Black Mesa: Blueshift

I’m not sure of any sites dedicated to this type of thing. Hate to point out the obvious, but Googling stuff like Intermodal yard, Train Roundhouse, Rail yard, etc. can yield some somewhat decent results. Seems most locomotive related results are either stuff that won’t be a big help or model train sets that are only a little helpful.

Yeah i’ve googled all of that stuff lol I was hoping someone had a magic answer that had great content but I guess I will just have to combine a few different things i’ve got down.

What I have now is shaping up already so I’m not that worried :slight_smile:

Half-Life 2 had some freight yards and you could take a look at the end of Episode 1.
https://www.youtube.com/watch?v=zLf6pp5Tvk8

Well my understanding of box cars is that Blue Shift was actually somewhat accurate for boxcar usage. Boxcars are loaded at bays or in warehouses, or in open lots, with the use of forklifts. They use ramps to bridge the gap / height between the dock and the boxcar floor. (the images show trucks, but boxcars work the same way, just loaded from the side instead)

Load bars and airbags are used to keep cargo in place.


BS’s setup seemed consistent with boxcar usage although the outside platform was quite small, and sure BS’s trains were containers on flat beds. The train yard was consistent with box car useage though rather than container usage, which is generally less platforms and forklifts, and more gantry cranes and big trucks. But hell, most of Black Mesa is a logistical nightmare anyway, the cargo containers they use aren’t even TEU (20-foot equivalent unit), they’re 24 feet (likely based off HL2’s).

My personal opinion about that would be to suggest you redesign the trains around box cars, with maybe a couple flatbeds with model containers or brush-based TEU’s.

Xen in HL1 is also a mix of canals, canyons and islands.

Your agruement is invalid.

Only to those who have no idea about mapping, level design and setting up a mood.

Then you didn’t understand the argument.

But what about the agruement?

Agruements are hard to handle. I mean, a grue ment to be something special.

:smiley:

I’ve been working on this for a bit the past couple of days :slight_smile:


I recognize the yard’s warehouse in the first pic. The wide area looks great, though the roof’s shape seems a bit weird. I trust you’ll be adding details inside once the general shape is done.

For the second pic, I believe those are the parked cars in front of the freight yard authority building (if that’s what it is called, I’m not sure). I believe this building is new though, and judging from the look of it maybe some train station entrance for passengers? That would be a nice touch, and the building looks a bit different from what Black Mesa shows usually, minus the dull textures.

Also since you started mapping the freight yard, I was wondering if you will make it more open than on the original maps or keep all the walled areas. I believe making it more open would bring more coherence to it, and help players notice they’ve been circling the place to find Rosenberg, instead of just following any available open access. For example, you can have the warehouse apparent from the other yards, and maybe have the turntable act has the main hub of the freight yard.

Another idea, but this is more based on suppositions concerning this part of Blue Shift. I always thought having prototype laboratories and an experimental teleporter under a transit area to be quite weird, mostly if the only known access is a sealed door to an hidden elevator. Also, the place doesn’t really feature some heavy activity with cranes and stacked containers, like you could think of a modern freight yard. But then, if you start considering those prototype laboratories as the precursor of the Lambda sector, hiding it under a freight yard would be a good front, and a way to have materials moved directly from trains to the labs without going through another transit system. If you go in that way, it would be logical to have an elevator in the likes of the one in the topside warehouse of WGH, with its entrance sealed off like the rest of the labs. So maybe you can add some odd brick wall in the yard’s warehouse, as a hint of the freight yard’s real purpose.

Uh, Barney’s hands look kinda fat. :~

heh yeah, also dont like it.

Changing weapons fov would fix the problem because he used Animation revamp. Originally it looked fine.

Yeah, first u need to practice it on your own, and see what part of your arm u see, then replicate in the game…

I see almost my complete forearms

More games have this error, it’s like they are keeping all their guns way too close to their face!!!

I can change the roof to the normal flat one?

I will be vastly expanding and opening up the freight yards themselves.

It’s great, but maybe make it smoother

as in less steep? I might remove the mountains and extend it back, might also move it to the left a bit so then you can get a glimpse into the train yards through a hole in a fence or something :slight_smile:

About this: I recognize the yard’s warehouse in the first pic. The wide area looks great, though the roof’s shape seems a bit weird. I trust you’ll be adding details inside once the general shape is done.

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.