Hazard Course Remake

You could join us, but we (or atleast I) never seen any of your work yet.
@Dky I think we need to finish all the maps first and then add choreography.Besides we don’t got voice files except for the ones that are included in the mod itself.

Nah, I think you’ll be doing just fine without my ‘help’.

My experience is limited and to be honest I never mapped anything major with the Source SDK, only with the old Hammer Editor (some of my work’s below).

I was just trying something new, thinking I could take the experience I previously had with playing around in small test-maps (/w the SDK) and finally putting this knowledge to use in a project like this.

That’s probably the wrong way of trying to create a map which is supposed to be played by a relatively large audience, who knows.


My ridiculously noob-ish work ( :wink: ):

Gamebanana - Search: “Jenova42” - gamebanana.com


The lack of experience set aside, as you’ve probably read in one of the other threads I posted a few moments ago, Real-Life is really stressing me out at the moment, so I won’t be able to spend the time, either.

Sorry again, but I hope you’ll keep this one on the road and make something awesome out of it!

Yeah true. But honestly I think it would be better to keep the team only as large as absolutely necessary. In this case, we have mappers but a lack of other things, you know?

We’ll discuss this more when we’re at the stage where everything has at least been orangemapped.

I think we first need some concept art for some points in the course i.e jump and crouch room and the crouchjumping rooms and some more thing.I’ve mapped today a intro without any concept and damn its a mix of blockyness and good geometry.

Yeah, we need some concepts so we know where we’re going, then we can start laying that out. From there we can start thinking more about choreo/voice work.

Speaking of which, do we even have working jump and crouch and crouch-jump rooms at the moment?

Nein.
The closest there is would be that one room with the increasingly high catwalks, and taht was just to make a point.

GAWD, why do we even have a Steam chat group? :stuck_out_tongue:

Edit: Okay, Box, Dropbox’d your map with the lighting fixed up, as per your request. Gosh, what am I, a Lighting Technician? Hahaha, I kid.

I have some design ideas for jump and crouch rooms. If you want, I’ll tackle those in a few days’ time when I’m done with my current Real Life Bullcrap™.

Two questions;
How do we want the outro to work? Do we want it to match up with the intro area again, or will the exit be to another tram station somewhere in the facility?

Who was it that was working on the miniature holo-emitter, again?

I don’t think we should link with the intro area. That would be odd having to line up all the geometry through several maps. People wouldn’t think that, but still…

I think it should be just some place where you can strip his suit, then step through some door or elevator or something and then fade to black. Personally I’d prefer it to fade to black BEFORE the player’s things get stripped, since I don’t know how well you could do it without messing up immersion…

I have an idea have the suit strip and elevator part, but have it exit into a break room of sorts. player can wonder around that and use some things they have “learned” to find hidden things in the room, they exit the room via a tram and it fade to black there. this would be a room for the player to mess around in just before starting up the actual game.

I’m absolutely elated to see progress actually being done on this project. It had died a few times before, and I was concerned the same would happen here. But now that actual geometry is being rendered, it brings hope that this will finally come to fruition.

Keep at it guys, you’ve got a fan.

Hey, just thought I’d add my undervalued 2c

I’d envision that the hazard course is another location accessible from the dormitories, just like traveling to the sector C test labs.

Train and Tunnels
Very similar to the tunnels approaching sector C, but only spans a short distance. 1 minute of tunnel ride “This train is… Inbound… from… Level3… dormitories… to… Sector (?x?) Training facilities. The time is… (garbled playback error)” “Now arriving at Sector (?x?) Training facilities”

Train platform
More similar in style and layout to the platform at the dormitories but slightly smaller scale, low security, so there’s no guard control panels to open door into training facility. Just open area where there’s a few vending machines and maybe a scientist or two milling about, maybe waiting on a train etc.
The train doors open automatically and there’s no guard because this is a lower security section. You can stay on the train or get off, the broadcast system tells you that next stop is Level 3 dormitories, if you stand on the platform for long enough or come back later, another train arrives, door opens and waits for a period in the same manor above.
The train then takes you though a short section of tunnel and game transitions to c1:Inbound, still on the train at the level 3 dormitories at 8:47am.

Cafeteria/Entrance
This is an extension of the platform area, but is segmented off somewhat for noise and layout purposes. One side of this area has an appropriately themed section which houses entrance way to the first hazardcourse level AND the exit from the last. Some displays show some random names of hazard course results and maybe some DNF or even MIA (missing in action) results haha.
When you finish the final hazard course level, you return to this area, the results screen shows Gordon Freeman. Might be a bit fiddly to do, but would be cool imo.
Ofcourse returning to the platform, we can always take the next train back to the dormitories (hence to the inbound chapter), maybe if you haven’t completed the hazard course yet, then the game could ask you if you are sure you want to skip it at this point.

Well there we have it, what do you guys think? Too much work? oh well

Just some ideas :slight_smile:

I had idea’s similiar to some of yours, but I couldnt bring them into the game due lack of concept :zip:

They are really great…

It breaks the linearity of the game.

Cause which person doesn’t want to walk around in the facility.

It would be great to have access to the complete facility, I just say this out of curiousity :slight_smile: :wink:

Recreating Sector A:
https://combineoverwiki.net/wiki/Sector_A_Training_Facility
would take the objective of this project to a other direction.
And if someone did it using BMS content, he only would have 75% of the content that is required to do it.

Anyway is there any texture artist that could make a Sector A skin for the am_sign.mdl and a concept artist who can make some concept for the tram terminal?

@Maxx The reason why it died 2 times was due lack of content.
This time we got lack of mappers, choreographers, modelers :I

~Off topic
Why is this thread not in Sector C?

Yes, but when u first start Black Mesa, first chapter: inbound. U see alot of the facility and it’s sometimes a piety u cannot leave the tram to just walk around before the cascade

If someone made the whole facility, you could easily use the transit system that goes to the sector you want.
It would be a waste of time if someone makes that though, only a Gmod RP mapper would do something like that. :stuck_out_tongue:

Oh crap, it’s Sector A.

The PA system I have rigged in my map says “Sector D”… :expressionless:

Who’s good with editing/cutting/pasting/splicing audio files? This should be easyish since the VOX is very robotic.

can we have screen shots or a video of whats done so far? (video is asking to much I know)

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.