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Gebohq

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  1. So cool! I realize this is a work in progress, and you're probably aware of it already. On the chance it's not the case, though, it seems (I'm guessing here) that the connection points between the end of Apprehension and the beginning of Residue Processing might be too strict, as even by whole series standards (HL, OpFor, Blue Shift, Decay), the Surface Tension dam area seems too close to the "cluster" of the first half of the HL chapters. Also, do you intend to attempt to do any modifying to 'fix' any of the overlaps (to any of the degrees of modification), or will you be attempting to stay as strictly true to the game as possible (ex. not even using leeway to extend non-specified elevator rides like at the beginning of Office Complex)? Whatever the case, I'm glad those of you who know how to do this stuff are giving it a go!
  2. Aha, neat! Sounds like it won't be feasible to distribute. Here's hoping that, when you're done, you can make a thorough youtube video on it or something, preferably with a way to see both chunks that don't overlap and building into a final complete map. Regardless, keep it up! It's certainly more plausible to tour during the incident than prior, since a lot more creative effort would have to go into that. As for what would need to be modified, here's what I think any prospective modifier would have to consider: Legitimate (as in nobody could dispute) modifications: -Altering the length of any non-specified area (ex. the elevator ride into Office Complex) Understandable (as in disputable and still likely acceptable by most) modifications: -Tweaking the size/lengths/shapes of established areas slightly (ex. making the Inbound train ride not overlap itself) -Significant change of trivial areas for larger impact (ex. changing the duct path out onto the cliffside in Surface Tension to alievate major overlaps) Risky (as in that it could be considered "too much") modifications: -Significant change of major areas (ex. adopting differences made by the Black Mesa mod such as from On A Rail) I'm probably forgetting some things, and I think the major points are covered in any case.
  3. Definitely continue the work and keep updating! If possible, you should try to remove the "rooms" that are obviously just there for "behind-the-scenes" necessity (ex. giant empty room where enemies are stored to be teleported later) What program are you using to do this? You talk about framerates -- are you saying you can walk through it as one giant in-game level? Also, like with Darkreaper's PSD file, would this be something people could look at in parts as they wish in addition to one giant labyrinth of craziness?
  4. Thanks a million! Looks like you threw the first chapter from Decay in there as well - I think it'd be complete with the 2nd chapter, and then just tacking on the other chapters in the empty space like you did with the Xen levels. A 3D map of Black Mesa's Office Complex hidden behind a figurative locked door? Curses! The artistic interpretation of a total map of the facility that you linked is neat stuff as well, and a CAD version of the facility would be fun times too. Also, while I know some of the overlaps are indisputably mistakes (the Inbound chapter alone in the original HL as the train criss-crossing through itself at one point), I hope to figure out if some of the apparent overlaps are just not taking the vertical aspects into account, with and without some interpretation. The guy who provided the 3D maps at the beginning of this thread mentioned that certain areas within elevators and such could be interpreted at arbitrary heights/depths since no hard evidence is given.
  5. If I recall, the only maps in Decay that actually connect with other parts or HL, or even each other, are the first two 'chapters' - the rest could take place in arbitrary places, I believe, though I've not played Decay that thoroughly, so I could be wrong. PSD file, woo! Would it be too monstrous of a file to upload with the others? Bummer about Black Mesa source. Sadly, the Black Mesa site only seem to have overlays on their wiki for the Inbound, Surface Tension, and On a Rail chapters.
  6. Darkreaper - that is awesome! Did you do that in Photoshop or in another program with using layers? If so, could you provide that file as well? It would be great to be able to dissect parts here and there since there is so much overlap. Also, the original post's 3D overlays are brilliant as well! I wonder if anyone will do this for the Black Mesa mod that just came out.
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