Black Mesa

Black Mesa

Emergency 17
23-Down 28 May, 2017 @ 10:20am
Feedback
Hey congrats on release. I'd like to give you my feedback on this smaller mappack of yours.

Mapping: The mapping for the most part is rather solid though also boring at the same time. Allow me to elaborate in closer detail: While the outside areas are really well made (with the exception of the 3rd & final map texture wise) I believe that most interior areas are to sterile in their execution.

What I would suggest is to add some atmosphere to these maps by playing around with the various lights in your rooms. Basically all your rooms in the map pack are lid perfectly like if everything is running smooth and normally. I think that's somewhat unrealistic considering the chaos and some buildings being damaged. Also as mentioned before it's boring the way it is now. Add some flickering lights here and there. Some light bulbs that suddenly turn off. Some lights that are off already to add variety to your rooms and maps. Perhaps some rooms that are completely dark and only lid with emergency red lights. It's clear to say that this is pretty much the major down turn in your maps at the moment.

Gameplay: Where the mapping was somewhat boring I felt that the mod itself was greatly balanced and never unfair. A little disappointing were the lack of npc scripts which would have added greatly to the atmosphere of the maps. You should add some more to enhance the experience. In some maps you should probably optimize their path finding a little. Sometimes it looked funny how they approached you or each other. Sometimes they couldn't even reach you at all and ran in circles instead of coming for ya.

My current rating is: 2.5/5 points. There's potential to turn this into a decent map pack. The way it is now it's to predictable and unimaginative especially considering the bad light choices which ruin the immersion of the levels. I mean consider: This plays in pure chaos - Air strikes, aliens, grunts & Black Mesa personnel fighting all over the place. Yet all rooms are shining bright as it's a normal day like any other in the office. That aside they are also rather repetitive too. How about adding couple vending machines or any other thing to add some variety regarding light colors? If it wasn't for the lights and only few npc scripts. I'd rate this 4/5.


Some basic ideas should you decide on releasing an enhanced version:

Naturally first thing first - put your maps inside a vpk. file in order to let em work via the workshop.
See here: http://gamebanana.com/tuts/11372

1st map ideas: I think it'll be great to let a jet or helicopter pass by in any of the outside areas.
How about a G-man appearance up near that parking jeep. Looking down on you before he is walking away. No Half-Life map/mod is complete without at least one appearance of him.

2nd map ideas: How about some vox messages once in a while for that map and perhaps some hauling sirens in some damaged areas. Your ears too need to be entertained.
I kinda liked the scene with that radar tower falling down. You could expand upon it by adding some mortar barrages up there and few shells falling down near the fence. Either to force the player to seek shelter in the tunnel behind him or to let him rush through the fence by blowing up those barrels.

The area where you can climb down a ladder into the water to collect some goodies would make a nice place for a surprise attack onto the player. Once down there you could teleport 1 or 2 Alien Controller near him. A monster that's not even used yet in your levels.

3rd map:
The area with the collapsed bridge and bullsquid below looks rather cheap both in design and texture choices. Also the bullsquid is looking away from you. Since that area has litterally nothing to offer at the moment. I would let it face the bridge so that it can engage the player when he arrives.
How about of enhancing that place a little? Here are few ideas for that area.

1. When the player jumps down you could send in a xen manta plane teleporting in couple houndeyes or alien slaves to distract the player of the cheap environment.
2. A chopper flying by which gets chased by a manta plane.
3. An airstrike on the area damaging some sorrunding buildings. Few explosions func_wall toggles fires should do the trick.
4. Make the windows near that cafeteria sign real and build a small room behind it. In it place a sniper entity. The player would have to throw a nade to get the sniper killed.
5. If nothing appeals then I would at the very least add some additional props down there. Perhaps smaller maintenance cars and tools of sort as well as a larger door down there somewhere.

4th map:
I was unable to kill that apc leading to the train so I ran past by it. Make it killable. Give the players the satisfaction to kill it.
Outro ride: I kinda liked that but you should seize the opportunity to entertain the player one more last time.

How about adding couple Ospreys with chopper escort making a run for it by flying away from Black Mesa (Army evac in progress) Or planes in the far distance duking it out against Xen planes. Basically showing a huge air fight in progress.
Last edited by 23-Down; 28 May, 2017 @ 10:48am
< >
Showing 1-5 of 5 comments
HQDefault  [developer] 28 May, 2017 @ 10:41am 
That is some sweet feedback there!

Unfortunately, I can't say I will be going back and improving this map much. To quote the words of everyone's favorite spiked turtle dinosaur: "I've got bigger fish to fry!"

Also, I have absolutely no idea what you were talking about with the apc being unkillable. I have always been able to reliably kill it in one or two blasts with the tau cannon, so I have no idea what your problem was.

I would have added more scripted sequences, but this map was actually more experimental in what I could do moreso than anything else. The only reason I dragged it around for a while was because of procrastination and schoolwork getting in the way. There will be a lot more thought put into my next project for Black Mesa.

Just know that it involves choice, and an ocean.
But yeah, I'm always happy know how I can improve on something.
23-Down 28 May, 2017 @ 10:44am 
Sounds good and I wish you good luck on your next project. :)
As for the Tau Canon : Ya well I used it on all the aliens and grunts in that room. So I had no way of killing it. Nades didn't do the trick. Perhaps add a rocket launcher near that location. Perhaps some stash of army equipment somewhere to the far left in that room.

Ps: Should you require a beta tester for your next project at some point. Feel free to contact me on moddb and I play test it for ya along with ideas - suggestions and bug reports.

moddb.com/members/23-down
Last edited by 23-Down; 28 May, 2017 @ 10:50am
HQDefault  [developer] 28 May, 2017 @ 11:04am 
Oh, I didn't think that people would use up all of the tau ammunition. I even threw in some extra uranium cases just in case, but I guess when the player has one of the best weapons in the game in the middle of the hardest fight of the map... that should be expected.
Notewell 10 Jun, 2017 @ 10:57am 
I was going to post this in the comments section, but it's getting a bit long-winded so I'll just drop it in here instead:

This feels to me like an experienced goldsource mapper's first forrays into Source - the gameplay and overall map layout were great, the brushwork was overall good, and there aren't many major complaints I can make about the lighting, (it's not breathtaking, but it's certainly servicable) but there are some instances in the visuals department where certain things feel more like Half-Life 1 than Black Mesa - doors and window frames are massive and chunky, some textures were scaled to an oddly large size, such as the whiteboard at the start and wood throughout, and there were quite a few instances where objects were being made out of brushwork where an existing prop model could have fit into the same role. That said, the rest of the experience was great, and you definetely have a handle on how to make a map that makes the most of the spaces used with loops and bounces. Really, the biggest complaint I can think of is the lighting in the final fight - it's uniform white to the point where the room feels fullbright - in the future, be sure to add some splashes of colour and spots of shadow to places like this!

I don't have any gut feeling about a numeric rating I can give this, but I enjoyed the maps and I hope your next project turns out even better!
'NλDERADE 18 Jul, 2017 @ 7:21am 
This was overall a pretty good map, but I gotta say I felt the difficulty was a little too hard because of health being a little scarce. fix that and it should be really good! good work!
< >
Showing 1-5 of 5 comments
Per page: 1530 50