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Replay the Black Mesa in a whole new way. Play as Dr. Eli Vance, with a giant arsenal of weapons, versus huge varieties of enemies, with fantastic graphics.
So, this is part of a new area in the singleplayer campaign. You'll visit this place in Singleplayer AND multiplayer...who can guess what it's based on?
It's early, but it's satisfactory enough to publish. We have loading docks, round streets, a trench, stairs (in which we will have a small, nice garden), heli-pad ... all kinds of stuff. ALL brush based. I've been working on this baby for days. Used mostly HL Textures...for now.
Remember, I didn't get a chance to map the ground properly.
The tram will be suspended in the air, going through holes in the cliffs.
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Mapping: Dexter
Textures: HypernovA textures (By Dexter), Half-Life textures (TEMP)
Time taken: around 14 hours
Map size: Campaign (VERY large)
Programs: Valve Hammer Editor, Photoshop
I can see a lot of effort. My advise to you is to test the mod on old PCs in order to see how optimised the maps are. Change the ladder with a ladder model and use models for props. This will make the maps look better and you won't have to worry about brush errors.
Thanks! I use brushes so I don't affect the Precache limit. It's annoying, but I have to get over it. I will HAVE to test my mod on old PCs, as my sister has one. It'd be stupid to make a game that not even the closest to me can play. Remember, I'm doing all kinds of stuff to make sure it's not affected, such as multiple models, having high, medium and low poly counts, I'm GOING to make a new entity letting props have a high, medium, and low poly form, if the mapper. I'll try make it good enough for every computer to play, without problems, while still taking on good graphics. Video Enhancements will be optional, so Bloom, Ragdolls, that kind of stuff will only be activated for users that ask for it.
You should see how "Cry of Fear" and "Arrange Mode" are being developed. You can learn something more about HD mapping.
Well, I'm not NEARLY done yet. first, I'll do all the basic architecture, and then the details, and finally the props.