Making A Complete 3D Map of Black Mesa (GoldSrc)
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- čas přidán 28. 08. 2024
- Assembled from Half-Life, Opposing Force, Blue-Shift, and Decay
Download HalfMapper by GZalo: github.com/gza...
Download the config files to explore here: gamebanana.com...
(you will need to add the filepaths for the expansion games to thw config.xml)
Configs files for the Xen maps: gamebanana.com...
OpenSource map tool: • All Half-Life maps mer...
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Decay Solo Mission & Decay PC port used for footage. - Hry
Loved your video!
Wish I could have done something as exhaustive as yours back then, it's been almost 10 years since I wrote the first lines of what would become HalfMapper. Unfortunately, as you mentioned, there are still some bugs and things I never got around to implementing, and I've moved to other projects and haven't had much time to even maintain it 😔
Not sure why, but I really enjoy seeing game maps being rendered all at once (to get a sense of the sheer scale of it, I guess) and isometric maps so that's how HalfMapper was born :P I wish other games also had similar viewers (e.g, Bioshock Inifite, GTA, and even some early 3d graphic adventures)
Red Faction 1.
Man, that’s cool!
Un argentino desarrollo este pedazo de software? Pero que honor!
good job though, its still a good piece of software.
@Gzalo Where did you learn about how to load BSP files? I've read through HalfMapper, and actually rewrote the renderer portion to use my Vulkan renderer, but I've ran into some issues that I resorted to hacky solutions for. I'd love to know how the BSP file structure is, and make a more robust BSP loader as a library.
I've seen a project called BSPRenderer which has a loader too, but when I toyed around with that codebase, I didn't manage to get a working viewer.
So I was wondering where you learned about them, since I'd love to learn from the source!
With S&Box's unlimited map size, I could see this being an RP map.
S&Box is most likely going to have maps made by the same people who forget you can use different textures and tricks to optimize maps in gmod. It's going to take awhile before anything like this is actually playable even on a god tier pc.
@@AParticularlyConcernedCitizen no, here the problem is different. source and gldscr just can't NOt load in the entire map, unlike other better game engines, not sure if source2 rectified this. only by loading maps in chunks can you make them truly unlimited
@@512TheWolf512 I'm literally not saying anything about that, I'm saying the people who are going to make the first maps barely understand how to make maps in the old engine beyond aesthetics, so they're going to have similar issues here, regardless of whether the engine limitations are different.
@@AParticularlyConcernedCitizen Maybe they will use Black mesa's maps and modify them and stitch them together.
@@AParticularlyConcernedCitizen what makes you think that? all I see is someone shitting on people just to shit on them. besides, you can just make optimised maps yourself you know. hammer isn't locked off.
"This place is a whole lot bigger than I thought" - Security Guard
Somethink die down here 😀
You talk too much 😀
@@Mirinovicwhat
@@ZingeyTheZman Did you have any idea they were working on this kind of stuff?
@@JackPorter this all happen thanks you scientist!!
open world black mesa would be crazy in sven coop!
I think it could be quite laggy. But HL is very old game, so assuming Sven co-op engine works very simmilar to HL's GoldSrc maybe it won't be that bad
goldsrc is very VERY limited it would only be possible in source 2
i would feel worse for the netcode rather than your computer
@@PouLS xash is a thing
@@PouLS the entire map would not be loaded at once, there are still loading zones.
Next up: "Making A Complete 3D Map of Aperture Science"
Lmao this is would be hard because aperture science's layout always move
Including 100 meters below the ground
That sounds like a nightmare.
It'd definitely be possible with Portal 1, since it's elevators AREN'T fake. The biggest issue would be how... BTS1 connects to Chamber... 4 or 5? The one with the hole above the emancipation gril.
Additionally, some spots are in Portal 2, HOWEVER the portal 2 version of those maps aren't accurate to their Portal 1 counterparts; See Smooth Jazz
@@dddf27 on the other hand it's pretty chill since you've got more or less infinite vertical space to play with, so long as you don't end up running an elevator shaft through a test chamber.
Imagine if you put three people in this map and they each had to race each other to finish either Half-Life, Opposing Force, or Blue Shift first
blue shift would win since its the shortest
Only Half life could be completed on this mega map because it doesn't include the pieces of the expansions that don't intersect with the main game.
I have a better idea,put them (as gordon,barney and adrian) in this map and they had to find and kill each other while the npcs attack.
I wish Shephard, Green, and Cross had been brought back for HL:2. Maybe they'll come back for HL:3, if Gaben ever gets off his fat ass to approve it.
@@StudleyDuderight Cross died in Xen. You can see her corpse in Op4.
Man someone need to turn this into a "open facility" game where you play as a science 1 day before HL1
this almost makes me want to learn how to program half life maps
Check my channel if you want to learn some basics!
I've honestly always wanted a kind of walking simulator game where you just explore a massive Black-Mesa-esque science facility
@@vhetutor yes! I've been looking for a channel like this for a long time
@@radiocaster2k or a survival horror like Alien Isolation where you play as a scientist avoiding the Xen creatures and attempt to escape or get to the Lambda complex to help Gordon.
I've been saying this for years!
I'd love to see an official map of every area of Black Mesa seen in every game made by Valve that edits them slightly to make them all line up and fit together.
Its impossible cuz there is a size limit in hammer map editor. Maybe someone will do it in s&box because devs are trying to remove this limit.
There is a Minecraft map that has all of black Mesa
@@uraniumbong link?
@@uraniumbong For real? Link?
@@wolfgangzeintl6425 but cant be imported to source.
first half of the quest has been completed, now we need someone to make this into a game we could explore :)
we would have so many loading screens ... well it's not something we're not used to either
@@H.Cat725 wouldnt be nowhere close as much as it would have been in goldsrc id assume
Well one thing is certain if anyone tries to do this, it won’t be within source for sure, the source engine is notoriously bad when trying to deal with open world maps (see the larger maps made for gmod), this is probably something that’ll have to use another game engine
Which if anyone is insane enough to go through with this, I’d be greatly interested in seeing how they’ll tackle the problems of having such a massive open world
Weird thing, i remember someone in the lambda fortress mod trying to do something like this, but for only hls. Like, not the WHOLE thing, but like 3 big maps for half life 1. Not quite as impressive, but still Impressive nontheless.
gmod
I'd like to clarify that the sense of the word "map" I am using is in the classic sense of a guide map, not as .bsp map (level). This could never be run in half-life like this. HalfMapper is merely for viewing and touring the levels.
When I joke about an open world game, my emphasis is on how the game world is truly all connected into one world. If someone could create an engine and some game objectives that would have this make any sense, it wouldn't require all the level to load at once. That would be pointless. Even Minecraft loads in "chucks" necessary for the player to see.
This is what Goldsrc and Source currently do. They load the map that is needed by the player at the moment, and then carry all player data (health, stats, etc) over to the next map when passing through a transition. The engines don't do this for multiplayer though. That's where the modifications would need to be implemented.
Does Echoes intersect?
@@lymphoid If I remember correctly, all of the Half-Life: Echoes levels are custom. I don't think there is any area that intersects with the Half-Life 1/OpFor/Blue Shift parts of Black Mesa.
It'd be better off just connecting the expansions using load zones tbh. As clear from this map HL1 alone has multiple non-Euclidean sections, let alone BS or OP4.
You already did Unforseen Consequences and the first half of OP4 so it'd just be a matter of back connecting We Are Not Alone with Lambda Core, connecting OP4s second half with Surface Tension through a loadstone in the dam somewhere.
Then linking BS and Decay but yk.
IDK how hard it is to add loadzones to maps so IDK how much work that'd be. Plus it'd probably be hard to make most maps playable if entered from the wrong direction. Having played through the HL1 shortcut thru OP4 mod it was already impossible to navigate without adding a teleport orb due to HL1 not having ropes.
And yeah all of Echoes is custom, it never intersects with HL1/Op4/BS/Decay
@@lymphoid good boy
7:02 this is my new dream now
That's always been my dream, mainly since I hated being stopped by LOADING after a small amount of time.
Well, get comfortable because nobody is doing that dream possible in a looong time, maybe you could do it yourself?
It's already happening in that new upcoming garrys mod game or something.
czcams.com/users/livebnBWxVeXluo?si=zYryS2G67rSuHyJZ
I wish the developers hadn't done so much conflicting with each other space. If someone was about to make a giant Black Mesa map, he would also need to lengthen/shorten and change directions of some corridors.
Yeah, but would be fun to develop a full Black Mesa. Specially with filling the "closed" areas.
This is what taking a creative license is all about.
Doesn't exactly add anything to the game.
@@saxus I heard that the Black mesa devs loaded all the HL maps into a program or something and found out that the map looped back on itself.
this does not happen from what I understand in black mesa.
And add some mesas, fittingly. At 7:10 you see the surface maps from OpFor lie way below some other surface maps. The simplest solution would be to place the OpFor maps in some kind of valley, probably.
Honestly, someone should take this layout and make art of how these parts of the Black Mesa Research Facility look from a bird's view from the outside, It looks like the facility is mainly located on a mountain, so it's be cool to see how that would look!
Yeah I've always wondered how this facility looks from the outside, and to see more than what was made in the game. Like, what's behind those doors that are just painted textures? Same goes for HL2, but way more HL1.
@@teh_supar_hackr Definitely agree, HL1's BMRF would definitely look interesting from an outsider's perspective if it was made into a recreation of how the BMRF would look in one part of it's facility.
Man this sure needed a lot of thinking.
I want an open-world Black Mesa MMO.
How would that work?
@@hristiyanangelov3610 You have two sides: Black Mesa and HECU. The gameplay is set in timed loops: after three days, Black Mesa is nuked. In the meantime, both sides do their best to complete objectives (launch/stop the rocket, capture places, revert the cascade, etc.). Half-Life, Half-SS13, Half-Amongus, Half-TF2.
@@codemancz798 I was thinking more of Escape from Tarkov-esque gameplay but I guess that works as well.
@@hristiyanangelov3610 I was once part of a Black Mesa Roleplay community project on Gmod some years ago which our dream was to create the biggest RP community with multiple servers and maps stitched together via lua (akin to how Gmod Tower worked). In the end, the map would've looked something like this, but the project died after only one map was created. It's really saddening given what could've been, especially after seeing this video
@@Baratako0 I've always wanted a open world survival game set in Black Mesa tbh. Shame it would never happen
It's so frustrating that you were so close to perfection, but a Blue Shift map had to be rotated for some reason and ruin everything... anyway, thank you for this amazing work!
“This place is a lot bigger than I thought.”
Amazing video and demonstration. I'm glad I'm not the only half life fan who wants the entire mesa to be 1 map
1:58 Ha! I new there was something wrong with that part of the game when i played it. Gordon does a 180 in the pipe in the cliff and comes out onto an area where the cliff was.
just imagine a roleplay of a functional black mesa, like going to another sector in a train system, it would be so frickin cool
This is my dream. All the expansions connected. Ever since about 2 years ago, I always was interested in this idea. One Idea I thought would be cool, would be a 5 Player Half life game where you play as each character in their respective and seperate Areas. Of course, I know a problem with that is the speed, and the limitations of the Goldsource engine.
I love this idea but it would also be hilarious because whoever is playing Barney would be finished their segment by the time Shepherd even wakes up lmao
@@littlechickeyhudak also would be funny if Shepard and Gordon meet each other on the zen teleporter
Since we now have a complete 3D map of Black Mesa, imagine a complete 3D map of the Half Life 2 Citadel (This is just an idea)
or a map of city 17+canals+ravenholm+the coast+nova prospekt+the citadel
@@clamdove3292 That would probably cause your pc to kaboom
@@dudeonlygamingandotherstuf7791 The Source Engine would die before your pc
That probably hit into wall of limited loaded polygons. Just assuming.
@@dudeonlygamingandotherstuf7791 Maybe in 10 years...
I love how some open air areas are placed underneat underground levels :)
Those „underground levels“ might be inside the mountains that surround those open maps
Useful info. I come from the Sven Coop dev discord. In Sven Coop, the devs merged the HL maps using official valve source assets (the original goldsrc assets were lost) and it mostly lines up everything just fine except a few details... BUT the big problem is just as this video says The Dam. People have come to the conclusion that between the dam and the next map there is a missing map. And there is.
The map in question is the one you could see in a screenshot used ingame during the WON era before steam existed, it was used for adjusting the brightness of the game or the gama.
The missing map was about a big gargantua fight with grunts in a huge open airfield with helipads. It was probably cut from the game because of engine limitations and the fact that the garg fight theme would be repeated too much in the game.
I have not found the map anywhere, but someone had made a recreation of it..although I can't find it either anymore.
I think it might have been created in Absolute Zero. But what do you mean everything mostly lines up except for that missing map?
@@lymphoid thats what the sven devs said. One of the sides of the dam, the area where in HL you crawl through a vent ends up clipping/colliding A LOT with the geometry of the other maps if you try to align the start or finish of it correctly. So either the vent you crawl in had to be longer or there was a missing area somewhere. I suspected it was the airfield cut map (which was the early version of the cooper airstrike map) but I was wrong...well, perhaps it was modified and moved by valve.
What I know is that the maps from the alpha were modified heavily into the retail version, ok?. And whole chapters were cut, so probably this is why the dam clips so badly with the rest of the maps, because an entire chapter was cut, which was called the military complex.
We would have to take a look at maps from the alpha, gather knowledge from obscure places to know which ones to compare, and try to figure out where the dam was in the alpha to understand what was around it that was cut.
This is something I've wanted for months, I'm really happy to see this!
More than 20 years have passed by and there is still alot of things to learn about this game.
I really hope someone does this with Black Mesa, I think a majority of those maps were thought out pretty well in their relation to each other, surface tension being the best example.
As someone who modded Half-Life, i can safely say that the entire engine has to be modified until the open facility game could be made.
Maybe cause the specific weapons and entities.
It's still possible though
Wow! That's a lot of work and effort put into it. It looks fantastic! Also, I can picture an open world Black Mesa map. I don't think it's possible to be made in GoldSrc engine and neither could be in Source engine but a man can dream.
I'd love to see a fully remodeled Black Mesa that is INTACT. Before the incident happened. I'd love to explore that!
czcams.com/video/Brxsf_OGmyE/video.html
God, I hope someone can make that full-length open-world Black Mesa game. Even if it's nothing more than a walking simulator. I'd play the heck out of it!
Nothing would be cooler than a full pre-disaster black mesa map
this is a strangely nostalgic video. It makes black mesa look a lot less laborious to explore it's nice
This idea was in my mind years ago. And I am very happy to see somebody did it
Thank you !
I had this dream for a while, that someone will map up all the levels of the different Half Life games. It became true thanks to you!
somehow I never put together that the lambda core tower is directly below the xen teleport
me neither but it does show that valve did keep some sort of idea of the layout of the facility
@@HircineDaWolf lmao and yet they break it within the first 5 minutes of the game
I forked the HalfMapper project, added map rotating, and attempted this very same thing a couple of years ago: [I can't seem to post a link to the repo here, YT removes my comment]
This video has finally convinced me to publish my configs, albeit in a woefully unfinished state. I hope I'll find some time to work on this project in the future.
Noteworthy facts about this version of the project:
1. I had to take some liberties when aligning the maps (mainly based on the premise that Gordon got slightly confused while crawling through vents):
- some maps have been rotated (most notably the Surface Tension cliffside) to eliminate overlap
- some vents don't connect, they'd have to be slightly extended
2. I wanted to split the games into separate 'journeys' (I planned to modify the structure of the config file to allow choosing what journey to render):
- never quite finished placing Gordon's second journey in its proper place, however using Opposing Force maps I figured out the approximate location of the Lambda Core so it's a matter of calculating the right offsets from there
- you'd have to uncomment the post-Apprehension journey here if you wanted to see it: [link removed]
(Keep in mind it's going to break apart if Gordon's first journey is also being rendered due to the end of Apprehension snapping to the previous map, so it's best to disable all other Half-Life chapters rn).
I will google it
One issue that i ran into, which i didn't detail in the video, is alignment failure with reused landmark names in half-life. In opposing force, the landmarks were named ofmap1ofmap2 for example and never again reused. In HL they were inconsistant and sometimes just named them lmk. When it was used again later in the game, they would not align. Did you ever solve this?
@@lymphoid I don't remember the details since I worked on this a long time ago, but I do remember some maps not connecting properly - I had to manually realign some of them, particularly in the later sections of the game. I see three adjustments to "lm2" landmarks in my config, one in Residue Processing and two in Questionable Ethics - it sure brings back some painful memories.
CZcams really seems to dislike mentioning [the website that hosts repositories] in the comments, it wasn't even a link this time and it deleted my comment anyway. But I'm sure you'll be able to find it: Emxx52/HalfMapper; dev-blackmesa branch has my unfinished configs.
@@Emxx52 What would I need to do to run your fork of HalfMapper?
@@lymphoid I've just prepared a zip for you with all the necessary files, should work right out of the box. I can't seem to share the link here, should I contact you somewhere else instead?
I've always wanted to assemble an ingame black mesa, with some creative liberties taken to deal with intersections, repair areas ruined by the invasion, and fit things together nicely. It would be a lot of work, so I don't want to embark on it if someone has already done it, or if the engine can't handle a map that large.
Tried working on mapping everything together for a tabletop game idea I had some time ago. One day I'll finish that. But seeing this in 3D finally is awesome! I'll have to find time to download and explore this.
I'd be interested in hearing more
@@lymphoid I've played these games since I was a kid, god knows how many hours I've put into these. I've memorized so much of the maps, but I played through them again while writing down each room that was worth recording. I mapped everything out on a grid and recorded what rooms could access what rooms. Then I designed the stats for every unit type. The idea is each player runs one of the factions like the Black Mesa survivors, HECU, etc. Everyone has their own win conditions and you play through the whole disaster, with a few hero units available that are references to the people you play in the games.
Actually, something that might interest you: somebody did a mod for Half-Life Source that basically fixes all the bugs that plagues the official Steam release. Maybe to go with that, you can do a mod that merges the maps for that. Yes, I know that HL: resized is a thing, but the difference here would be that not only would the bugs that plague the resized maps be nonexistent (like missing Xen crystal teleport shards in C4A1), but the only level transitions would be between chapters. Level transitions within the same chapter would be merged.
Great job on filling out the sections. Now all that's needed would be to clean away the overlapping sections (and the leftover Xen sections), spin the orientation of Blue Shift's maps, and go through the dull work of attempting to retrofit the Decay locations into the pre-existing gargantua, and then it would be a truly complete 3d map.
Also, worth noting that Decay's 8th and 9th missions do actually link up to each other, since you start in the same room both times.
I would love this for a Garry's Mod Black Mesa roleplay map. Especially since there are lots of good Black Mesa playermodels
Black Mesa Scientist Citizen playermodel
Black Mesa HECU playermodel
Black Mesa Barney playermodel (which is baisically just the security guard)
2:35
lmao I remember trying to do this one time with the Unforeseen Consequences maps until it became apparent pretty quickly that there was some major overlapping going on. An idea I always had was to modify the level transition zones since they tend to happen in places like corridors and vents. Since it wouldn't really be a big deal if it was a bit longer here or there was an extra corner there, you could get more leeway to line things up. An extra corner in say a vent would have the power to change where North/South/East/West are in all subsequent sections of the game.
The next challenge would be to add as many mods like Field Intensity that intersect the base HL or expansion playable areas. (FI's first half intersects with Decay and Blue Shift and it's second half with OP4 IIRC).
Would cite Echoes but IIRC Echoes doesn't ever intersect the rest of Black Mesa.
Field Intensity and Azure Sheep would be the next candidates.
This looks like a logistical nightmare, and I can't believe you did it. Braver than most.
Two things:
-Have you tried looking at Black Mesa in HalfMapper's isometric mode?
-Is it possible to make measuremenets in HalfMapper, such as height difference between the lowest and highest outdoor area? Something like that could be compared to a New Mexico elevation map.
I can't imagine the pain it should have been to make all of this... but what an impressive work ! Very interesting.
I single frame is about double the amount of triangles in a modern game. Wild.
i can already tell this is going to be a great video
I'd love to see a fully-realized map of Black Mesa similar to this, but with all of the spatial anomalies fixed and empty spaces filled in. Hell, maybe even making it pre-Resonance Cascade.
Imagine having a massive map where you get to be some sort of Black Mesa employee, doing various tasks that inevitably allow you to explore the whole facility while it's still intact.
Man, you did an amazing job
Videos like this is why i love your channel and subscribed 2 it out of conviction . This video made my day
This is so cool. Makes me wonder if it's possible with other games in general. Great vid
You answered a 20 year old question that I had (if all the levels were put together in one map, would there be collisions?). Thank you so much for this!!
6:59
Ficou incrível! :D
Isso deve ter dando um muito trabalho e estudo!
10\10
I wonder if somebody will remove the GabeN rooms, make the corridors longer/shorter, proper elevator heights, remove the Xen areas...
Basically take the maps, remove what's not really part of them, and align them with the creative liberty of distances.
My hope is GZalo watches this and decides to work on Halfmapper. He could implement these changes.
Um excuse me, the GabeN rooms are the only reason the maps work. They are the fabric of Half Life's reality.
@@inkoalawetrust ;
It's no longer required if we use something other than Half-Life
Valve games have what others lack: an eternal community
6:19 i saw in your video "fly through of goldsrc black mesa" that you actually included more than just Dual Access and Xen Attacks. you show off Resonance (on top of the Spetrometer, which i actually never thought of) and for like, a second, i could see Hazardous Course, Surface Call and Code Green out of the corner of my eye.
This is amazing, must have taken so long, thanks for making this
Only 5 million triangles!? damn, nowadays a single character model can have that amount of triangles
wonderful work. I wonder if og developers actually took in consideration relative positioning and overlapping OR just coded modules separately with no worries.
Fun fact, with current Web Technologies , this whole map-collage could be imported as a website. So ppl could inspect it right in their browser. That would be spectacular.
Amazing job! It's very cool to see how much more things can be joined together and improved with enough effort!
The Level 3 Dormitories visited in the Decay chapter Domestic Violence are supposedly where the tram ride in Half-Life starts, though the entrances don't match visually.
Technically, you should have included the Hazard Course, because in one of the Gearbox expansions you actually go through its portion during the campaign.
you have to teleport to and out of it though, so it doesn’t link up with anything
7:02 That would be impossible due to some severe compiler/engine limits, even in Sven Co-op. Good dream nontheless.
I think i t could be possible if port all these maps to Alyx's Source 2, and combine them all there, i bet the limit there on how big maps can be is much higher there.
I don't know anything about those Source/Source 2 limits since i have done some stuff on GoldSRC, so i don't have no clue of that is possible in Source/Source 2. Including the entity geomerty n' stuff.
@@Maxine07 dunno about source2's limits but source definitively has a way bigger limit that goldsrc, If im not mistaken someone did patch up a few half life2 maps and made it one big map, though that is long ago when i tried it and don't have a clue if its out there.
@@necrobynerton7384 Sorce have a lot larger limit then Gold sorce but its not that much larger.
take the Hl dam level vs the black mesa Dam level.
and note that part of the dam level is actually a 3d skybox I think.
This is awesome! Next video should be traversing it!
Man, I've had this idea ever since I played the GoldSrc HLs. Imagine a survival horror game based on this huge map, a "lone" scientist crawling his way through the partially destroyed BMRF after the thermonuclear blast, some nightmarish creatures tailing you slowly but surely. Had a nightmare about the whole thing once, and the only other "thing" in the complex with me was an undead guy trapped in a hazmat suit screaming her mom to wake him up from that nightmare, truly horrifying, deafening and panic-filled screams. I always loved the claustrophobic atmosphere this facility has, would be a great setting for a horror experience.
Very interesting
, 5M+ triangles is actually surprisingly low.
I did not appreciate the volume spike on your outro segment music.
Cool seeing this combined together like a Souls map.
And if you add maps from Field Intensity. Or mods that took place in Black Mesa that feels like a Gearbox expansion.
It can could make Blue-Shift and Decay maps connect where they are.
now we need a map of this in half-life 2 game engine because we seriously need a complete black mesa facility map for gmod roleplay and sandbox fun
Good lock compiling that map in hammer.
This is awesome, I'd love to see it in-game with the rotation fixes and Xen pieces removed
Man this is wild! I wish we could play this at least in GMod, someone would definitely find a way to optimize it or even use it in RP servers. You did a great job
"This place is a lot of bigger than I thought"
- Random Security Guard
I just want to say... thank you so much
Wow, the Lambda Core teleporter room was literally directly next to the elevator at the start of the chapter.
put this in Chillout VR and we could be happy for years.
Great to see a random video regarding topics I've taken my time to search on google like a year ago or so, but couldn't find anything good enough.
Thanks, google, youtube algorithm and especially thanks to you, lymphoid. Not an essential video, but I feel satisfied with the shown presentation
It's hitting the limits of source and goldsrc engine's maximum map size.
imagine one big game where you can walk everywhere in black mesa. like an exploring game. obviously it's too big to make unless if people wanna wait 10 years but y'know would be cool
This is so cool. I wish i had the energy and time to do this myself. would be fun to try to adjust it to make it less accurate to game and more actually functional. (Move positions of elevators, rotate and flip things as needed).
Imagine all of that in Gmod and turning it into a horror game by spawning some spooky NPC's...
You'd have to scape while they are somewhere...
Christ mate, amazing work.
I suggest removing the background noise in your microphone recordings. Most audio editing software makes it very easy to sample a selection of pure background noise, and remove it from the entire source file before you begin audio editing.
Excellent project and video! A free-roam, open, complete, and playable Black Mesa map would indeed be amazing, and you have laid the groundwork.
you are legend ,literally ,thats really impressive how you able to connect them all
As a fan of Half Life, I always wanted to see a full map of black mesa
This facility must have taken decades to construct. It has more real estate than some decent-sized towns.
As a mapper too, by having all that to my disposal, I'd be tempted on trying to build (as far as I could go) realistic and natural looking cover mountains with cliffs and lakes and all the shit, and perhaps map a bit more to my desire to make it look like even there's more hidden to it.
Im for real very curious on how the surface landscapes could look. (Bit trippy im pre-guessing)
awesome work. Black Mesa looks so huge, it's even doubtfull such big complex may exist in real life)
Lambda complex fit pretty well (but was needed small adjustments in elevator shaft length). I finished right now obj for it.
Basically turned Half-life into metroidvania.
And as expected, it makes no spacial sense. Neat!
What do you mean by that
What an amazing project... kudos
Imagine this running in a 90's computer
You mean imagine the meltdown and subsequent explosion.
Imagine a 1000 players Battle Royale in all Black Mesa, could be fun
I'm amazed that they managed to make all of the areas interconnected so well
I hope someone makes a gmod map of this
I wonder what the possibility of exporting the meshes to a game like VR Chat or Chillout VR is, imagine exploring black mesa in VR, it would be so much fun!
I have been waiting for years for someone to do that, now all that's left iss find the game that can run it well, have a predisaster version and connect all doors so you can go all around using whatever paths you feel like.