I see my little “surprise” video has received a lot of criticism! That’s good, at least people are somewhat fired up by what I’m doing.
I’m going to take this opportunity to remind everyone that the content there is HEAVILY work in progress. Though the fact that it’s fully lit may make it seem like its close to completion, it’s not. I threw together a quick hollow skybox just to make it look nicer for the video - I haven’t done anything else lighting wise yet. The parts of the level beyond that are nothing like complete yet, and won’t be for quite some time. It was more of an attempt at a concept, particularly to do with the music.
All the major kinks will be worked out. I know the group of Mantas and the Harriers turned weirdly, I know the tank behaved retardedly, I also know the beam jumps to the right of the tank rather than through it. I think too many of you have taken this too literally as “this is how it’s going to be”. It’s not. I was testing an idea and I was happy with it as far as that goes.
I see a lot of suggestions about how the battle could be - particularly many concerning how the Tank should seem a threat to the player, engaging him, or the Marines start attacking Freeman. I’m afraid I simply cannot agree with you here. The chapter following “Surface Tension” is “Forget About Freeman”. The Alien Invasion and the HECU’s problems, by this point, are supposed to be far bigger than Gordon Freeman. The military is supposed to be getting pounded by aliens. Making Freeman the focus here, as he has been for most of the game, seems narrow-minded and counter to the aim of the story, to me. By this point they don’t really care about Freeman, they’re trying to desperately pull back this losing battle against the aliens.
So to conclude, sorry. I quite liked the way I structured it concept wise. It’s a battle between the HECU and the Aliens - Gordon Freeman is a bystander by this point. It’s all become way bigger than him - even though he’s pretty much the only one who can stop it. Of course the implementation is highly flawed - it’s supposed to be at this point.
C2A5F is very unfinished too. But I’ve been working on it for a week - which is nothing in mapping terms, and it’s looking pretty damn good I think. C2A5H, what you just saw in that video, has been the product of two day’s work. It’s going to be slower than C2A5F - this level’s got a lot that needs to be messed around with compared to C2A5F. Give me time. Perhaps it was a mistake being so open with my releases. I don’t want people to misjudge me based on what they’ve seen here. In a week or so, you will see something far more impressive. My video wasn’t really supposed to be for nitpicking, it was a proof of concept.
With that in mind, I’ll move on to my current progress, but please bear this all in mind.
Aside from that, I made some pretty good progress on C2A5H after the video. Blocking out new areas has gotten boring so I’m detailing walls and things now to make areas look less copy/paste. The gasworks factorylike area is well underway and it’s just going to be a small jumping puzzle section involving steam and fire to break up the action/set pieces a little. I did take a fair amount of inspiration from the concepts that Ronster and Chickenprotector were throwing around (think the first shot on post #253, pg13), but obviously moulded it to look more like Surface Tension does.
HEAVILY WIP.
As for the satchel pipe and the furnace room, they basically suck. I’ll have to work something out eventually but for now I’m leaving them alone. They’re a fair bit smaller than in the original.
Sorry for the wall of text, was just spewing out stuff in a stream as it came to my mind.
Edit: On another note, I need to figure out a way to “finish up” this map, story wise, so to speak. The original had you meeting a Barney and taking him to use his keycodes to unlock the door for you. The dev team did record some lines for this, but they’re not terribly informative. I’m not sure it’s going to be easy to communicate to the player that he has to go back the way he came and go to this specific door, especially given how much more complex the geometry and stuff is on my BM map compared to HL1. And I hate escort missions. In the screenshot above you’re going to find Barney in the red and blue metal shack, which is supposed to be like the security/central office for the area. I was thinking there could be a master control panel there or something which he can switch on to open the door for you once you get there, so you don’t have to escort him. It’s not great, but I think it might be better than taking the HL1 approach, unless anyone has any better ideas?