Black Mesa

Black Mesa

Pre-Disaster Questionable Ethics
Showing 21-30 of 38 entries
< 1  2  3  4 >
Update: 8 Feb, 2018 @ 9:10pm

Fixed missing materials and models in Maps F and G.

Update: 8 Feb, 2018 @ 8:04pm

Added Map G (laser labs).

Update: 28 Jan, 2018 @ 8:05am

* Re-added Map F.
* Included a new area that will connect to Map E.
* Slightly tweaked the lighting in the Map D conference room, still not super happy with it.
* Cleaned blood off of the surgical console; turned the blood on the robot itself Xenian yellow.

Update: 19 Jan, 2018 @ 5:51pm

* Fixed ceiling in cafeteria not rendering.
* Prevented door to hydro plant from immobilizing and then crushing players if they activate it from the wrong spot.
* Un-disabled shadows (not sure why they were disabled to begin with)
* Made elevator doors push players out of the way when blocked instead of trapping them or allowing them to get stuck in the shaft.
* Fixed an issue where equipment in the airlock would disappear after leaving D Map twice.

Update: 18 Jan, 2018 @ 7:45pm

Substantial restructuring:
* Split off portions of E and F into a new 'Map D'.
* Upgraded D and the old Map H to work with the Xengine update.
* Dramatically improved lighting in D and H.
* Added a title to H Map on spawn.
* Those of you who have enabled the Bonus Maps GUI feature may now select QEPD from there without going through the console.
* Added an upper balcony to the lobby which will eventually connect to an entirely new area.
* Added some detail to the Data Bank.
* Expanded personnel facilities with a maintenance area and second locker room.
* Added decontamination effects in decon locks (although they are currently disabled since there are no labs to visit yet).
* Fixed random healthkits in the parking lot.
* Upgraded parking lot props to match the latest canon map.

Update: 25 Aug, 2016 @ 7:29pm

Partially defrosted the cryotank windows, making it possible to see the contents.

Update: 7 Aug, 2016 @ 8:03am

Additional minor lighting fixes and a few more natural-looking props.

Update: 28 Jul, 2016 @ 2:52pm

Cleaned up Map E (it's not up to Map F standards yet, but it's getting there) and added some logical fixes.

Fixed the exploded decontamination boxes chapter-wide: thanks to Sage J. Fox for the models!

Update: 19 Jul, 2016 @ 5:18pm

Added E map (East bio labs and personnel facilities), and opened up the corridor in F map leading thereto.

Update: 5 Jul, 2016 @ 10:36am

Updated F and G maps with a better fixed ceiling tile texture (no more blue shadows!) and fixed some small or esoteric bugs:
* Fixed the male scientist in CES Observation so that he can now interact with Freeman.
* Going up the stairs to the laser labs and then back down will no longer cause the CES scientists to get stuck inside their desks.
* Fixed an areaportal issue that was causing the doorway into Special Treatment to disappear.
* Added glows to few lights that were missing them.
* Updated Special Treatment to use the new laser labs standard lighting.
* Mitigated the curious phosphorescent effect of corkboards.