Using Black Mesa assets as well as much of our own custom made content, Hazard Course features a complete re-creation of Half-Life's training level, including new dialogue and voice acting, HD models, textures, and detailed environments.
Current state of one of the "transition" areas between main tests, done by me.
This is a nice remake, but there is something that bothers me. I think the problem in this room is that it just serves as a transition and has no real purpose in the training course. I even wondered why in the original map you could jump in the sewer and head back on the catwalk through a ladder behind the doors (one of them is on the picture above).
Maybe, but this is just a mere suggestion, maybe you can make the player fall into the sewer, and head back on the course after a little detour. Not only this accident can be funny, but it can also partly explain why Freeman was 30 minutes late for the experiment in Sector C (since his training course started before the BM incident, at 7:30). There can also be other incidents during the course, in the same vein as the others occurring in Black Mesa before the failed experiment (though I'm not sure if they were occurring outside Sector C as well). At least it would explain better this 30 minutes delay, or maybe he was also late for the training course. (lazy Gordon... :S)
Many areas in the Hazard Course, and even Black Mesa, were included for the sake of scenery. In this case, it's an excuse for the trainee to "get used to" the suit by walking around and making corner maneuvers, as Gina says during the holo speech.
"Moving around in your HEV suit can be slightly disorienting at first." etc.
When you take this aspect into consideration, can't really deny its purpose, but I still believe this room miss something.
I agree with you, something about it is pretty off. I do like your idea about making the player go a separate route. Maybe if the player falls into the sewer instead of allowing them to just climb back up have them go through some pipes or something, some alternate path, and end up where they should have been going anyway? Who know, I'll definitely consider it, though.
You know what this room needs? Decals. There are none. Perhaps a Black Mesa logo on the wall somewhere. I don't know...
How about dirt and dust? This might show that the Hazard Course wasn't cleaned regularly and also be a sign of misuse before the entire area there was turned into the Hazard Course
I don't know about you, but it looks pretty freakin' dirty to me. I'll see what decals I can come up with, though.
I think I know what's psychologically nudging people about the room. Some of the corners are too sharp like blocks, and a number of the textures are repetitive... which subconsciously reminds everyone that it is just a video game.
Perhaps you can find some way to break the monotony?