trial, except a little apparition in the beginning. But no novelty means no interest for modders, so that, it seems that only one mod have been ever created for Blue Shift. In my mind, and despite it have no real novelty, it is 10 time more entertaining than OP4. I heard something saying that it was originally designed for console like Decay, explaining it’s short lifetime but it still amazing. Personally I really enjoyed this game for gameplay and place similar to HL1. This event set the end of Blue Shift about the half of Half-Life, nice! However Barney came to place already seen in other game: a Xen system that Shephard had eventually cross, and the corridor where Freeman get unlucky. Rather than a boss we encounter randoms teleportation and finally the end. ![]() To my mind Deliverance is a little weird.
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