Figured I’ll post a progress report:
It’s gone brilliantly. I’d say these maps are now more beta quality than alpha quality. I’ve linked BM’s A map to my A1, and I’ve linked my A2 to BM’s B map. So, as it stands - it’s integrated (it’s basically currently OaR Uncut Lite). Bear in mind I’ve HAD to decompile B’s map to do the rotation of C (to give my maps the correct spatial orientation), as well as to edit the map’s opening (you’ll understand why when you’ve seen it). I figured it’d be a decent time to ask here - is there anything about the B map in Black Mesa that you think needs to be changed? I know Wangman posted some things in his “pitch bible” but I was looking for a wider range of opinions. I don’t plan on changing very much at all but any serious problems I’ll address them while I have the maps ready to edit.
I think in terms of map design, aesthetics, and graphics, the maps are mostly excellent. There will be, of course, a few problems here and there.
Actually the thing I’m having the most trouble with here - is the gameplay design. This is kinda the converse of ST Uncut where I had lots of design and graphical flaws which required a lot of ironing out and refining over time, but the gameplay never really changed a great deal from all my releases, aside from a bit of balancing. It’s interesting. Basically, there are some problems with existing encounters, and I’m having trouble getting some encounters to work correctly. Not that it’s bad, but it’s not necessarily as good as I’d like it to be.
It’s something which I’ll need feedback and suggestions to resolve. When I get around to releasing the videos/maps (still aiming for tomorrow), I’ll point out which things specifically I’m having trouble with to try and focus discussion a little bit. I’m very excited. It’s turned out a lot nicer than I’d hoped it would. It’s amazing just how different in tone and theme BM’s OaR is compared to HL’s. I think the BM Devs did an amazing job setting up the lighting for OaR, it really does a world of good. I’ve imitated their setup and it looks really nice (I think!)
Think of it this way: you know how a .jpg is a lossy file format, right? If you open a .jpg, edit it from the .jpg, and then save it, it loses quality because you’re using a lower quality original as a base? Think of doing this as making it into a “2nd gen” .jpg. And any number of times you repeat it after that makes it 3rd, 4th, etc - with quality loss every time.
.BSPs are like that. Decompiling a BSP (turning it into a .vmf which Hammer can edit) loses quality. Map geometry is copied inaccurately - it often goes off the grid and doesn’t line up properly. Areaportals and occluders (two vital parts of optimization) get totally 100% broken - you have to remake them from scratch. Their entity logic also gets completely lost, so you can never set them up exactly as they were before. Decompiling a BSP creates a lot of disadvantages, and a fair amount of work for the mapper as a result. If ALL I DID was decompile a .bsp, and then recompile it, I would lose a lot of quality.
What I’ve been able to do is I’ve been able to use a program called Entspy, to edit the .BSP directly, to alter the map transition. Without Entspy I would have to decompile the map in order to edit the transition.
Hopefully that makes sense.