co_BlackMesa
Hey all Combat fans I present to you my remake of an old classic Black Mesa.
One of the most sought after classic maps and also requested by one member of the Combat
dev team namely Jibrail I set out to create this beast and add my own little touches on
it.
I hope that it looks visually good enough to represent such a great map specially for us
old school guys and girls, the map is still WIP ( work in progress ) and work on it will
continue to make it look, feel and play well, of course feedback and suggestions are
always welcomed
Cheers
Mr.P
map here
http://steamcommunity.com/sharedfiles/filedetails/?id=146598748
mod nr 8bceb5c
One of the most sought after classic maps and also requested by one member of the Combat
dev team namely Jibrail I set out to create this beast and add my own little touches on
it.
I hope that it looks visually good enough to represent such a great map specially for us
old school guys and girls, the map is still WIP ( work in progress ) and work on it will
continue to make it look, feel and play well, of course feedback and suggestions are
always welcomed
Cheers
Mr.P
map here
http://steamcommunity.com/sharedfiles/filedetails/?id=146598748
mod nr 8bceb5c
Comments
fore the random wall models/floors/ceiling is not done (as i say in my post)
The purple lighting meant to be some kind of space glow
next time just give you the gray box fore alpha
The ns1 whiting is bland (almost all white), in contrast your map has too much blue. Your identical blue ambient lights everywhere with 50 intensity aren't helping; I've found its best to use them softly.
This site always helps me get thinking about complimentary colors http://colorschemedesigner.com/
That intensity of that purple light belongs in a club setting - tone it down and see how it looks? A purple just a little more red or blue looks more natural.
Tone down the reflection probes a lot. I found <0.1 gives a dull reflection that might work for concrete. Something higher is ok for that nice tile texture. At 1 reflection looks like a bowling lane floor!
I'm not sure if minimap is messed up or if I'm just having issues with it. Also I loathe automatic doors, but that's just me.
I know it's still in alpha but it's looking good, can't wait to play it!
But need fix to work in your next push:
- Remove "game_setup.xml"
- Rename "map" to "maps"
so i am going to have a closer look at it later
the map is running on Mr.P combat server
server# ip: 62.65.106.53:27050
http://steamcommunity.com/groups/MrPs1
Please, please, do this already? I have tried the map every day for the last week hoping you would take my advice.
Blackmesa FIX TEMP
Just a temp mods to fix run ns2combat for wait original fix:
http://steamcommunity.com/id/mgs3/myworkshopfiles/?appid=4920
had a ns mod running oops
Yes it's a temporary mod, i have now remove my temporary mod because Mr.P has finally update your mod tyou And now play on ns2fr
the map is update now but the doors don`t show up because of combat mod and extra entity mod got a bug but they are working on it:)
special thanks to woody and MGS-3 for the support
EEM is still working with the Playtest version of combat. Hopefully the main version will be updated soon, but it's been over a week...
also fixed some places where you cude se troh the wall`s
in the greybox it was closer to the original size but the alien`s whos to overpower
You should try to brig back the phasegates to balance for marines more.
thank you for the feedback
the vent by alien spawn is fixed with next update
and phasegates are also planning in the next update
the door to portal room will opened after 10 min
http://www.twitch.tv/carnage134/b/417412470
and you get stack in the vent as fade...
i have fixed thos bugs + the vent where you get stack as a fade
thx for joining the play test
At first glance I thought it was too big, but the size (and dimensions of the rooms) is perfect, and the rooms are simultaneously simple but provide great fights.