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I'd really like to, but it's not looking like something that's within my abilities right now. I've dabbled a bit with getting some of the models into Blender and I'm already running into issues with the UV maps on a few of them. I've also tried taking a look at the maps in the level editor and it's looking like I'll be having much the same issues I had when trying to recreate MFP (ie. significantly more models per map, plus model resizing). It was rather telling when the hub map from Bunker took far longer to actually load into the editor than any of the maps from TDD or MFP.
While I might play around with it for a little longer, you'd be better off assuming it's not going to happen; not by me at least.
@NØNU
Thanks, It was a lot more work than I first thought it would be.
- Model resizing (which I've discussed in earlier comments) was even more prevalent in that game.
- With all the pipes and pieces of machinery, there were significantly more models needed in each map (a problem that only got worse with the aforementioned resizing issue).
- The Amnesia level editor (which I used for references and measurements) did not want to play nicely with MFP maps. I'd click on one object to get its information and when I clicked on anything else, it would crash.
I only got a good chunk of the very first level done before deciding I was no longer having fun with it.
Seriously, you did a great job on this map. Keep it up!
The main limitation I ran into had to do with model resizing.
In the Amnesia level editor, you can stretch and squish models along their axis. Source doesn't have this feature, so for most resized models I had to modify them in Blender and export them as separate models. This was tedious to work with and probably wasn't doing the file size any favors. The later levels relied too heavily on this feature, which is why I never finished them.
Unfortunately not. I wanted to do the other levels, but general burnout and Source engine limitations made it far too tedious to continue. Specifically, model resizing; you can stretch and squish models in the Amnesia level editor, but to do the same in Source, you need to resize the model in something like Blender and export it as a separate model. There was too much of this needed in the later levels. Even some features from the levels I did do were omitted because of this. For example, the dungeon kitchen in this map lacks the fire pit from the actual game.
I took a look at SOMA and it seems to have the same problem that stopped me from completing all of TDDs maps: an abundance of resized props (which I've already complained about in the comments here, so I wont go into detail again, unless you want me to). There's also the fact that the levels are much much more detailed with props than TDD (enough to make the level editor lag on my computer)
If I did ever port SOMA, it would likely just be the models rather than recreating the levels. Sorry to disappoint.
If it's possible to recreate the game elements in Source, then it's beyond my current abilities. I don't know how I'd make a custom NPC monster spawn and patrol/hunt the player (especially on a map this big, with parts of the level separated by ladders or teleports).
I figured it was best to keep the map more sandboxy and leave it to the players to spawn in the monsters if they wanted to.
When I get around to buying the game, I want to try. But don't get your hopes up as I'm not sure how feasible it would be for me to recreate the levels in Source.
Oh, I tried. Like I said in the description, I wanted to do all the maps.
Short answer - Source engine limitations made it far too tedious to continue
Long answer - One of the features of the Amnesia level editor is the ability to stretch and squish models placed in the level along each axis. Source doesn't have this feature. I had to resize the model in Blender and then export it as a separate model. This wasn't too bad in the early levels as, with a few exceptions, there weren't too many models that needed resizing. But, as things went on, resized models became more and more prevalent. Eventually it became too tedious having to go to Blender, resize a model, export it, compile it (for a variant that's only used once), then have to resize the same model again with different values (for another variant that's only used once). It probably wasn't helping the file size either.