DragonHill's Blackmesa

The first time I played your map I fell in love with it. It is my favourite custom map by far. Thanks for this awesome map and keep up the good work! :)

-Calle
 
The first time I played your map I fell in love with it. It is my favourite custom map by far. Thanks for this awesome map and keep up the good work! :)

-Calle
 
To SJ: You should try the Black company series by Glen cook
To Calle: You playing all the way from Germany?.. wow

I finished putting in some more animated head crabs, added support beams in the suction vent area so that it did not look like something i had slapped in (which i had), cleaned up some lights, removed unneeded geometry (the old portal rooms). map is down to <76% ent_data now. she be getting slimmer!
Several door trigger volumes have been enlarged. I think i moved the metal doors speed from 400 to 500.

Need to find a Klaxon sound for the elevator platforms (when they go up and down).

fun fun fun

~D
 
To SJ: You should try the Black company series by Glen cook
To Calle: You playing all the way from Germany?.. wow

I finished putting in some more animated head crabs, added support beams in the suction vent area so that it did not look like something i had slapped in (which i had), cleaned up some lights, removed unneeded geometry (the old portal rooms). map is down to <76% ent_data now. she be getting slimmer!
Several door trigger volumes have been enlarged. I think i moved the metal doors speed from 400 to 500.

Need to find a Klaxon sound for the elevator platforms (when they go up and down).

fun fun fun

~D
 
Yep, I am playing from Germany and you know what? I don't have any lag problems.... Until my sister starts downloading. :(
Anyway, more headcrabs more fun!

-Calle
 
Yep, I am playing from Germany and you know what? I don't have any lag problems.... Until my sister starts downloading. :(
Anyway, more headcrabs more fun!

-Calle
 
Okay, my updated thoughts on the map, now that I've had the chance to play it with the new changes.

The spawn times seem a bit long, first off. I'd recommend decreasing them by about 3-5 seconds. The capture boxes seem too large to me. They really shouldn't extend that far beyond the cap point circle, in my opinion.

And lastly, the new capture point order. Now, I'm all for the map not being confusing to new people. However, whether it's linear or not, it's still big and confusing. Even though the points may be linear in capture order, the layout isn't so much. I still found myself running into closed doors at L and C several times, even with already knowing the map layout. With a map as large as this, exploring and learning it is going to be easier when you're not getting stopped by barriers half the time.

Basically, I had more fun playing it with the old cap order. I do like the addition of all the health and ammo packs, though. I also think that the fan above L/C should be removed. Maybe that's just a personal gripe, but I hate forgetting about it every time I try to rocket jump up to the ledge and end up suffering nearly 30 seconds of downtime for it.
 
Hola all,

I'm thinking about re-releasing black mesa in the non-linear form. why? welp for starters the map currently requires a starting team to hang a hard left out of the spawn point to cap the first point in the proper order. I know a "map" would help those that wanted to to quickly know the map but what about all the other players that do not read maps?

also, the new logic i have installed that controls doors and elevators via cap point control actually could be good.

so here is the idea

B/K controls metal doors, possible the battlement doors too?
L/C controls the platforms
A controls suction vents

all points can be capped in any order (this worries me)

teams need to cap all points to win, no cap is locked out.

good god what am i thinking
maybe i should sleep on this

~D
 

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