Blue shift source: Help wanted

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Blue shift source: Help wanted

Postby MR.sugar on Thu Aug 18, 2011 4:41 pm

Hello everyone,

Guard-Duty is a complete remake of Half-Life: Blue shift expansion pack for Half-Life, released back in 2001. Our team takes the challenge to recreate the game for Source engine and use all the advantages of Source engine to bring you the best experience possible.

You will have opportunity to relive the adventure of Barney Calhoun, now with modern graphics and excessively improved gameplay! On the top of that, we are planning something about multiplayer, but we will talk about this later on ;).

Our team is looking for some new talents, who would like to spend some time and help us with this project. Below, you can find the list of skills we are looking for and of course, some media to give you idea, how does the project look and to prove you we are serious about the project!.

To see more about the project, visit our Moddb profile

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At this point, we are planning to release our very first teaser trailer and in the near future, we hope we will launch new website and forum. So, stay tuned for more updates!

HELP WANTED:


Character Modeller

Are you passionate about organic modeling? Are you able to create high-quality organic models? We will need to craft several human and alien characters. If you are up to the challenge don't hesitate and apply for the team!



Weapon modeler

We are looking for people, who will reproduce various weapons found in the game. We request ability to create weapons based on references (concepts, photos). Skills at texturing are big plus.

3D prop modeler

We are looking for 3D modelers who will be able to deliver us custom props to bring some fresh new content to the maps!
You should be able to create optimized models, work with spec,normal and diffuse maps.

Knowledge of compiling models for Source engine is a big plus!

2D art- environmental texture artist

If our level designers want to create beliveable looking environments, they need to be supplied with custom textures.
Are you master with photoshop and can create seamless texture? Feel free to apply!
Particle Artist:

We are looking for people, who are experienced with Source particle editor.

We are looking for more people for all other fields as well. If you just think you can be valuable part of the team, just send us your application at: application@blueshiftsource.com
Do not forget to link us at some of your previous works!

Best regards

Guard Duty development team!
Last edited by MR.sugar on Fri Aug 19, 2011 5:33 pm, edited 1 time in total.
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Re: Blue shift source: Help wanted

Postby nub on Thu Aug 18, 2011 7:15 pm

It still looks very Goldsource to be honest. You've got a good start and all, but I think you need to spend more time on it.
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Re: Blue shift source: Help wanted

Postby aTam on Thu Aug 18, 2011 8:41 pm

I think it looks fantastic so far. Doesn't look like GoldSrc at all! I'd say you've really captured the essence of the original game just from those two shots, and I can honestly say it looks better than most games coming out on consoles . . .

Now's a good time to practice ignoring people like nub.
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Re: Blue shift source: Help wanted

Postby Chrille on Thu Aug 18, 2011 9:51 pm

nub wrote:It still looks very Goldsource to be honest. You've got a good start and all, but I think you need to spend more time on it.


They have some really neat looking maps on their moddb profile
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Re: Blue shift source: Help wanted

Postby nub on Thu Aug 18, 2011 10:11 pm

aTam wrote:Now's a good time to practice ignoring people like nub.


I didn't say it was bad, good god. You sure are getting defensive for someone else's work.

You don't have to like my opinion but you don't have to be so condescending either.
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Re: Blue shift source: Help wanted

Postby LordDz on Thu Aug 18, 2011 10:41 pm

The lighting needs work, it's too bright, there are almost no shadows.
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Re: Blue shift source: Help wanted

Postby Hollow on Fri Aug 19, 2011 12:34 am

aTam wrote:I think it looks fantastic so far. Doesn't look like GoldSrc at all! I'd say you've really captured the essence of the original game just from those two shots, and I can honestly say it looks better than most games coming out on consoles . . .

Now's a good time to practice ignoring people like nub.
Chrille wrote:
nub wrote:It still looks very Goldsource to be honest. You've got a good start and all, but I think you need to spend more time on it.


They have some really neat looking maps on their moddb profile


Both of these, Lol.
I think these guys might also be working on Blue Shift. Sorry if I am wrong, but it looks way too obvious for them to defend like that.

My honest opinion, is that it doesn't look so great, It's far too washed out and bright in one shot (the lab does look primitive tbh) The underground shot looks fairly decent, but nothing special. The other shots on the moddb do not look that impressive either. It seems like you have one good mapper and the rest of the team is a bit of a jumble.

Good luck anyways, I can't say I am at all interested, but I hope your team does well and you release a fairly well received mod.
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Re: Blue shift source: Help wanted

Postby Chrille on Fri Aug 19, 2011 7:56 am

Hollow wrote:Both of these, Lol.
I think these guys might also be working on Blue Shift. Sorry if I am wrong, but it looks way too obvious for them to defend like that.


Yeah, sure, it couldn't be because I thought they had some good-looking maps on their moddb profile.
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Re: Blue shift source: Help wanted

Postby MR.sugar on Fri Aug 19, 2011 8:51 am

Thanks everyone.

Well, I can assure you that none of the people who posted here is not on the team. We are happy to hear that some of you like it and we also appreciate the "negative" feedback and would be cool if you keep it coming, as it's the way to help us to improve our work.

As for the insecurity picture, I would say that the fact there are no shadows was done on purpose. As for the entire insecurity, I intend to make it well lit and clean. This will help to bring on the feeling of fuctional facility and will allow us to make good contrast between pre and after resonance cascade environments.

As for this particular room, I would say there is not much stuff to add, as the original version was pretty much simple.
When mapping, I always consider the "function" of the certain area. As for this kind of "access checkpoint" to the Area3 security, I think I've done what should have been done in this case. The room has sense and it's place in the complex now and it's not just simple room, like it was original where it felt like there is actually no purpose for it.

Well, everything is WIP, so keep the feedback coming.

Thanks :smt023
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Re: Blue shift source: Help wanted

Postby ScarT on Fri Aug 19, 2011 11:25 am

The two maps posted in this thread uses about 8 textures tops. A bit repetitive. Good luck :)
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Re: Blue shift source: Help wanted

Postby Chrille on Fri Aug 19, 2011 11:30 am

ScarT wrote:The two maps posted in this thread uses about 8 textures tops. A bit repetitive. Good luck :)


I'm a little confused as to why they showcased those two maps as well, but this looks great on the other hand:

Image

Image
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Re: Blue shift source: Help wanted

Postby ScarT on Fri Aug 19, 2011 11:45 am

Yeah, something like that gets me excited for a mod like this. The posted pictures are rather uninteresting :(
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Re: Blue shift source: Help wanted

Postby MR.sugar on Fri Aug 19, 2011 5:30 pm

Ok, I will add these two to the post as well. I have to admit that I should choose better media next time :smt021
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Re: Blue shift source: Help wanted

Postby Gary on Fri Aug 19, 2011 6:44 pm

This scene is in desperate need of shadows.

Also, people here have relatively high standards. Some of us can really make visually amazing things, so everyone is kinda compared to them.

Though, even to me, it feels like something is missing in some of those screenshots.
Have a question related to modding or something I posted? Something that needs staff attention? I haven't been active lately, but feel free to PM me or message me on Steam(link below)

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Re: Blue shift source: Help wanted

Postby MR.sugar on Fri Aug 19, 2011 7:44 pm

Gary wrote:This scene is in desperate need of shadows.

Also, people here have relatively high standards. Some of us can really make visually amazing things, so everyone is kinda compared to them.

Though, even to me, it feels like something is missing in some of those screenshots.


I will rework the lighting in the near future, so I will keep this on my mind :).
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