Black Mesa: Blueshift

I can texture them, that’s not an issue :slight_smile: I will add maybe 2-3 varieties of the box cars because as you can see they work but it’s a bit of a bland white (to make it easier to colour in left 4 dead presumably).

Also changed up the carpark section, i think it looks better and it’s closer to the original.



Now that this game doesn’t run with the HEV Suit, will it still have unlimited flashlight power?

He should make it realistic! The flashlight lasts for 5 hours straight before starting to burn out. It also recharges at a very very slow rate, so even once it’s burned out, you can still turn it on every few minutes to get a couple seconds of light. Just like a real flash light!

Even without an HEV suit my flashlights last far longer than Blue Shift is.

@skyms

Really love the new screenshots, the mapping is coming quite well. Also, nice design on the buildings’ roofs, that changes a lot from the flat bricked ones from Surface Tension. The round tunnels look good too, I don’t think there is any like that around BM.

I was also wondering, are the L4D wagons replacing the flatbeds with containers from Blue Shift? Frankly I like that idea, since in the original maps you never come across cranes or trucks to unload said containers.

It looks definately nice…

BSOD and Browser crash. The computer gods really do not want me writing this post :wink:

Ah, very nice! I tried to figure out how the boxcar textures were stored, but I couldn’t find it, and even if I could I doubt I’d be able to put them together.

Anyway, if I may suggest colours, Maroon (dark Red), Dark Blue, and Yellow / Brown. Maroon would be the most common, at least that’s how it is around here.

1st. Looks good, personally I think you should make it an enclosed parking lot though.

2nd. Brush trains look too 1940’s. Not to self-promote my design again, but the I would say increase the length and change the texture, so it’s more like this*. Also, maybe consider extending the railroad closer to the back wall (but not all the way, that would block forklift access), and use some of the loaded pallet props that BM comes with (just search “pallet”) to give the warehouse a bit of a modern feel.

*Rear-end texture was a bad choice on my part, ignore that and focus on the side texture and general shape. Ignore the bad lighting too, it’s the default lights because I can’t into lighting and the only alternative is fullbright. I also just noticed the door texture isn’t a double-door like I thought, whoops.

3rd. I like it. Just increase the height of the bay roof a couple meters, and redo the tunnel in the back to be more consistent with the other tunnels found around Black Mesa.

Misc Suggestion: Since you’re using L4D props, you might consider using some of the industrial vehicle props throughout the game, such as utility trucks, vans, cube vans, and tractor trailers.

Yeah, if all goes well then they’ll be what’s used. They replace the container cars because as I pointed out earlier, BS’s train yard is much more geared toward box cars. A container yard would be more open and have more gantry trains, but no loading bays.

Thanks for the prop ideas? But you’re jumping the gun a bit lol Give me a chance to properly put things in first, these are like pre-alpha alpha’s.

Also what do you mean by extend the railroad back? and fine I will change the tunnels.

Also enclosed carpark? Explain that too.

Oh and my brush train is just a place holder. I’m going to have it modeled eventually by someone who knows what they’re doing lol

I hope I’m not jumping the gun, I’m just trying to be helpful (and hopefully not sound demanding :fffuuu :slight_smile: .

As for extending the rails back, I meant give them room for 2 or 3 boxcars (per track) to fit in the building instead of just 1.

As for the car park, that was just a bad choice of words. Basically by ‘enclosed carpark’, I meant ‘a parking lot with a road next to it surrounded by walls and buildings’. Basically closer Blue Shift’s parking lot.

I kinda like those tunnels, since as I said in my post they looked different from what you usually see around BM, and have an older look too, like the rest of the train yard skyms mapped so far. That really gives this place its own atmosphere compared to what BM has done in Surface Tension.

Right, I will see what I can do but it’s a fairly large undertaking to push it back, but it can be done :slight_smile:

As for the carpark, again I’ll see what I can do. I wanted to open it up a bit as it let’s the player have a peak to where they are heading. Not to mention i think it looks cool :stuck_out_tongue:

Okay this is going to be challenging. The l4d boxcars are pretty much double the size of the css ones (which is the size i based my whole map on lol), so in order to fit two of the l4d box cars into the warehouse I’m going to have to almost double the size of the warehouse, which means I’ll have to resize half of the entire map. I can’t do it now as i’m due at uni in 30 minutes but I will try later tonight.

I like this parking lot much more than the original one!!!

One question though, will you compile the whole train yard area (outside and warehouse) as one map or separate it in several ?

I hope it fits in one map

I wouldn’t mind if it fits in two.

It easily all fits on one map :slight_smile:

Whoehoe, no loading screen :slight_smile:

Been following this for a while! Looks awesome! I’m really excited to see how this turns out. Blue Shift really is very good, and it’ll be great to see it re-imagined!

BTW: I recall someone telling you to change the train tunnels to be more in-line with the tunnels in On A Rail… And I disagree. I like your rounded brick tunnels to be honest…

One little suggestion, though! It’d be neat if you put in an (inactive) OAR tram leading into an OAR-style tunnel. Just to hint/show that this train yard is linked to the OAR transport system.

Kind of puts everything into perspective, you know?

For the record, I didn’t say OAR, I said Black Mesa. Mostly because those tunnels don’t match any tunnels found anywhere else on the Base.

Gotcha! I guessed I just assumed you meant OAR’s tunnels.
You know what they say about assuming… :frowning:

Anyway, I’m not saying it’s a bad idea. My only problem with the assumption that it has to match other tunnels seen in the BMRF is that we haven’t seen any other cargo train tunnels in the BMRF yet! Maybe that is what they look like! :stuck_out_tongue:

But I digress. Skyms will do what he deems fit!

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.