I've been thinking about making a remake of my CS_Biodome for quite some time now and I finally decided to start it.
For the record, when I played Black Mesa: Source for the first time a few months ago, I thought that it would be pretty cool to use these nice assets to rebuilt my old map (all credit goes to Crowbar Collective).
Of course, I'd like to improve it as much as possible - the "original" version was probably too much T sided - and making the exact same map would not be really interesting...
Indeed, I suggest you to play it first to understand where I'm starting from. I don't have the source files anymore but I was planning to create it from scratch anyway.
Also, you can find some of my ideas on the overview.
Feel free to give me feedback or suggestions!
That's one of the reasons I decided to submit this WIP - I usually don't bother making one - so I hope it'll be worth it.
Basically, I'd like to make the map a bit bigger with more pathways and transitions between rooms - I feel it was a bit too "narrow" with the options you had to play the map.
Also, my big question is: what should I do with the doors? On the original map, I made doors that could be opened with buttons. However, bots did not like it...
So I'm wondering if I should keep them, remove them or change the way it works (with a trigger or something)... I don't really know yet.
Well, I guess that's all I have to say for now.
I'll try to give updates regularly (but most likely sporadically) when I'll have new things to show.
And don't hesitate to subscribe to the WIP to get notifications about its progress!
1. Update #1November 9, 2020
This is the first update. As you might expect there's not much to see since I only started the map a few days ago.
But I think I'm pretty much done for the CT spawn so...
Well, it's a bit bigger than the original version and I added a little part where I moved back the hostage rescue zone.
However, I'm not sure if I should put it in such a little room. Should I keep the rescue zone inside that additional part or should I make the trigger bigger? It's not really important, it's just that I'm wondering what's best...
Another change from the original is the time of day. I don't know why but the different skies I tried didn't felt right until I tried a night sky. And with the stars and the moon, it looks simple yet pretty cool.
And thanks to that night sky, I can do pretty much everything I want lighting-wise.
Finally, the biggest changes are obviously all the little details and props, especially the non-playable parts on the ground floor. Oh, and I replaced the stairs to go on the first floor.
I guess that's all for this update. Don't hesitate to give me your thoughts about it, specially about that hostage rescue part.
See you next time!
2. Update #2November 23, 2020
Here we are, second update. I added the corridor that leads to the cafeteria and a little extra part between them. I also made the hostage rescue zone a bit longer.
There's also one more screenshot of the overview with the progress made so far. Obviously, the green means it's done...
It will probably be a constant of all my updates: everything is a bit bigger. Here, the corridor is longer and larger than the original.
As planned (not really but I had this idea before starting), I added an extra part between that corridor and the cafeteria that leads to the kitchen. There's also a cold room in that extra part.
I also tweaked a bit the hostage rescue zone because the one before was a bit too short in my opinion and I added a few details here and there in the CT Spawn but nothing really important.
That's it for this update. The next one will probably be about the cafeteria...
See you next time!