Black Mesa

Black Mesa

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Sector X (A Resident Evil/Half Life Hybrid Design Study)
   
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21 Dec, 2022 @ 6:48am
5 Jan, 2023 @ 11:11am
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Sector X (A Resident Evil/Half Life Hybrid Design Study)

Description
V2 is out now!

MINOR FLASHING LIGHTS WARNING!!!

Some notes before playing!

This is unpolished, I'm uploading it now so I can start getting some feedback, as that's the main goal of this project. Also, you can get to this from the main menu UI (whoo), but it doesn't have a thumbnail, (darn), but you can load it from there, so I'll fix the thumbnail at a later date.
If it is not showing up via UI, or you're using the old UI, go to the console and type in "map Sector_X_V1", without the quotes. And the "S" in Sector, "X" and "V" do need to be capitalized. (It's become a bad habit of mine to capitalize a lot, sorry).

Some gameplay related notes before playing!

Because this is a Resident Evil and Half Life design study, there is an illusion of inventory system. Unfortunately, due to the limitations of the source engine, only 4 texts can show up on screen at once through 4 channels. I'd recommend keeping a mental note of everything you've picked up, or better yet, keep a piece of paper beside you and write down things you pick up, and cross them off as you use them. Aside from keycards, everything you pick up will only be used once. Some of the puzzles require you to know what you have picked up in order to solve.
A final spoiler related note: It is recommended that you find all 3 fuses before inserting behind the front counter, as there are 3 buttons, and one may be blocking the other.

Now, with all that out of the way.

What is Sector X?

Sector X is an experimental design study of Resident Evil's "recursive" level design and Half Life's heavier emphasis on environmental interaction. I plan on taking the feedback that I receive from this and use it to improve upon the map until I and others are satisfied with the result and feel like I did well.

The story is simple: You are a scientist who got trapped in the Sector X Experimental Labs and Testing. You must make your escape by finding keycards, fuses, and turning on the experimental "X Reactor".

This is version 1. I plan on doing a couple of versions. For now it isn't polished, but the idea is there and it is playable. So I ask, if you're still reading and plan on playing the map, please, please, PLEASE give feedback. Go hard, nitpick, as again, that is the main goal.
11 Comments
cricrobol XD ♾® 21 Jan @ 10:23pm 
3:23 am btw
cricrobol XD ♾® 21 Jan @ 10:20pm 
December 22, 2022 i installed this mod. Now january 22, 2025, i finally completed this mod (iam saying the fucking truth, gad fucking en it i am fucking retarded omggggg)
tdgilley  [author] 27 Sep, 2023 @ 2:47pm 
Whoa! I'm surprised anyone is still looking at this, and I'm sorry for the late response. Regardless, I appreciate the feedback. It's funny because I've been thinking about getting a new update out for this, and hopefully soon, so I'll be doing my best to improve the difficulty. I was initially concerned about adding a lot of enemies that can hit you from a distance, but upon replaying it again recently, I see that adding a couple more of them wouldn't be too bad.
フタナリ 14 Sep, 2023 @ 8:14pm 
Even on hard mode, the combat is too easy. I barely used my guns, mostly crowbar headcrabs, zombies, and houndeyes. For some reason, idk why the bullsquids are too passive here. The only threat are the vorts.
Player 3 27 Dec, 2022 @ 1:41am 
Well, I just expressed my initial experience. Orange door looks quite yellow on my system )) maybe make it green or purple, just to make sure. I added your map to favourites, hoping to see more of it in the future. :steamthis:
tdgilley  [author] 25 Dec, 2022 @ 7:19pm 
Also, with the electricity puzzle thing, I assume you're talking about the room with the electric water? You don't need to touch the five switches as they're for a later puzzle. To the right next to the electric water there is a light switch, which will spark when pressed. There is a sign next to it that, when pressed on, will give a hint. Same thing with all the signs.
And as for the "critical doors" thing, I agree and was actually going for that, but I guess I missed the mark and need to move some things around.
Thanks for the feedback! I'll get an update out in the next day or two.
tdgilley  [author] 25 Dec, 2022 @ 7:14pm 
Hmm... I don't know what's going on with the yellow keycard thing. I don't think There is a yellow keycard door on the left corridor. There's an orange double-door though, which you need to find the orange keycard.
The inventory thing doesn't work as intended, so I might remove it. I kept it there just because there are a couple puzzles which require you to remember what you have picked up to solve.
As for the pipe thing, you'll need to look in another room near the red and blue pipe room. That's gonna be the case with really most, if not, all puzzles. It's one of the design decisions taken from Resident Evil, which features a lot of that. Of course, it could also be in that inaccessible room, that is if you're not talking about the orange door like I think you might be.
Player 3 25 Dec, 2022 @ 12:18am 
Another thought: maybe it is not a great idea to open so many doors with yellow card. I think it is better to make 1~2 "critical doors" to be opened with yellow card, so it feels like something special. IMHO
Player 3 24 Dec, 2022 @ 11:21pm 
Gameplay looks okay to me, and the security card is a good idea. But I couldn't open 3 double doors with yellow keycard! If you stand in the main hall facing the table with computers, there is 1 unopenable yellow-card door in the corridor to the left, and 2 unopenable yellow-card doors in the corridor to the right. So, I can't advance any further. I found a blue card (works ok) and a spanner, but now I'm stuck with 2 unopenable yellow-card doors.
Also, the inventory is not displayed correctly - it shows "valve" all the time, but I already used it in the room with 6 valve-pipes. Also I can't find a missing piece of a pipe for this room.
Also, the puzzle with 5 swithes to turn of electricity is a bit hardcore )) maybe reduce it ti 3?
tdgilley  [author] 24 Dec, 2022 @ 5:40pm 
Pretty much, yeah. It was getting close to the holidays and I wanted a break, so I thought I'd upload it and start getting some feedback in the meantime. I know a lot of spaces are empty, but the main goal was to get feedback for the gameplay. Of course, feedback for anything helps.