CI is a Half-Life 2 modification that centers around the events directly after Half-Life 2 (during/after the Episodics).

Post news Report article RSS Feed Weekly Progress Report #2

Progress on Black_Mesa2_out & Black_Mesa2_outb with screen shots.

Posted by Geowil on Jul 29th, 2009

Welcome to Weekly Report #2. I have been working a lot on the black mesa maps the past few weeks and they are begining to shape up. BM2OA (Black_Mesa2_OutA) was the main focus of my work. I sepnt most of the week working on the phys pulley system for the drop bridge that will allow you to continue onward as well as the tunnel that leads you down to the actual facility.

I linked up the inner sections from the old BM2 map with this one this week and got most of the physical displacement editing finished. There are still a few areas that need touch-ups and I have not gotten around to making the beginning of the map as I still am unsure of how I want to connect this one with the outer NPZ map.

But enough talk, time for some visuals:

Part B I did some work on last night and this morning, mostly displacement work. The actual outer area of this map is about 80% finished but the map itself is going to consist of a long tunnel that takes you through the rest of the mountain and out to where the next chapter will start. I textured up the bridge and supports this morning and did all of the displacement work as well.

Some screens of the map:

On another topic, I am thinking of changing the way I release these updates, I will do one a week but not on the same day. So for example, the last two weeks have been Wednesday releases. Next week it could be Thursday or Tuesday.

Thanks for following CI.

Post comment Comments
emetalce Jul 29 2009, 6:14pm says:

Looking pretty good, displacements look great!

+1 vote     reply to comment
23-down Jul 29 2009, 8:33pm says:

nicely done. Still a lot of work to do but it looks allready good so far.

+1 vote     reply to comment
dafatcat Jul 29 2009, 10:27pm says:

You have a LOT of work ahead of you

+1 vote     reply to comment
Jesternz08 Jul 29 2009, 11:12pm says:

Must say MASSIVE improvement from last shots, great progress, keep it up.

+1 vote     reply to comment
Spooboy Jul 29 2009, 11:45pm says:

Looking sick yo. Keep it up!

+1 vote     reply to comment
LPFreak Jul 30 2009, 4:26am says:

It's ncie, but it still looks a bit "artificial".

+1 vote     reply to comment
Aaagreen Jul 30 2009, 5:59am says:

The displacement work is far too blocky. Variate that more and you've got yourselves a winner

+1 vote     reply to comment
Geowil Author
Geowil Jul 31 2009, 1:01pm says:

alright, I have decided what i am going to do with the "desert" map and how to connect it to this one and how to make this one better per everyone feedback on the past few WR's.

I am going to change the desert map to either a marsh kind of map or an empty lake that will connect to this one via an empty aqueduct (this is because the combine used up the resources around NPZ and the resistance had blocked off the flow of water to the lake; if i go with the emtpy lake route).

and BM2OA will change probably a lot.

you will start out in a small combine outpost that the aqueduct feeds to. You will then have to make your way through this and then up into the mountains where BM2 is located. I will be lowering the displacements and making what is now the river into more of a stream (raising the bed displacement) then make you have to find a way up to the drawbridge via the previous route (that area will still be up high but with no places in the beginning of the ravine that will take you up there as that back will be at near ground level.) You will see some of what I am talking about in the next WR.

at the moment though I am studying some outside area maps from popular mods to get a feel for what they did right and how they did it.

+1 vote   reply to comment
TrapVader Oct 24 2009, 9:25am says:

The demo was shocking, but this actually looks like a winner. You have indeed got a long, long road ahead sir.

+1 vote     reply to comment
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