Since getting into mapping perhaps a month ago, I’ve started work on getting Unforeseen Consequences to its Pre-Disaster state. I’m not making it how it would have been on the ‘morning’ of the incident, rather the day before, as there were system crashes and all sorts of problems on the morning of the incident.
I’ve started working from the top labs of Sector B, seen immediately after Sector C, and am working my way down. Meanwhile, Admiral Sakai (the person who gave me this idea and has already done most of Office Complex here: BMPD: Pre-Disaster Maps ) will be starting from the end of UC at the Office Complex elevator and will be working his way up, until we meet.
As of now, I’ve got half of c1a1c (the first map of UC that doesn’t involve Sector C) to its pre-disaster state, though it’s basic so far with little to no NPCs.
I’m working on getting the playable area of the map to be converted into its working state, then afterwards I shall work on the corridors that you can’t get to, behind doors etc. as Admiral Sakai has done in his Office Complex maps.
As Admiral has said in his Office Complex post, the actbusy system is limiting and hard to get sorted right now, so the NPCs are pretty much doing one action until something might be fixed by the devs.
The main hallway. Fits right in with Anom. Materials.
I can’t wait to start planning what’s behind the door at the end here (the one where the zombie is burning and debris has fallen in the singleplayer chapter). More labs, and perhaps we could finally see the huge server coolant room… Oooh, could be another map.
The science lab. I removed all frosted overlays, icy terrain and particle effects. Then I had to get all of the props rotated back to normal and brighten the lighting a little.
Storage/maintenance room 1! I’m still not entirely happy with the lighting here, maybe it feels a little bland. Though, I suppose anything feels bland after walking out of the brightly-lit labs. Let me know what you guys think:
The elevator - and it works! A moving two-stop elevator from the top (third) floor to the bottom (first). I neglected to make it a three-stop elevator and add on an entire floor, because, well. That’s an entire floor - anything could be there. Though I’ll still do a comprehensive diagram of Sector B hopefully, with what I think each floor and section means.
Y’know how in Sector B there seems to be a lot of closed-off, small passages with a forklift coming out of it? I decided to expand on this a little bit in maintenance room #2 (once you get out of the elevator), and add in an unreachable section of storage beyond the passageway. I also moved the forklift and box back, as not everything might have been in the same place a day before the incident.
The storage room looks quite nice when lit up:
With brighter lights (and a larger falloff distance), these corridors looked like they were actually used. Though, with the textures used, they still look quite dark, they are more corridors to get to somewhere rather than work in. Also, I’ve removed the frost overlays on the windows and inside the rooms and moved the coolant ‘vats’ to be attached to their pipes again.
So, what is the point of this area? it was in both Half-Life and Black Mesa with not much in the way of expansion or sense added to it. It’s just a detour off the corridor with a little open room that has a vent and a few pipes (which would normally be in the ceiling anyway). There is a ladder, so perhaps this would have been a little storage area for the maintenance guy’s stuff? He wouldn’t keep it in the huge storage warehouse. Perhaps that’s it:
Though I have already brightened this area up a fair bit, it still looks unattractive and too ‘maintenancey’. It’s still part of the laboratories technically, and so I’ll need to brighten it up and perhaps change the colour slightly to a more whitish tone than warm colours. I don’t want to change the colour of lights too much though, as that wouldn’t have been changed by the incident - only the brightness.
Going through the map revealed an astounding amount of wall-plates lying next to the uncovered pipes. I simply won’t believe that the resonance cascade caused the plates to fall off and lean on the wall perfectly like that. Though the BM devs might have just done it to break up monotony, perhaps this area was under heavy maintenance? With all the ladders lying around and various toolboxes etc. it could mean perhaps this area was under upgrading or simply fixing some problems in the pipes.
As I’ve said, Admiral Sakai and I will be working on UC it seems, and hopefully many more chapters to come! Please give me feedback - plenty of feedback. Suggest what you think might be behind closed doors, or what some of those rooms are for, or what those exposed parts of walls are for. I will eventually conduct a review of Sector B and an overall layout. Stay tuned!