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Interview: Black Mesa: Source
Author: Juice Feedback: Comments/Discussion
Date Added: August 6th, 2005 Print: Printable B&W Version

Juice sits down with Denzil of the Black Mesa: Source team and over a coffee discusses the finer points of life. Of course, after this activity became boring and Denzil was wondering just why he came, Juice proceeded to actually ask some questions relating to the mod.


BM:S are looking to bring out the best in the Source engine
HL Fallout's Juice: First off, I'd like to thank you for taking the time to answer our questions. As we know, Black Mesa: Source is a complete redo of HL1 on the Source engine. What do you think mainly separates your modification from Half-Life: Source?

Denzil: Our modification is made different from Half-Life: Source in respect that we will be recreating all textures, models, levels et cetera that are found in the original. Obviously it will be similar in the fact that our materials will closely resemble and hopefully remind the player of the original game.


HL Fallout: Voice acting was particularly important during Half-Life 1 to give the characters a sense of identity. Have you decided on how to approach this matter, and do you plan to contact the original voice actors about it, or record your own?

Denzil: A few months back we contacted the voice actor behind Barney, G Man and numerous other Half-Life characters and he showed interested in helping out, we have however, not been in contact since as the need for voice recordings is still a low priority for us at the present time.


HL Fallout: It has been confirmed that the manipulator will not be present in Black Mesa: Source. This would have undoubtedly been an annoying decision to take, and with the absence of the gun, will any physics puzzles feature rather than "Shoot the barrels and make a ledge fall"?

Denzil: Correct, we will not be implementing the manipulator in to Black Mesa: Sources main game play, however I'm sure someone will make a mod to make this otherwise.

We are still looking into the designs of puzzles for the modification, we don't want them to be boring or, as you say "woo another barrel I need to roll in to that machinery", so we really need to play around with our ideas and test them to make sure the player actually enjoys them.


HL Fallout: Speaking of barrels, no good game or mod is complete without them. I trust you have your own dedicated barrel-modeller?

Denzil: Oh but of course, our crack team of barrel designers and engineers work around the clock with our R&D department to really bring those tin cans to life. *cough*


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