Black Mesa

Black Mesa

Escape from Black Mesa - Lockdown
32 条留言
gertzeduard 4 月 6 日 下午 3:18 
Good map! I enjoyed it.
Avant-garde 3 月 22 日 下午 3:22 
Good map!
VaraHunter682 2024 年 6 月 20 日 上午 8:14 
oh cool ok
Skkubah  [作者] 2024 年 6 月 20 日 上午 7:30 
@VaraHunter682 I don't have anything planned for other maps with the QE theme, but I do intend to make updates to Lockdown in the future. I got a lot of useful feedback from this, and there are also some original ideas I had for it that didn't make it into the first release due to the time constraints of the LambdaBuilds competition (we had like 4 weeks to make an entry).
VaraHunter682 2024 年 6 月 20 日 上午 3:08 
Re you gonna be making more Biodome themed maps?
Neznamo 2024 年 5 月 23 日 上午 5:35 
Very nice map.
Josedito123 2023 年 11 月 2 日 上午 7:58 
looks Good! :steamthis:
jean.hannecart 2023 年 1 月 6 日 上午 6:20 
What a good map. Good equilibrium between Puzzles and Fighting !
Lass 2022 年 11 月 23 日 上午 2:14 
Yeah I meant that, I absolutely love the way you made tha map, thanks a lot !
Skkubah  [作者] 2022 年 11 月 22 日 下午 8:14 
@Lass By assets do you mean the level design? You can sure use it for whatever you want. In the future, after the update I'm planning, I will make the mapsrc (.vmf) available. In the meantime, you can decompile the .bsp to open it in hammer.
Lass 2022 年 11 月 22 日 下午 4:03 
Hey ! I wanted to know if I might use some assets of this map in a project I had on Garry's Mod. I'd rather ask before doing anything
Skkubah  [作者] 2022 年 11 月 17 日 下午 5:11 
@Srgnt. Fartovich Nice video!
TWITCHERUS 2022 年 11 月 17 日 上午 11:47 
Skkubah  [作者] 2022 年 10 月 29 日 上午 8:30 
@High speed, low drag Yeah the blinking sprite of the console can be a little hard to see. The original idea was to use some console prop to show that, but none looked good with the rest of the security room. I'm planning to make the security room bigger and have a more clear way to show that you can deactivate the security lockdown there.

About the lobby ambush, I'm thinking about what DIGITAL SPORTS said, so if the player is to be trapped in the lobby when the assassins ambush start, there must be supplies laying around (supplies that the player didn't picked before the ambush, so I need to find a way to justify them being there) and plenty of cover (because the assassins are accurate as hell and being gunned down is not fun). Also making the lobby bigger would make a better arena, specially if the player is trapped there with 5 assassins.
High speed, low drag 2022 年 10 月 29 日 上午 3:09 
this is a pretty good map but you have to indicate what to do better as i said in my previous comment

also going back to the supply room was very much needed on hard difficulty, i wouldn't remove this, just make it so they don't follow you
High speed, low drag 2022 年 10 月 29 日 上午 3:01 
okay i actually figured it out after 20 minutes of running around, you have to press a blinking red button on a security console on the 2nd floor, needs to be indicated way better
High speed, low drag 2022 年 10 月 29 日 上午 2:56 
i don't understand where i have to go, i got the crowbar and activated the generator, no idea what now
Skkubah  [作者] 2022 年 10 月 28 日 上午 9:59 
@Lithium Glad you enjoyed it! I have some plans to make the map darker and spookier. I personally don't enjoy pitch black maps, so I'm aiming more towards some barely lit environment.
Lithium 2022 年 10 月 28 日 上午 5:19 
Very fun map. It was fun to find the way around and the fights at the end. Thought it was great but not very scary as the lights were on. I think reducing the lights to make it darker and forcing the players to use their flashlights more would be a plus. Saying this, I thought it was great! Well done :)
Skkubah  [作者] 2022 年 10 月 24 日 上午 7:35 
@DIGITAL SPORTS I'm glad you liked it! I'm currently redesigning some parts of the level based on the feedback I've received. The newlights you guys implemented are fantastic! I'm still learning about them and this map is practically being a testbench for me.

The next version will be darker and also have more dynamic lighting. About the horror/fear vibe, I'm aiming to improve that with (aside from making the map a little darker) the use of dust motes and fog.

The lobby ambush will also have some improvements, I'm thinking about using the elevators to spawn enemies and/or ammo and health.
DIGITAL SPORTS  [开发者] 2022 年 10 月 22 日 下午 12:00 
I also accidentally cheesed the assassin fight by going back for health/ammo. They then all funneled into that room and were easy pickings. So I would've designed a scenario where the players couldn't do that.

A good entry, nonetheless! Nice work!
DIGITAL SPORTS  [开发者] 2022 年 10 月 22 日 下午 12:00 
(I'm Chon, Lead Level Designer at Crowbar Collective and a judge for the competition!)

I enjoyed this one! It had fun combat, some interesting navigation, and the spaces were detailed and well designed. It was very solid, on this front. I would've liked a puzzle or two, but the map played well overall.

I think the key oversight for me was in the theming. It just didn't do really anything in terms of horror or fear. It wasn't very atmospheric, in this regards, which was a shame, because you really nailed the visuals otherwise. A first suggestion would be to literally delete 2/3 of the lights, and really play up the horror vibe. As others have suggested, having some kind of mystery as to what killed the scis/guards would have also played well into this.
Skkubah  [作者] 2022 年 10 月 21 日 下午 8:06 
@Oni32 Thank you! One thing that I wanted to do was having some sort of indicator in the main lobby for the security lockdown. Also some of the lights in the lobby would be off because of the lack of power. I think that way the objective would be more clear to the player.

The dynamic lighting was cut off because using normal lights wasn't possible (gave me compile errors because there were too many of them). And I don't exactly know how to use the newlights Crowbar Collective implemented, but I've heard they are the best way to do that.
Oni32 2022 年 10 月 21 日 下午 6:06 
Very good map! I like the design and the good use of space. One issue I had with this map is it being a little bit confusing to figure out where to go or what to do, especially in a first playthrough, but it's good after all. Good luck!
Skkubah  [作者] 2022 年 10 月 21 日 下午 3:26 
@Vassago Rain I feel like showing them dying on a camera feed would conflict with the idea of you suddenly finding them dead. I'm thinking about having a point of no return in the vent and then you hear some distant screams and gunshots (at the same time, the NPCs would despawn). That way there is sort of a build up to that moment.
Vassago Rain 2022 年 10 月 20 日 上午 11:53 
@Skkubah
Show the scientists and guard on a camera feed, and how they get slaughtered, then play the loud screams. If people are paying attention, they'll see their demise, if not, they'll just hear it.
Could eve have one or two of them survive the encounter, only to be tortured throughout the rest of the map, with even more screaming and pained sounds.
Skkubah  [作者] 2022 年 10 月 19 日 下午 4:12 
@Kralich The idea of having some screams is very nice! I'm definitely adding that up, just have to figure where it would be a good place to put them.

One thing that I wanted to do was having some footsteps sounds behind the player while he/she is in the first vent, that way there would be that feeling that something is in the vents with you. I dropped that idea because the noise from the footsteps were kinda the same of the player's footsteps, so it would be pretty hard for anyone to notice.

The central hook of the map should be that something is running around the sector, killing everyone. There are a two places where you can see the assassins running around in the dark, before the ambush , but I admit it is very subtle. I'm thinking about expanding a little, maybe have some new labs, making the asssassins' shenanigans a bit more visible (maybe show them messing with security stations, killing people, among other things).
Kralich/Gonzo 2022 年 10 月 19 日 下午 12:30 
(Hey there - I'm Kralich, the organisation lead for this competition. I'll be leaving a little paragraph on each entry with my notes and opinion in lieu of posting on Discord given the nature of this competition.)

JUDGE'S NOTES: A neat map which used some gameplay elements I don't see very often. Visually looked quite nice, with the lobby a notable highlight, and gameplay was fine throughout. I don't have a lot to say on this one as the entry was pretty good, but in that way I also have to say nothing stuck out in this entry really firmly - other entries have a central hook that makes them stand out from others and I think this one is lacking a core "principle" hook. I also feel it wasn't particularly eerie - the one moment that felt more like this was coming across the scientists and security guard dead, but it happened quite unceremoniously. Distant screams for help followed by death - which there's plenty of sound bites for in BM - would've helped I think. Good overall though!
Skkubah  [作者] 2022 年 10 月 19 日 上午 9:25 
@Vassago Rain I'm glad you enjoyed it! The generator room definitely needs an overhaul, I had an idea of improvement but it was way too close to the deadline, so that is something for a future update.
Vassago Rain 2022 年 10 月 19 日 上午 3:08 
I really like the map design and use of very non-standard enemies and weapons. The crowbar's placed in a very non-intuitive place, but other than that, this is very solid stuff. Very tense atmosphere.

Give it a play.
Skkubah  [作者] 2022 年 10 月 18 日 下午 10:06 
@Gold Source! By HECU turrets you mean the normal ground turrets? Yeah, taking them out with the Tau Cannon can be annoying, maybe try a charged shot while they're retracted? Also a some normal shots in their body can make them fall over.

And yeah, I've always found the assassins quite an interesting enemy, but haven't seen much people using them. I was very happy when I saw them jumping between floors in the lobby.
Blue Jay 2022 年 10 月 18 日 下午 8:16 
Always nice to see enemies and weapons not often included in custom maps, my only issue it's hard/annoying to take out the HECU turrets with the gear given. :broflex: