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

Dky started on the maps as a joke by himself, of course there’s no serious commitment.

The longjump material has not the same pathname as in Black Mesa, but it still replaces the it and it goes to purple checkers.

Ingame or only in Hammer? I’ve only seen the checkerboard in Hammer. I haven’t tried it in-game yet.

both.ive fixed it though by placing the materials from the 7zip in the bms folder

dky, how’s work goin’ on Gonarchs lair?
I’m currently working on c4a1d.

Gonarch as a brush-based green angryfaced nyanarch is basically complete, but with a few glitches. It’s the best I can do without a dedicated Gonarch NPC. :stuck_out_tongue:

I have to work on implementing her into the map now. I might consider just combining the two maps since Source has much higher maximum mapsizes.

Sounds good. I would have really liked an authentic visual representation, but those prop_dynamics just can’t take damage. Nihilanth will be the same thing all over again.

Merging maps is a good idea. I’m considering this for c4a1c/d/e, too. There’s no teleport between these three maps.

Wow ! Finally some life in this post ! I thought it will be closed. Did someone check my map ? Is it good or not, did somebody fixed anything ?

HECU, I went to download your map to check it out, but instead of your file x_c4a1a.rar, it directed me to a page to download OVERUNDER - Copia.xlsx. I don’t know what the deal is with that, but I’d be happy to try it out, if you gave a new download link!

I checked it.Whats the change actually?

HECU, I tested it a few days ago, it’s a good start for not having worked with Hammer before. If you are done with it, you may just upload the vmf and someone will take care of the rest.

Okay here it is.

https://encodable.com/cgi-bin/filechucker.cgi?action=landing&path=/&file=x_c4a1a.rar

Convert it to vmf in bspsource and it’s ready to go.

… Or, you could actually upload the VMF that you used. :slight_smile:

BSPSource is very imprecise, and has a nasty habit of screwing things up sometimes when you least expect. It’s not meant to be a definitive answer for perfect Source map modification… it’s more of a reference tool than anything.

I don’t have vmf file anymore but after decompilation nothing is messed up I tried it.

Okay then, cool.

Remember to always keep your VMF, just in case you actually need to mess with it yourself. :slight_smile:

BSPSource?
shivers

Sort of finished c4a1d and merged with c4a1c:
x_c4a1de bsp + vmf
Feedback is appreciated.

Played it and I gotta say quiet a nasty piece of work you managed over there, I am impressssssed. But I got unexpected error in c4a1d, c4a1c works fine. When I got to the part in c4a1d with convenyor and alien barrels, it stops and error close my game. Also there are strange figures of third person gordon instead of dead hev guys.

You need the player model and all associated materials (models/player.* and materials/models/player/*) from HL source. It will override the default player model that comes with Source SDK 2007 Base because it has the same name, but normally you shouldn’t see your player model anyway. Maybe I’ll recompile the player model under a different name to overcome this, and pack it with the bsp.

About the crash, can you describe it a bit more precisely? I haven’t had a crash yet, so i have no idea where to start searching for it.

Okay I will explain with details. After I left x_c4a1c the map x_c4a1d continue when I land in liquid with barrels falling there. There is alien controller I kill him and then I see alien slave (vortigaunt) and there is also small raising platform to the right from this green liquid. When I go past this vortigaunt or use this raising platform the game crashes for me. It seems when I go to the next room, there’s something not right with it because when I noclip to the room full of barrels with alien grunts it works fine and next rooms too. The only one messed up is that when I pass that vortigaunt or use raising lift because there is down and upper floor which I can use to reach this messed room.

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.