The Game Modding Community - Since 2001

blackmesa

A Map for Team Fortress 2

Re-creates Blackmesa from Half-life 1

This map re-creates BLackmesa for all the old timers out there. It is based on the start of the single player game where Gordon enter Sector C on his way to the Anti-mass spectrometer. He meets for the first time Barney (who is sitting at the desk). The map does sport some head crabs hiding about. And no, they do not attack the plays....yet. The map is a large circle which is contrary to most multiplayer game types. The door/gate system is used to help guide teams into logical "bottle" necks. In general this map is great for any class and there are hidden goodies for those that investigate it fully. Special Thanx to the eGO guys for helping me test it out on their 32 player servers where even now you can find it running 24/7. BTW, this is a fast map, a real adrenaline rush. ~D
Promotional Content

Files

Posts

1–10 of 62
1
Pages
Go to page:
  • 7y
    Kharnak avatar
    Kharnak Joined 7y ago
    Offline
    1,704 points Ranked 2911th
    7 medals 1 rare
    • 6 years a member Medal icon
    • Reached 1,000 Points Medal icon
    • One month a member Medal icon
    • 6 months a member Medal icon
    • 1 year a member Medal icon
    • 2 years a member Medal icon
    i must say it's my All Time favorite map. it has "Layers" the obvious forced "Bottlenecks", a real test of ALL skills. It has a kind of rhythm or harmony to it, very much like Chess in a way. I've had some awesomely good times. but umm.... i dont think i'll be able to go back there anymore. it's been fun though. Thanks for.. putting up with me all this time
    Maker of Bloodeh Chunks
  • 8y
    Dragonhill avatar
    Dragonhill Joined 10y ago
    Offline
    1,166 points Ranked 4283rd
    Hey buttercup, long time no see yea, it's not really a "feature" but the collision on those steps is very thin. i usethat myself to hole up snipers. and yes, you can get them out with nades..but swinging around from behind is the prefered method. i have a new version called combat that does away with the lower area.. we tested tonite..i think it's going to chaneg from a cP map to a ctf..may do that tommorrow ~D
    Game designer
  • 8y
    Hey, Dragonhill! It's ]NsR[ buttercup here. I always enjoy this map (playing on the eGO servers). Tonight I noticed something, though. A soldier at the bottom of the stairs on Red's side (outside of K) was shooting up the stairs and killing folks *through the grates* (or so it appeared). Not sure whether this is a "feature". ;-P He holed up down there and gave us grief for a while. Didn't seem right that he should be able to do that. Not a huge problem, though. A demo at the top can lob grenades down or we can come up from A and smack him. Gave me some much-needed (and satisfying) demo practice. ;-) But thought you might want to know.
    I'm your medic avatar
    Mantra
    I'm your medic
  • 9y
    Pro:Very well balanced map with good tactical gameplay (needs a team to work together) con: none, to addictive Improvments: Needs a bigger exit so its easier to get out of span capers, its kinda like a funnel at the moment
    Bananite
  • 9y
    YRivas avatar
    YRivas Joined 9y ago
    Offline
    Personally I find this version of the map to be more fun. The new vent system just leads to stalemates because of sentries being harder to destroy. The new spawn point with the narrow hallway makes it too easy to spawn camp. I would rather see servers host this version.

    10

    Bananite
  • 9y
    Dragonhill avatar
    Dragonhill Joined 10y ago
    Offline
    1,166 points Ranked 4283rd
    Thanx for the reviews guys. Currently i'm now working on cp_blackmesa_v2t4 version 2 test 4). I am starting to rip out more and more of the tf2 style visuals and replacing with hl1 style visuals (holograms, supply cabinets, etc, etc). I have even made the steel doors of death act on a switch instead of auto open when players get near. Give _cp_blackmesa_v2t3 a look as i'm currently modifying that version ~D
    Game designer
  • 9y
    Pros: Beautifully done, nice work! Great attention to detail, almost a perfect replica! Cons: Nothing I can think of... Improvements: Make an Aperture one? Notes: Great map man, keep up the good work!

    9

    Bananite
  • 10y
    FlyingCats avatar
    FlyingCats Joined 10y ago
    Offline
    154 points Ranked 22530th
    Pros: This map gives me a erection. I think thats enough to say. Cons: the map would get a little hard to get used too. Improvements: Nothing ATM. Notes: Good Job Dragonhill. *Round Of Applause*

    8.6

    get out
  • 10y
    Arthurp avatar
    Arthurp Joined 10y ago
    Offline
    232 points Ranked 16915th
    Pros: I wonderfull looking map with lots of look Cons: I find i will lose a few players of the server when i swih to this map cause its har to learn and the tight bits don't encourage team play to well.

    9.4

    farly new to mapping
  • 10y
    Dragonhill avatar
    Dragonhill Joined 10y ago
    Offline
    1,166 points Ranked 4283rd
    Phantom, yea, i need to scrap all my cave wall work and recreate. current test version is cp_blackmesa_v2t3 and is running on fps banana. It has the green water in the cave now. I'll be raising it in next version and cutting have the lower area. it will be in that phase i fix the cave walls. just remember this is my hobby project,,not my work so it does not get my full attention unfortunatly. i hate saying that too..black mesa is my baby... ~D
    Game designer
1–10 of 62
1
Pages
Go to page:

Embed

Share banner
Image URL:
HTML embed code:
BB embed code:
Markdown embed code:

Credits

Key Authors
Dragonhill
Unknown

Submitter

Dragonhill avatar
Dragonhill Joined 10y ago
Offline
1,166 points Ranked 4283rd

Dragonhill
Creator
Sign up to access this!
Sign up to access this!
Sign up to access this!

Development Info

Notes
Hammer - tool used Process - I selected a theme and then created a layout that could support it. The theme was originally a way to tie in hl1, tf2 and portals into a cohesive map that explained the origins of all 3. The layout is a partial recreation of a map created for natural selection combat. The map played so well i could never get it out of my head. In the end I chose to remove the portal (aperture science) part and focus more on the hl1 elements. The spawn room was going to be a factory area that constructed the tf2 players and moved them on an assembly line. Time constraints forced me to go with the frozen chambers that encompassed the current tf2 models. More later...
Sign up to access this!

Category

Details

Version
1.0

Attributes

Miscellaneous
Players
32
Development State
Final/Stable

Share

  • Share on Reddit
  • Share on Twitter
  • Share on Facebook
  • Share on Google+

Stats

  • 8,477 Downloads
  • 55,517 Views
  • 62 Posts
  • 10y Submitted
  • 9y Modified
Sign up to access this!

Attention Gamer! Mascot

GameBanana is one of the oldest mod sites on the net. Sign up and maximize your browsing experience.

  • Subscribe: Get notified of new submissions like this.
  • Say Thanks: Show your appreciation - send modders points.
  • Post: Give modders your thoughts on their work.
  • Vote: Help your favorite modders win monthly awards.
  • Rate: Rate mods and help them stand out.
  • Flag: Alert moderators and warn members of problems with mods.
  • Watch: Get notified when mods are updated.

Stop Lurking! Sign up now!

Already a Bananite? Login

More from Submitter

WiPs by Submitter

bcp.crwdcntrl.net tracking pixel