I appreciate the thoughts, Ronster, but what you’re describing ifs a bit of a tall order.
Now, there’s plenty of decorative dead-ends in Vent Mod as well. All of those vents in the vertical shaft? They’re there to give the place some scale.
But one thing people didn’t like about the original was that these dead-ends were playable. You’d get there and there’d be nothing to do there, which is annoying because you could spend a good-half minute going down these routes. It really dampened any feel of progression because most of the time you were trying routes and hoping that one of them actually went somewhere, and having to backtrack the whole way if you chose wrong. It’s why the section is generally disdained by the community, because its wasted time.
That definitely factored into how I designed the new sections. I made it as a sort of ‘bus’, where the correct path spans the entire length of the section but there’s things to do along the way. You’re definitely able to go off route, so the maze aspect is still there, but you get to do stuff no matter which direction you go in and, because of the design, there’s little to no backtracking.
As far as I can tell, having the red ladders / blue walls / curved ceiling is an ascetic thing that Black Mesa did not adopt. If this were a mod for Half-Life, I’d very definitely do that! But since Black Mesa doesn’t use this style in its WGH maps, I don’t believe I will be either.
Considering the VOX lines will be in the next version of Black Mesa, I definitely want to wait and see how they handle it in their maps.
And about bypassing the hallways sections in favor of full-on vents to the security room, that would take a butt-load of work to do right. Even if you decide to disregard the spacial dispairity between Black Mesa’s C map and A map, you’d have to really change how the A map operates, which you might find to be a bit of a bother. And I have no idea what you would do about all those sections behind the security office, which I’m sure you wouldn’t even use anymore.
I could be faithful to HL1’s design, but HL1’s design wasn’t all that fun to play, and that’s way more important.