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Engine Updates & Particles!

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Engine Updates & Particles!
Theres one thing I've wanted in RainFall from the start, and that'd be bloodstreams. Thanks to Magic_Nipples & the custom Xash3D build he uploaded a week or so ago, they are up & running! Sprite based sparks, such as those seen at E3 1998 are also included with the engine, aswell as code for re-enabling the particles that follow gibs once a breakable object is destroyed. Engine: http://www.moddb.com/mods/shft-no-mercy/downloads/xash3d-custom-build-3598

Communications Center - Aid Station

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Communications Center - Aid Station
CONTAINMENT FAILURE +48 HOURS The sun has set, and whats left of the HECU are fighting to the death to hold what little of the facility they have left, its an absolute warzone on the surface, the vast majority of the remaining military forces have flocked towards the Communications Center in a desperate attempt to send out a distress signal after being left behind during the evacuation. They are making their last stand in the Satellite Operations Hub & the surrounding motorpool, and your heading straight towards them. I've decided to start from scratch on the Communications Center, alot of my old cencom maps pre-date Q1 2016 & are pretty messed up, figured I'd start again & give these maps a fresh coat of paint. Afterall, the Communications Center is essentially the Hyperborea of HL1's cut chapters, and I want to treat it as such. Heres some screenshots of my old version of these areas, horribly offscale & cramped https://gyazo.com/88f3204914066efe75a920bbaa844b83 https://gyazo.com/984df0c86cfec82aeac69d2ca357a843 The player will begin near here in Uplink, basic armaments & ammo can be gathered from the fallen marines here.

Communications Center - Fallen Barricade

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Communications Center - Fallen Barricade
CONTAINMENT FAILURE +48 HOURS The sun has set, and whats left of the HECU are fighting to the death to hold what little of the facility they have left, its an absolute warzone on the surface, the vast majority of the remaining military forces have flocked towards the Communications Center in a desperate attempt to send out a distress signal after being left behind during the evacuation. They are making their last stand in the Satellite Operations Hub & the surrounding motorpool, and your heading straight towards them. I've decided to start from scratch on the Communications Center, alot of my old cencom maps pre-date Q1 2016 & are pretty messed up, figured I'd start again & give these maps a fresh coat of paint. Afterall, the Communications Center is essentially the Hyperborea of HL1's cut chapters, and I want to treat it as such. Heres some screenshots of my old version of these areas, horribly offscale & cramped https://gyazo.com/88f3204914066efe75a920bbaa844b83 https://gyazo.com/984df0c86cfec82aeac69d2ca357a843 The player will begin near here in Uplink, basic armaments & ammo can be gathered from the fallen marines here.

Unforeseen Consequences - Freight Tunnels

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Unforeseen Consequences - Freight Tunnels
Workers in Sector B have attempted to seal off the tunnels using forklifts & whatever else they could find to little avail, the invading aliens overwhelmed them with ease. With nothing to defend themselves with aside from basic tools, they fell, one by one. Reference Image: http://combineoverwiki.net/wiki/File:Train_hound.jpg Was hard to tell whether or not that thing at the end of the tunnel was a forklift, a train, or some other piece of machinery, I settled on a bit of a hybrid between a forklift & the E3 1998 train prefab left in the On A Rail .vmf files that leaked with Half-Life 2 & the WC Mappack back in 2003. Sorry about the lack of updates folks, been doing lotsa work on models lately, probably gonna post an updated Barney model & the new scientist model soon, heres a preview of some of the new variants I'm working on! Moved all of the facial bits into a single texture, makes it much easier to make variants this way. http://www.moddb.com/members/generalrain01/images/slick-variants-wip Closer look at the forklift prefab: https://gyazo.com/b0ae6fca7d292109a214ac1e76c8eb29

X-Labs - Primary Control Hub

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X-Labs - Primary Control Hub
CONTAINMENT FAILURE +50 HOURS You've aligned the CenCom satellite array & have lifted the lockdown, and proceeded into the reactor labs through the motorpool beneath the Communications Center. After a long descent, and 48 hours of hell, you've arrived at the vast & mysterious X-Labs, where the last surviving remnants of the science team have established a stronghold against the invading masses. The facility is caving in around you, the entire complex shakes as the military continues their strafing runs on the surface. Here, you must link up with the science team & use the advanced machinery & technology in the X-Labs to your advantage, eventually you'll find yourself at the launching tubes which will send you to the teleportation labs, even deeper into the facility... Took some time to get the lighting scheme matched with that in the maindemo map from the 0.52 alpha, went for a bit of a light purple & teal coming off of that main light fixture. Map based off of "lambda1.jmf" included with Preliminary Freezings.

Hazard Course (WIP)

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Hazard Course (WIP)
Been working on this area for a few weeks on & off, heres the Hazard Course! Its hard to tell what Valve originally had planned for the course, the few screenshots we do have of it in it's beta state make it out to be a big room full of jumping puzzles, I drew a bit from retail in order to give it a better sense of flow & to better guide the player. Reference Images: https://gyazo.com/3ca912cea82dc3eb93937c42ce0a4956

Office Complex - Maintenance & Storage Area

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Office Complex - Maintenance & Storage Area
Sector D was among the initial sectors to be damaged when the disaster hit. Hallways that were once filled with scientists working & sorting papers were now filled with panic & otherworldly abominations. Lt. Backman and his security team have spread out over the entirity of the office complex in an attempt to get ahold of the situation, to little avail. Some members of the security team were seperated from the main group & have resorted to establishing makeshift barracades with anything they could find. "Me and my men are leaving the upper admin offices & moving to the cafeteria to establish a hard point, the cafeteria & the atrium holds a direct access point to the main elevator leading to the warehouses, if all else fails I still have the failsafe keys to this sector's turret defense system..."

Unforeseen Consequences - Storage Bays

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Unforeseen Consequences - Storage Bays
The storage bays here are often used as overflow storage when the main freight processing warehouse is overloaded, forklift paths lead all around this area & its often used as a repair bay aswell, many areas link up to this area including the turbine tunnels & water treatment canals that run below Sector B. The generator platforms here served as good hiding places for the shocked workers when the invasion began, perhaps some of them are still alive? Reference Image: https://gyazo.com/b799e3b6bec0818ec090eeb725ba642b Taken from Gamer's Republic Magazine, Issue 4, September 1998

Anomalous Materials - Plasma Chambers

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Anomalous Materials - Plasma Chambers
For this area, I almost wanted to make it appear to be "night indoors" if you know what I mean. Here, you can catch a glimpse of construction workers hard at work. They'll have a minor pressense in Sector C, but you'll really be able to see them doing their thing if you decide to pay the Coolant Reserves in Sector B a visit before heading down to the barrel. "Going to Sector B? Well, alright. I'll buzz you through, be careful though. There was a coolant leak earlier, workers are in there cleaning up the mess right now." Join the Discord: https://discord.gg/DpXBmra

Anomalous Materials - Security Station

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Anomalous Materials - Security Station
"Sorry doc, this is a restricted area!" The Security Station will play a major part after the disaster, the entirety of Sector C will be on lockdown, and the player will have to travel here to deactivate the remote door control, unsealing the airlock to Sector B in the process, this will serve as an introductory puzzle to moving around turrets & finding alternate routes. Join the Discord: https://discord.gg/DpXBmra

Anomalous Materials - Elevator Landing

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Anomalous Materials - Elevator Landing
For this area, Valve originally had brush-based faux lights outlining the doorway. After several tests, I've determined that the original set of textures used here are borderline impossible to get aligned properly. Using some custom textures from Shaft, I went ahead and finished off the 3D Ceiling & walls. Reference Image: https://gyazo.com/5c7dbfab148f7d93d4a7d3af6ea5c8ec Join the Discord: https://discord.gg/DpXBmra

Anomalous Materials - Offices (Update 2)

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Anomalous Materials - Offices (Update 2)
This area has always been one of my favorite areas to expand on, knowing what this hallway in particular looked like during development makes the retail version look like a blockout in comparison. Join the Discord: https://discord.gg/DpXBmra

Land Squid (WIP)

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Land Squid (WIP)
No rest for the squicked. The bullsquid will have 2 variants, the white one, being slightly larger & more powerful, and the yellow one, being the more common variant. The white squid was made using a combination of ripped & cleaned up textures, and heavily modified Mr.Friendly textures. Join the downward spiral: https://discord.gg/TKwmxb

Unforeseen Consequences - Sector B Lockout

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Unforeseen Consequences - Sector B Lockout
The Coolant reserves in Sector B provide coolant to the hundreds of thousands of pieces of machinery & computers needed to run the Portal Device in Sector C & all throughout the facility. You've managed to fight your way through the now inside-out Anomalous Materials labs, and now you've found yourself at the airlock leading deeper into Sector B. It appears the coolant reserves were locked down in a hurry, judging by the scientists haunting the inside of that coffin of an airlock. Take a breather, there were some security guards up at the armory earlier this morning right? Maybe one of em' is still alive... Or at the very least, one of them might still have an access card. This area has gone through quite a few iterations in RainFall, this map has been tossed and turned since late 2015 & I think I've finally got it in a shape that I'm confortable with. It is very likely that the area with that barred off doorway in retail was once an airlock during development, and the cut keycard puzzle from this map supports that theory, figured I'd give my X-Lab hallway prefabs some use aswell here. Join the downward spiral: https://discord.gg/TKwmxb

We've Got Hostiles - Silo Complex Entrance

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We've Got Hostiles - Silo Complex Entrance
"The doors are sealed shut... What are we going to do?" "Calm down, if we can get into the security station, we can unseal the silo doors. God knows whats waiting for us in there..." Departing the elevator, you've landed in the Security Complex. All of the warehouses are under complete military control, surviving personnel are being rounded up & executed en masse by those damned MTF rejects. Not many friendlies left, Backman and what was left of his security team passed through a few hours before you, they were last seen heading into the silo complex, vanishing into the darkness. A few of them stayed behind and aided the remaining scientists in fortifying & blocking off certain areas, they'll lend you a hand as you make your way through the warehouses & onto the tarmac & military encampment above. Heres my take on the silo entrance from the 0.52 alpha, figured I'd merge it a bit with the beta aesthetic, I've still got some pretty big plans for the red silo textures though, saving em'! Those of you from that one thread on /vr/ mayyy have seen an earlier version of this area ;) Original silo entrance from the 0.52 alpha: http://combineoverwiki.net/images/d/dc/Alpha_c1a3_03.jpg Join the Discord: https://discord.gg/TKwmxb

The most wonderful time of the year!

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The most wonderful time of the year!
(2 days early, won't be home on the 25th!) After hours, all of the facility personnel have gone home to share the best time of year with their families, most enjoying a cold evening huddled up next to a warm fireplace, as snow gradually blankets the Earth. I couldn't ask for a better community to share my work with, thank ya'll very much for stickin by my side all through 2017, and heres to many more! (hopefully by this time next year, there will be atleast a little something I can put under the tree for ya'll!) Have a merry, holly, jolly Christmas! And a happy new year!

Tram (WIP)

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Tram (WIP)
Trains! These retro-speeder lookin' things are the backbone of the transit system, hundreds of these metal beasts thunder down the tracks daily, moving personnel, cargo, and supplies to the various installations all across the facility. The most common variants are a maintenance model, used in the lower industrial areas, mostly manned by a crew of several construction workers, and the passenger model, which picks up the various employees from their dorms & resting facilities & transfers them to their dedicated location of work! Heres my recreation of the 1997 tram, seen most predominantly in the "indeep.mpg" video from Preliminary Findings, I estimated the scale & size of the tram from the player's height seen in the video, and the scale of the textures in & surrounding the tram, the textures are a mixture of cleaned up rips & panels created from scratch. 2018 is gonna be a good year, I've been workin' on some pretty neat stuff. Main reference: Indeep.mpg, watch it here https://www.youtube.com/watch?v=hnqe7h9l21A (the tram appears at arounnnnnd 23 seconds in) Join the Discord! https://discord.gg/TKwmxb

Questionable Ethics - LAB1 "Yellow" Interior

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Questionable Ethics - LAB1 "Yellow" Interior
CONTAINMENT FAILURE +32 HOURS The sun is setting, you've found yourself at the color coded labs that house the biological research sector. The military have dug in deep, all surviving personnel have been executed en masse, only a select few remain alive, more than likely being interogated somewhere within the labs. With the aid of the remaining security personnel, you'll carry out a raid on the labs in an attempt to find a scientist with the proper credentials to override the lockdown & unseal the emergency exit to the surface. Of course, this is easier said than done. You'll encounter commanding sergeants, flanked by their strafing subordinates, aswell as the unseen horrors previously contained within the labs. Needless to say, you're in for a wild night. Been doing tons of work on the Alien Research Labs chapter lately, I've jumped ahead a bit! Day One is still the primary objective, whenever I get bummed out working on it, I'll either work on Homeworld for a bit or jump ahead a few chapters in RainFall, I wound up mapping this whole chapter out for the most part over the past month & a half, it was a blast. Gonna have a huge media update showing off the rest of this chapter & some other areas I have finished coming very soon, annnnnd something completely different that you'll either love me or hate me for will be getting a ModDB page soon aswell, stay tuned loves! (also i promise i'll get a new body image to match the current banner theme, the inconsistency is begining to bug me somethin' fierce)

Xen

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Xen
Y-Yes... its true! This is Xen in RainFall... The rumors have been eating away at me... My oh my, I.. I just need to get this off my chest! H-Hold me... *wipes tears* aprillllllllllll foooooools ya nerdssssss C: On another note, do you all like what you see? This is a shot from another project I'm working on called Homeworld. Its a game where you.... Play as a rock lady! And you... uh.. Kill other rock ladies on a rock planet! Don't worry, I won't fool ya'll & leave ya empty handed. Heres some WIP screenshots of the revamped cafeteria in RainFall! https://www.moddb.com/members/generalrain01/images/office-complex-cafeteria-commons-revamp-heavy-wip2#imagebox https://www.moddb.com/members/generalrain01/images/office-complex-cafeteria-commons-revamp-heavy-wip1#imagebox https://www.moddb.com/members/generalrain01/images/office-complex-cafeteria-commons-revamp-heavy-wip#imagebox

Warez (WIP)

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Warez (WIP)
Black Ops have arrived, and they aren't wasting any time cleaning up what little the HECU have missed. You'll have to sneak your way around them, or if your feeling lucky, run in with guns a blazing. We'll see how that turns out! Seeing that assassin advertisement always made me wonder, how well would stalkyard work if it was redesigned to be a single player level? I've recreated the map from scratch with exactly that in mind, & I've integrated it into the Security Complex, figured having some assassins early on would shake things up a bit. Join the Discord: https://discord.gg/DpXBmra I also made a... Twitter! I'll post random incoherent nonsense there from time to time, so give it a look maybe! https://twitter.com/MyFairLadyJane
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