Relive Half-Life in this highly acclaimed, fan-made recreation
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Çıkış Tarihi:
5 May 2015
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Erken Erişim Oyunu

Hemen erişim sağlayın ve oynamaya başlayın; oyun gelişirken siz de içinde olun.

Not: Erken Erişim aşamasında olan bu oyun geliştirme boyunca önemli ölçüde değişebilir ya da değişmeyebilir. Eğer oyunu bu aşamada oynamak için çok hevesli değilseniz oyunun geliştirilme sürecinde ilerlemesini beklemek isteyebilirsiniz. Daha fazla bilgi edinin.

Geliştirici ürün hakkında ne diyor:

Neden Erken Erişim?

“Making a game with the scope and scale of Black Mesa is a massive undertaking. Back in 2012 we made the decision to release what we had completed up to that point, and were blown away by the community’s response, feedback, and improvements to our work. We want to keep that relationship alive and well by using Early Access as a tool for allowing our community to participate in the final phase of Black Mesa’s development.

In addition, our ambitions go beyond the original Xen chapters found in Half-Life. We have a standard of quality that we have to achieve. Early Access allows us to commit resources to bring you the remaining chapters with the quality that you expect.”

Bu oyun ne kadar süre için Erken Erişim'de olacak?

“We currently have the first ~85% of our single player campaign completed (8-12 hours). For the last 15% we want to not only recreate it, but improve upon it to make it an enjoyable and memorable experience.

We plan to have the game out of Early Access in 2018.”

Erken Erişim versiyonunun tam versiyonundan ne kadar farklı olması planlanıyor?

“The conclusion of the single player campaign, with the addition of the Xen chapters
Final polish on the Earth-based chapters of the single player campaign”

Erken Erişim sürümünün şu anki durumu nedir?

“Over 8-12 hours of single player campaign. Multiplayer deathmatch and team deathmatch with 8 completely re-imagined Half-Life 1 maps on the Source Engine.”

Erken Erişim sırasında ve sonrasında oyunun fiyatı değişecek mi?

“Black Mesa will be $19.99 USD during the Early Access phase. This price will not change after we move out of Early Access.”

Topluluğu, geliştirme sürecine nasıl dahil etmeyi düşünüyorsunuz?

“We intend to work closely with our community as we complete the final portions of Black Mesa. We started out as a modding team aiming to do true justice to a Half-Life: Source port, and we won’t forget our roots.

The Black Mesa game hub and forums will be the primary points of interaction with our users. Many team members regularly browse these areas to discuss ideas with the community, and to show progress on game development. Community feedback will be sorted into groups and taken into account as we develop.

We also support Steam Workshop, and will be watching and encouraging developments there.”
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31 Ekim

#Blocktober - The Swamp

Happy Halloween!

For our last installment of #Blocktober, we thought we would tease something we’ve not shown yet (aside from a small tease in a dev blog post a long time ago). The Xenian swamp!



There is a lot of lore around Half-Life’s development cycle that talks about the larger plans, cut levels, and more planned locations for Xen. Due to time or technical reasons, many of these ideas never made the final cut. One of these was the idea of the Xenian swamp. The area was actually briefly seen during Half-Life’s resonance cascade scene, but was never revisited beyond that, though it is quite likely that Valve originally intended for you to end up back there at some point during the Xen chapter.

Paper Plans
We wanted to bring this back in our version. Our Xen is all about realised potential. We thought it was a really cool touch to get a tantalising glimpse of the unique and interesting alien environment at the start of the game and then actually get to explore it much later, near the end of the game.



The original layout of the swamp was made by Xen Lead Chris Horn, and was intended to follow a river upstream across several branching paths, each leading to different encounters and gameplay areas. Quite a lot of our ideas and designs for Xen were originally more non-linear in nature, as an attempt to change things up from the linearity of the Earthbound sections. This was something which would later adjust, as we became more accustomed to Xen’s design and core ideas, and figured out what worked and didn’t work.



This was the initial blockout with some rough prop placement and with the major gameplay elements from the plan blocked out. This map was meant to be sprawling and winding; feeling like a confusing alien environment. As you reached the map’s conclusion at the top of the river, you would get to higher ground, and be able to look back across the maze you just navigated.





Revision, Revision, Revision
This map went through a large amount of revisions. The early versions didn’t play particularly well. It was far too easy to get lost and difficult to keep track of your progression and location, and we also found that lots of memorable gameplay sections and encounters were being missed. Things weren’t framed well in general because players could approach from multiple areas, and it was all too much to manage for players and designers alike.

This led into the map’s first major rework, similar to how the first map of Xen had been totally reworked (you can see details in our previous #Blocktober post). In fact, this was done by the same mapper! The first key idea which helped bring the map forward was to make it feel more “Xen” and less terrestrial by breaking the map up into several floating islands, which had somewhat collided together: thus allowing the river to flow across them. The idea was that this would help players track their progression better by allowing them to mentally “tick off” sections of the map as they got through it. This helped a lot, but didn’t solve all the problems.





Across many, many revisions, the valley/canyon maze following the river eventually gave way to a more interesting and complex path and cave puzzle, that further gave way to something even more ambitious, which we won’t spoil. Over time, the map became more linear, directed, and focussed, which benefitted it hugely. Due to its enormous complexity and size, the map also eventually turned into 2 maps! While a lot of the core ideas were maintained and developed from the original blockout, the overall look and shape became unrecognisable.

This map’s design and what we learned from it is something we really want to talk more about in detail after Xen has shipped. The multiple loops of iteration and feedback took this map from one of our most troubled, to one that we are most proud of. This was probably the toughest map to develop in the “Xen” chapter. It was a lot of work, and the lessons were hard, but we hope you’ll think it was worth the effort once you get to play it. We sure do!

Finally, here is an aerial shot of the same map, in its current state, matching the shot from the earlier blockout images. The shot below illustrates the top left quadrant from the earlier blockout image.



Steam Sale
Now is also a good time to mention Black Mesa is on sale for Halloween! Until November 1st we are 60% off!


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20 Ekim

#Blocktober - The Cave

Hello again,

We continue #Blocktober with another section we’ve shown off previously, the Xen cave. This part shows up after last week’s arch island, and exists in the same “badlands” biome. The goal was to call back to the original Half-Life, where water and life collected more on the interior of the Xenian land formations.

Concepts
The initial concept by Xen Lead Chris Horn was to have a bridge, built by the scientists in order to cross the dangerous water. The bridge would mysteriously have a section missing and the player would need to long jump the gap in order to proceed.


The Blockout
We planned on having islands throughout the cave that the player could explore optionally. This would create a risk vs reward scenario as the player would have to jump over water that MAY (OR MAY NOT) contain Ichthyosaurs.


An initial subdivide of the blockout geometry with sculpt changes to help shape the cave’s look.


Feedback
After we added the bridge from the initial concept, we ultimately decided that while it may have looked cool, it lead to the whole cave section being a simple straight shot which provided minimal gameplay. There was little chance that the player would fall into the water and it didn’t encourage exploration, due to how direct the player path was.


From there, we changed the plan. Working as much as possible with our existing geometry, we forced the player to long jump between platforms, added more obvious resources for the player to find through exploration, and made the path to the exit much more indirect. This lets the player take in more of the environment and makes them feel like they are progressing through a challenging environment, instead of simply following a line.



This was a paint over of the existing environment by Project Lead Adam Engels, designed to help convey the intended new look and feel. The Level Designers did a great job of building new gameplay out of the shape we had already created. A great example of “creativity through constraint”.

Iteration
Things start to come together here with better lighting, some stalactite placement, and underwater foliage props.


Throughout the process, we iterated on the shape of the cave to feel more natural and support gameplay. You can see in the image below (brightened for visual clarity) that we lowered the ceiling and the height of the outcroppings on the left and right of the player’s view.



Dialing In
By identifying problems and addressing them in iterative passes, we were able to utilize more of the environment, improve/maximise gameplay, and still keep optional risk vs reward sections in the playspace. This is a design process that we have followed throughout the entirety of Xen.

After these revisions, we handed the scene to Level Designer/Artist Spencer Rose to push it up to the quality of something that was worthy of a public screen shot. He further sculpted the displacements, propagated the cave with assets made by the art team, and used lighting to guide the player through the scene; for instance, making the hole in the ceiling stand out with lighting and volumetric rays (which subliminaly point to the cave exit). He also tweaked the water to look more “alien” and unique. The new water added some much needed contrast to the environment.



We hope this was an insightful peek into our design process. More to come for #Blocktober!
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İncelemeler

“This is Half-Life updated just enough to make it palatable for contemporary tastes, but not so much as to deviate from the original vision.”
YES – Kotaku

“Black Mesa Source winds up being exactly what it always promised to be – a modernised, faithful recreation of a deservedly landmark first-person shooter.”
Rock Paper Shotgun

“It's a brilliant tribute to one of the greatest videogames ever made, and it's also a good game in its own right.”
8/10 – Destructoid

Bu Oyun Hakkında

Relive Half-Life in this highly acclaimed, fan-made recreation.

Main Info
Black Mesa is the award winning fan-made re-imagining of Gordon Freeman's landmark journey through the Black Mesa Research Facility. Relive Half-Life, Valve Software's revolutionary debut, and experience the game that raised the bar for the entire game industry all over again!

Key Features
Nostalgia has never felt so fresh - Expect tremendously detailed environments, old-school tough-as-nails combat, and a gripping story with memorable characters. The all-new soundtrack, voice acting, choreography and dialogue create a more expansive and immersive experience than ever before!

Heavily updated single player experience - The over 10 hour single player experience has greatly improved from the mod release; new visuals, new voice over, updated gameplay encounters, stability changes and more. Xen is not part of the Early Access release, but will be included as a free update when it is ready.

Black Mesa Multiplayer - Fight with or against your friends, in two game modes across 10 iconic maps from the Half-Life universe including Bounce, Gasworks, Stalkyard, Undertow and Crossfire!

Custom Modding Tools & Workshop - Use the same tools as the developers! Create your own mods, modes and maps for Black Mesa and Black Mesa Multiplayer and then share your work, and subscribe to others, on the Steam Workshop!

Complete Steam Integration - Collect the full set of trading cards, backgrounds, emoticons, and achievements! Steam Cloud, Steam Workshop and partial controller support!

Run. Think. Shoot. Source..

Sistem Gereksinimleri

Windows
SteamOS + Linux
    Minimum:
    • İşletim Sistemi: Windows® 7 (32/64-bit)/Vista or Greater
    • İşlemci: 2.4 Dual Core Processor or Greater
    • Bellek: 4 GB RAM
    • Ekran Kartı: 1 GB Dedicated Video Card or Greater
    • DirectX: Sürüm 9.0c
    • Ağ: Genişbant İnternet bağlantısı
    • Depolama: 15 GB kullanılabilir alan
    Önerilen:
    • İşletim Sistemi: Windows® 7 (32/64-bit) or Greater
    • İşlemci: 3.0 Quad Core Processor or Greater
    • Bellek: 6 GB RAM
    • Ekran Kartı: 2.5 GB Dedicated Video Card or Greater
    • DirectX: Sürüm 9.0c
    • Ağ: Genişbant İnternet bağlantısı
    • Depolama: 15 GB kullanılabilir alan
    Minimum:
    • İşletim Sistemi: Ubuntu 14.0 or Greater
    • İşlemci: 2.4 Dual Core Processor or Greater
    • Bellek: 4 GB RAM
    • Ekran Kartı: 1 GB Dedicated Video Card or Greater
    • Ağ: Genişbant İnternet bağlantısı
    • Depolama: 15 GB kullanılabilir alan
    • İlave Notlar: Does not support the Nouveau display driver
    Önerilen:
    • İşletim Sistemi: Ubuntu 14.0 or Greater
    • İşlemci: 3.0 Quad Core Processor or Greater
    • Bellek: 6 GB RAM
    • Ekran Kartı: 2.5 GB Dedicated Video Card or Greater
    • Ağ: Genişbant İnternet bağlantısı
    • Depolama: 15 GB kullanılabilir alan
    • İlave Notlar: Does not support the Nouveau display driver

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