![]() I think it'd be interesting to add more "fictional" details, i.e.Everything else is directly from the game. I added a dormitory so the tram has a starting point, I jammed in the Hazard Course tutorial because I think that's funny, and extrapolated the hydroelectric dam's river. I ended up mostly avoiding fabricating new stuff.if we have "Silo D," does that mean Silo A, B, C exist somewhere? Examples: Do we show roads connecting to the outside world? Do we show tram lines not shown in the intro? Do we make new routes the player doesn't use/see? Do we fill in fictional gaps, i.e.I went back and forth over how much additional infrastructure to include.They weave in and out of the original Half-life's spaces, so they'd be a great fit here, but were beyond my available scope/time. Opposing Force, Blue Shift, and Decay's expansion pack areas were not included.The square footage it takes up in Black Mesa is absolutely astronomical. Big thanks to the Half-life Wiki for being a wonderful source of info.So to be clear, my map is nowhere close to a 1:1 recreation - but, hopefully it maintains the spirit of the game. I spaced the levels further apart and made a left-to-right route for the player's journey. It does look cool! But, I wanted to create something visually easier to understand. This is the raw version of what that would have looked like:Īs you can see, the levels tend to create a "tower" of spaces overlapping one another. The intention was not to create a 1:1 recreation of the levels in Half-life. I took overhead screenshots of Half-life's levels, pasted them into Photoshop, and moved/resized/recolored them until they looked okay. The image was created with the help of HalfMapper, a free program that allows you to view Half-life maps. I've been wanting to do something like this for a while - Half-life influenced me a ton, and led me to making my own video games. Black Mesa Facility Map is an overhead map of the various labs and industrial spaces explored in Half-life (1998).
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