EDIT: .RK has taken over execution of the idea. This thread will now be used for brainstorming suggestions, rather than tracking the development progress.
Okay guys. Here’s the deal: As you may know, the vent maze in “We’ve Got Hostiles!” was cut out. I have a plan: put the vent maze back in, but fix its shortcomings. However, I’ll need your help, as I also want to learn Hammer usage along the way.
Good on ya mate. I’ll give you whatever assistance I can.
Thanks! The issue I’m having now is that Hammer won’t open BSP files (ie, the format that Black Mesa stores its maps in)
There is your very first problem; hammer doesn’t work with BSP files. To edit the maps, you’ll need to decompile them. Download the decompiler at https://www.bagthorpe.org/bob/cofrdrbob/vmex.html. Use that, find the map files for “We Got Hostiles” (which if I am reading correct should be all the c1a3 maps.). Look for VMF files when you’re done and open those.
Also, you’ll want to consult the developer’s wiki, especially since you’re more or less starting out. https://developer.valvesoftware.com/wiki/Main_Page
Good luck to ya! What’s next on the list? Blast Pit Uncut?
still, good luck, but I don’t think it’s necessary… the changes done to the chapter aren’t “cuts” but rather decisions for the better. What’s the point of something that makes no sense from both gameplay and level design perspectives? Correct me if I wrong, but Surface Tension and On A Rail are the only truly cut chapters. I didn’t notice anything major missing/changed elsewhere, anyway what’s with Blast Bit? I would even say it’s extended.
I never felt this chapter ‘cut’, but all good additions are welcome!
I agree with this.
Alright, I have the map selected. What decompiling mode should I select?
Is it really necessary to get the most boring and useless part in WGH into Black Mesa?
No offence, but thats just a waste of time.
But whatever floats your boat.
For the decompiling thing, just use Brushes and planes, and you’re good.
Also I don’t think it’s that easy as it seem to be, where will those vents lead? Unless you plan to create also some new rooms for it to be worth it.
Dotard, I’ll need your help designing some new rooms. That was actually on my list of shortcomings I was going to fix: lack of variety in the rooms. I’m still gonna have the supply rooms, I just wanna add some variety as well. I’ll also need help in everything else that comes with level design (choreography, scripting, stuff like that).
I had some ideas a while back on expanding We’ve Got Hostiles. Send me a buzz if you’re interested.
I think the thread’s title must be “We’ve Got Hostiles!” Extended rather than being an uncut version.
I just sent you a private message on it.
“Uncut” sounds cooler, & it provides consistency with the projects by our very own Chon Kemp (or, as he’s known on Black Mesa: Community Forums, “TextFAMGUY1”).
Okay, but it’s NOT uncut. There isn’t really anything substantial missing that has to be re-added, the vents just got converted into hallways because pitch-black vents get old.
Really, the only thing I can think of that was “cut” at all was the freezer in the cafeteria kitchen (and access to the kitchen), and there wasn’t anything of note in there except for a single corpse.
Also, since Text is the main author behind all the “uncut” mods so far, it would create confusion as to who the author is.
EDIT: Not to take the wind out of your sails, or anything, though. I’m just pointing out that “Uncut” might not be the BEST way to name it.
I thought the vents were converted into hallways because the devs hate continuity between different areas within a chapter?
I have a couple things for ya that I would like to bring to your attention. A proposition, if you will. And to illustrate what I am proposing, I went ahead and took a few screenshots of the in-game environments.
One thing I did happen to think about when playing the game was how high everything was. Because you go up two elevators between the beginning of the chapter and reaching the surface. Obviously then c1a3c must be higher than c1a3a. Much higher. But… there is a spacial inconsistancy. To put it simply, the second time you return to the A map you are much higher than you were before.
Here shows the B map. The bottom left elevator goes to A, and the elevator in the middle goes to C. Note the height difference.
And the C map. Notice the vent on the right side? That’s supposed to go back to A. But… That isn’t the height A is supposed to be at.
Why am I telling you this? Because it factors into my proposition AND it gives you a little wiggle room for your mapping.
Now, granted, I think a maze would be bad. It was not done very well in the original half-life and was just downright frustrating. The Black Mesa devs made a good move in making it a bit more linear there. I think that we also have the freedom to have some linearity.
Here is my proposed path:
The path goes from left to right, connected some of the places that we were able to see at the first time through, but could not get into. The transistion area can likely be ignored, since at the time I wasn’t sure how big A was. That, and using that would require you to edit C, which isn’t a very good compromise.
There is only one problem that I can foresee. The geometry in the A map is very simple but the amount of entities is near that point where Text started having problems with his A2 map. Right now it’s sitting at 180%. Text started having problems around 220%, possibly earlier. So, the less entities you add, the better.
We start off with a scenario like this from the original game:
However, this time, there is only one path to take. A branch here would just frustrate people. That’s not good.
We would immediately round into this area, as seen from the elevator that you can fall into.
A vent would come out at the wall. You would go through the doors to some other hall. You would find another vent there which you could take to the kitchen.
Coming out of the kitchen we are now behind the fence. So this area is revisited.
Notice the little table that they have there? The players could use that to get into yet another vent, indicated by the red square. At that point they would make their way to the hall and join back up with the dev sections.
Again, this is just my proposition on how you want to design the areas with this project. While you’re free to incorporate the vents as you see fit, I think that something along these lines would be the most ideal option for you.
Totally agree!
Using “Uncut” in your mod’s name will only lead to confusion with the work being done by Text. Your mod is not affiliated or connected or a part of what Text is creating. You should choose an independent mod name that identifies/attaches it to you specifically.
“We’ve Got Hostiles - The Vent Chronicles”
“We’ve Got Hostiles - The Vent Episodes”
“We’ve Got Hostiles - Return Of The Vents”
“We’ve Got Hostiles - The Vents”
“We’ve Got Hostiles - Venticularity” (the word doesn’t exist, but sounds kinda cool)
“We’ve Got Hostiles & We’ve Got Vents”
“We’ve Got Hostiles & Vents”
“We’ve Got Hostile Vents”
… I know… enough, already.
Your new project sounds great (ooohhhh boy… more headcrab encounters). I’ll be glad to pitch in and help you with feedback, when the time comes.
Good luck with it!!!