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Comments on: Black Mesa Half-Life Remake Headlines First Wave of Steam Greenlight Approvals http://www.vgblogger.com/black-mesa-half-life-remake-headlines-first-wave-of-steam-greenlight-approvals/17916/ Celebrating geek culture -- Books, Gadgets, Video Games & More! Mon, 17 Sep 2012 12:03:30 +0000 hourly 1 By: Tim Mack http://www.vgblogger.com/black-mesa-half-life-remake-headlines-first-wave-of-steam-greenlight-approvals/17916/#comment-2339899 Mon, 17 Sep 2012 12:03:30 +0000 http://www.vgblogger.com/?p=17916#comment-2339899 The one thing I hope that configuring the mod to be available directly through Steam reduces some of the extra overhead that the Mod requires. Currently the Mod is over 3GB and then once it is unpacked and installed it is 7GB. But then the actual game doesn’t play until you install the Source SDK which is another 4 GB. 11 GB for a Mod (which is obviously more than just a Mod) is a lot to swallow. Fortunately the Mod looks absolutely fantastic (so far of what I’ve played) so it is worth the space.

The one thing that I hope Valve sorts out with Half-Life 3 (whenever it comes out) is a less obvious level load stumbling block. I can understand this Mod having the same load points as the original Half-Life, but the sudden halt in momentum due to loading up the next section of the game is jarring. Loading levels at a elevator a la Portal/Portal 2, or at the start of a new “movie” in Left 4 Dead 1 and 2 makes sense, but having to wait while a level loads while sitting on a train car during the opening sequence just feels antiquated. Replaying Half-Life 2 a while back I was reminded of just how jarring this aspect of the Source engine is when I was driving the buggy through the tunnel on my way to the coast. Driving into the tunnel at full speed, only to hit a load point, wait a minute or so, and then have the buggy zooming out of the tunnel at full speed without the same sense of direction and speed due to the load (plus add in the bright dynamic lighting as the buggy shot out of the other end of the tunnel) caused a weird sensory overload for a second.

Source is obviously a fantastic and versatile engine, but level streaming is one thing that should be addressed, or make up-coming load points more obvious so that the transition isn’t so jarring.

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