![]() ![]() My only complaint for this department was adding too many random switched off lights. Overall - it, again, wasn't anything special, though it improved original lighting quite a lot. Some extra lights pointing out the new additions, like the ones at the ceiling near the vents, worked very well. A bit dimmer and more atmospheric, it worked quite well in my opinion. A nice addition, commonly left out by other mappers.Much like other aspects, lighting was pretty decent. The map also had ample env_sounds, which, if I recall correctly, were overlooked in the original lobby. Mostly adequate, it was all original HL sounds, placed near every sound source possible. Another thing linking the remake to the original was ambience. Plus, I think texturing was probably the main thing tieing this remake with the original, so any bigger changes would've ruined that essential link. Nothing special, though overall well-fitting and without any bigger faults. Nothing more than some extra curves on corners, bevels in walls and more detail in gadgets/furniture, yet it all looked the way it's supposed to be, added some nice detail and didn't deviate too far from the original.Texturing also hasn't changed much, in fact, it's pretty much the same as in the old c1a0. For example, some of the new pipes or small wires could've been extended through walls/ceilings in the whole map to give them more credibility, as well as up the overall detail level.New things aside, most of the old stuff was also fairly pumped up. Another small flaw, often overlooked by level designers, is adding extra-fine details in only some parts of the map, while leaving other areas much less detailed. You could of course say there's no entrance in the lobby, though placing it somewhere far away from the room you need to access sounds pretty pointless and inefficient. Take both new security rooms (one with a scientist opening the doors for you in the room where you spawn, another with barney in it next to the security override switch), for instance: There's no entrances/passages leading to them in the area, despite both having exit doors. However, there are some plain logic faults and other nitpicks amongst the new additions. Most of them, like the nicely detailed benches, the large wall panel with monitors on it over the reception desk, more gadgets here and there, or just extra office stuff lying around really work right in the map and give it more depth/realism. Upon spawning in the map - you'll probably first notice the new added objects/rooms to the original lobby area. Long-winded introductions aside, let's get on with the actual review. ![]() Inspired by a screenshot of the same area in Black Mesa Source, a highly anticipated remake of the whole Half-Life 1 experience in the Source Engine, it's, like Hunter said, a remake of a screenshot of a remake. Not exactly sure why, though I think mainly because it wasn't anything more than a large playground, much like an extension of the Hazard Course, where you could first admire HL's interactivity, detail and sheer beauty at point-blanc range, where you could jerk around endlessly pressing the wrong buttons, annoying your colleagues without getting lead chuffed in your face, a place where, unlike the rest of the game, nothing could go wrong.Ansith's map isn't simply the aforementioned c1a0 (the first map in Anomalous Materials) on steroids. Anomalous Materials, of all chapters in the game, was definitely the one I've re-played, explored and analyzed the most. had a bunch of messages for you, but we had a system crash about 20 minutes ago and I'm still trying to."Upon hearing Barney's famous greeting, you'll already have made your first steps into the first "real" part of Half-Life.
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