Something A Mapper Should Know
Wintergreen
Join Date: 2002-12-22 Member: 11369Members
<div class="IPBDescription">not related to NS...</div> I was wondering if anyone has ever taken all of the maps from Half Life, Opposing Force, and Blue Shift, and modeled them out so as to make a gargantuan 2D floor plan showing everyone just what Black Mesa really looks like, in its entirety. I'd imagine the floor plan would have to cover several stories. Even if they just did it for half life, I think it'd be pretty cool--do things really fit together as well as they seem to?
Anyway, if someone could point me to this (if it exists) I'd love to see it. Thanks.
Anyway, if someone could point me to this (if it exists) I'd love to see it. Thanks.
Comments
What pleasure could you get out of studying plans to a made up building?
Plus the continuity..there would be huge gaps and parts that couldent be drawn out..due to..well...them being unmapped.
Sorry to spoil the dream.
but i never heard of it been done before.
Edit: I know! We can start the Map Black Mesa Project!.
[/End Sarcasm] lol.
Heh, that's pretty nice work, it's too bad it didn't work out. Maybe they have some secret master map, deep within the Valve offices, of what the whole thing is REALLY supposed to look like...
WHY COULDN'T THE HACKERS HAVE TAKEN THAT!?!?!?
the hl level layout is overlapping al the times. the introduction is the best sample. watch the directions carefully: you will notice that the track bends THROUGH" areas you just passed. of course its a problem of different maps connected with the levelload. but I think its disappointing. I try to bring the realism to its limits in my maps. this takes hours, shure but at the end there will be only few mistakes, even if you would search for it. pipes lead from one area to another, even if they disappear in one wall the will show up correctly on the other side. some mappers create architecture that looks wrong.
sample:
<img src='http://mitglied.lycos.de/centercross/caged1.jpg' border='0' alt='user posted image'>
the pipes should continue or at least ascent and touch the ceiling. not to mention that in the passage to shipping tunnels rt there is no space for the pipes. so what are these pipes good for?
luckyly there arent too much of these mistakes in ns but I think only one will destroy the atmosphere of a map completely.
the hl level layout is overlapping al the times. the introduction is the best sample. watch the directions carefully: you will notice that the track bends THROUGH" areas you just passed. of course its a problem of different maps connected with the levelload. but I think its disappointing. I try to bring the realism to its limits in my maps. this takes hours, shure but at the end there will be only few mistakes, even if you would search for it. pipes lead from one area to another, even if they disappear in one wall the will show up correctly on the other side. some mappers create architecture that looks wrong.
sample:
*IMAGE*
the pipes should continue or at least ascent and touch the ceiling. not to mention that in the passage to shipping tunnels rt there is no space for the pipes. so what are these pipes good for?
luckyly there arent too much of these mistakes in ns but I think only one will destroy the atmosphere of a map completely. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I can't agree. You shouldn't get caught up in the insignificant details that matter not; it's an overall attractive style, sublime lighting and smooth gameplay that make a good map.