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.
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
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
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.
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
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.
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
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.
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...
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.