Mirrors Edge Source:Beta 0.5
Oct 06, 2008 Demo 10 commentsBeta 0.5, Released 05.10.08. This release includes the source mod with the map included.
This mod was concieved when the first Mirrors Edge trailer was released. I was incredibly impressed by the visual aspects and gameplay so I set out to recreate it in the Source Engine.
In the media section of this mod page you can see how the mod is looking currently.
For now only the first map that was shown in the first trailer will be recreated. This will most likely change after I recieve the game and can work in greater detail on the map.
I did all of the modelling and mapping by sight while pausing the trailer in parts that I was working on.
This mod was created by one person. While working on it it has helped me to learn more about how all the parts of a game come together and helped to increase my skills in modelling,mapping and texturing.
It has also been a hell of a lot of fun!
Currently the mod is still in it's early stages, and only contains the map, no scripting of the ducking and jumping as of yet.
Comments are very welcome.
Latest:






Other download locations than ModDb and fileplanet/front
Dl.tylerantonio.com (Thank you DJ Biscuit)
or
Megaupload.com
You need:
A Steam account with at least one Orange Box game,
Winrar
Extract the 'Mirrors Edge Source' folder into your sourcemods folder at
steam/steamapps/sourcemods
Alot more infomation and images are availible at;
Slavitica.net
Feel free to comment
The Facepunch thread is located;
Forums.facepunchstudios.com
Please post all comments/problems/tips in this thread.
FAQ:
Known Problems
How to run this mod WITHOUT orange box game - Guide thanks too Geret
1. Unpack downloaded files to place where you keep steam mods, for example C:\Program Files\Valve\Steam\steamapps\SourceMods\Mirrors Edge Source (Yes, I know it won't show up on game list)
2. Go to "Tools" and install "Source SDK Base - Orange box" (I have it without buying orange box games, so i guess all Source users got it)
3. Click in "Tools" on "Source SDK Base - Orange box" after it's installed and then "Properties"
4. Now click on "Set launch options..."
5. Type:
-applaunch 215 -game "C:\Program Files\Valve\Steam\steamapps\SourceMods\Mirrors Edge Source" (or place where you keep steam mods)
6. Click "Ok" and "Close" - now you can play this mod using Tools>Source SKD Base - Orange Box
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Beta 0.5, Released 05.10.08. This release includes the source mod with the map included.
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everyone who thinks he violates the copyrights, he does not cuz its his own work !
Keep doing the great work, you deserve the respect and the popularity for this !
Ehh what? while its true, the map is his work. Everything else is a product of of whatever team is making mirrors edge.
This is a problem because if he does make a mod that replicates everything that the original game its based off of it could hurt sales and what not.
more power to you dude and I hope it doesn't happen, but in every way shape and form this mod is of the kind that get shut down.
perhaps change some names around? Oh and using art straight off of their main page doesn't help either :P
Might wanna be carefull, this mod is ripe for a cease and desists :)
What is needed to play: "A Steam account with at least one Orange Box game".
I've got no orange box games, but i have "Source SDK Base - Orange Box", is it enough?
Well, after some "research" (lol :D) I found the way to launch this mod having just CS:S, DoD:S and HL2: Deathmatch, SDK Base and SDK Base - Orange box (despite the mod won't show up in the game list). Unfortunatelly it still crashes while loading (just while loading, it won't crash untill i try to play) 1 level (in about 33%) because of some error from steam. I wish I could find solution for this error...
@Geret
You will need to have Episode 2 at least.
@Plinktotink
Yeah, that is on my mind a little.
@Mutant1988
Thank you for your comment, yes most of the ideas you put forward are planned for future work.
cause the map looks great but there´s no way getting over to the next building
I assume nothing at all has been done codewise.
But yeah, making jumping work (Codewise) would probably only be a matter of increasing jumping distance, lowering gravity (Slightly, for smoother jumping. This can be done by players in the console in the meantime, with the command sv_gravity) and increasing the movement speed required to inflict injury (So you don't get hurt whenever you jump. Falldamage might be possible to disable by console as well, don't really know if there's a default command for it). Of course, you wouldn't get any neat moves just like this, but that might not be the intent. I don't think you can get away with copying the actual game right off.
Using ziplines could be made by mapping alone, adding a vehicle_pod parented to a moving func entity thingy (Can't recall name. Both made invisible, of course). Press E at zipline start, enter pod, movement begin, press e to exit, resets to starting position after exited.
"This can be done by players in the console in the meantime, with the command sv_gravity"
Why I can't use this command?
It says 'Unknown command'...
very well done, but how does it work?