Black Mesa North (Employee Entrance)

ok, where is it supposed to be? ( i mean the location..., in new mexico?)

EDIT: it looks cool but it should fit the storyline...
 
very nice brushwork!
looking forward to play this one:sniper:
 
Well, i dont know where it is set, some crazy desert where they have te admin i guess. Like gonzo says, just a map really. And like zeOx kindly pointed out im just playing with good looking brush work. Im not sure about releasing this as anything more than a few pictures, ive done a whole bunch of random maps that have nothing but fun brushwork. Anyone interested in making them something more should contact me.
 
The ground textures need more work.. its kinda plain.

eg, they wouldnt put a power substation on sand.
 
Okay Peeps, i got some more shots for you to feast your eyes upon.............. well, there not really anything more that you've seen already.


From The Entrance Gate:
http://img.photobucket.com/albums/v630/mrmonkah/15_09_05bmn01.jpg

Outside Right:
http://img.photobucket.com/albums/v630/mrmonkah/15_09_05bmn02.jpg

Outside Left:
http://img.photobucket.com/albums/v630/mrmonkah/15_09_05bmn03.jpg

This is to show that NOTHING is simply sat on the desert floor:
http://img.photobucket.com/albums/v630/mrmonkah/15_09_05bmn04.jpg

Inside looking down to the 'station' entrance:
http://img.photobucket.com/albums/v630/mrmonkah/15_09_05bmn05.jpg

Inside, from the left:
http://img.photobucket.com/albums/v630/mrmonkah/15_09_05bmn06.jpg

Inside, from the right:
http://img.photobucket.com/albums/v630/mrmonkah/15_09_05bmn07.jpg

Inside from the first level:
http://img.photobucket.com/albums/v630/mrmonkah/15_09_05bmn08.jpg
 
i luv the outside of the buildin it is mint, but the inside isnt as gd
 
The architecture is nice,... Make certain that the outdoors justify the structure though; kind of hard to do with the HL2 content though; nothing good for the desert besides... well, plain, simple dust textures for the dust maps.

One problem you might run into later is difficult occlusion (resulting in low framerate since the entire structure is visible all at once, even from outside), unless you find a way to occlude the structure better, or block it from being see from too far away.

Unfortunately, Source can hardly handle anything as far as detail, and what you see in the Singleplayer maps is pretty much the limit. Of there's any more detail than that visible, framerate gets slower.

If I were to have that map in front of me in hammer, the first thing I'd do is figure out how to block visibility in the structure better (maybe add large mesa walls outside, or make it a narrow canyon), because once that structure gets filled up with proper detail, it's going to get choppy with all the outdoors rendering at all times as well.

I think you'll find that to be an interesting challenge to avoid, but it's something that's not too difficult at all with proper planning... which is something you'll have to do very soon, before the map gets run into a wall, like mine did, with too much visible at once.

But, if this is a CS map, I assume it won't get too much more detailed or larger than it already is.
 
looks good. if i was going to make it black mesa'ish, id put brown rock cliffs around it(the most memorable texture from HL imo) and in the 3d skybox.
 
Doesn't remind me of Black Mesa :(
 
Funny you should mention the that infamous texture from HL1. Ive actually got a high res version of it from when i was working on the Opposing Source Mod.

As for your comment Dario, i must admit, im not at all familiar with occlusion and hint brush's etc. Ive tried reading up on them but loose interest rather quickly. As with most of the technicalities in hammer. Im more of a 'build the geometry, texture it, light it and hand it over' kinda mapper. The other things such as prop detailing, sequence scripting and opptimising i generally let someone else do........ though that sounds cheeky. It just makes my workflow alot quicker, as it does with the guy/guys who flesh out the maps.
 
If it's what I think it is (from the original HL) then it's coming on nicely. I remember it, even if all these other HL fanboys don't :p
 
Well, i've been going through some rough times lately and still things arn't 'super'. However I have done a tiny amount of work on the map, and so have a few more screens to show you.

Oh, another thing. I've not touched any geometry and re-compiled the map since i made the small additions and it seems that the frame rate never dips below 60fps.
This i figure is down to having only just switched my PC on and most of the memory is still free.

A rather nice figure to say the map runs, usually at around 120fps on my machine which doesn't have the 'best' specs in the world. Im only running a 2.8 p4, 768 medium speed ram, and an ATI 9800pro GPU. Anyone over these i can safely say will be able to run the map at decent speeds.

Okay, ive worked on the car park, this is now finnished and final, the only major addition i need to make to the outside area now consists of more ground fogging off into the distance, and, adding a path around to the supply building.(bottom left of the below picture)
http://img.photobucket.com/albums/v630/mrmonkah/22_09_05bmn01.jpg

This is the supply's of you will for the building and underground station.
http://img.photobucket.com/albums/v630/mrmonkah/22_09_05bmn02.jpg

Another shot, much the same.
http://img.photobucket.com/albums/v630/mrmonkah/22_09_05bmn03.jpg

Added a ladder to the roof and rear access to the building.
http://img.photobucket.com/albums/v630/mrmonkah/22_09_05bmn04.jpg

A look at the inside. Added some body scanners and blocked off all other access to the stairs down into the station.
http://img.photobucket.com/albums/v630/mrmonkah/22_09_05bmn05.jpg
 
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