I bring you... the Xen Levels in Black Mesa

Yeah, I just wanted to see if I could get it.

But shit all the entities but the func_tracktrains for the floating platforms are useless.
Would you say it’s easier just to get the brushes in and put the entities in by yourself?

Glaring how?

I had to replace nearly every point entity on the map, then link them via I/O so that they would fire properly. Not to mention the missing sounds, models, and materials.

Needless to say, lots of time was spent. But I eventually got it… Kind of. :stuck_out_tongue:

I will demonstrate when I get home.

EDIT:

Yeah, the decompile process messes up some stuff in the maps. Areaportals are the chief thing that get buggered when you decomp maps. I think you have to go back and tweak the portals manually.

Does the compile log show an areaportal leak? If it does then you need to make sure there’s no way to get from one side of the areaportals to the other without passing through one, and that should fix the issue.

No leaks. I’m not THAT stupid, you know. :stuck_out_tongue:

If anyone wants to check it out, I can post the .vmf to my Dropbox. (I’m too busy to work on stuff at the moment.)

Sure, post it and I’ll take a look. I’m doing absolutely nothing anyway.

https://dl.dropbox.com/u/14565853/xbm_c3a2h.vmf

WARNING: Compile times. Don’t run RAD unless you absolutely have to. I’ve had VRAD crash a couple of times (and even VVIS once for some reason :expressionless: ) trying to compile this map. :fffuuu:

Alright, here.

I redid the portals and all of them seem to be working fine, now.

Awesome! Works like a charm. :slight_smile:

Glad I could help. That reminded me exactly why I wished visgroups remained intact :retard:

Sorry. :stuck_out_tongue:

Out of interest, what did you do to fix them?

Incredible. Good work my friend. :slight_smile:

Simple, I just made note of the problematic area portals, deleted them, and remade them.

I have NEVER… and still not at this moment … the appearance of those stupid XEN levels in Half-life…

I really like Half-life in all its glory … unti… you are teleported to those “XEN-maps” …
The game immediatly loses al its suberb things you meet in the black mesa research facility … and then … the final part “Nihilath” … for me it is a very fast “arcade game like endboss” to round up the game as fast as possible… for me it looks like the developers were tired of programming half-life… and finished it up very fast with arcade mario like endboss levels…

So that the XEN maps are not on black mesa . i like black mesa more then ever …

The Xen maps WILL be in Black Mesa… when they finish making them.

It’s not like they just removed them and decided to leave it. :expressionless:

I’ve never understood everyone’s problems with the aesthetics of Xen. I’ve always loved it. I it looks very rock-like but also pretty organic, and the whole “asteroids in suspension” look was pretty sweet. Sure it was a prick to navigate but it looked pretty nice in my opinion.

Maybe i declared it something wrong yesterday…
i see it as a to fast programmed round up for the quality of Half-life…
My view of finishing Half-life is like building a kind of machine or laserunit alike thing, in a normal not to spacey environment like the XEN levels are, but in another Science facilty…
Once you manage to get that “device” up and running it shoots “something” that closes the portal to XEN… and leaving that world alone… a device that undoes the unforseen consequences accident…

so in your view half-life should end with more of what we’ve already seen, in a way that would make the sequels irrelevant

If Half-Life was constructed that way … the sequals would look completely different … :slight_smile:

Sorry on my side… i simply don’t have anything with that XEN part…

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.