Garry's Mod

Garry's Mod

Black Mesa Sector P [ALPHA 6]
22 Comments
MoonPowder 19 Sep @ 7:41pm 
nvm figured it out, nice map too :steamthumbsup:
MoonPowder 19 Sep @ 7:36pm 
wait so you dont need to install hl1 prop pack if you have hl1 source?
Moon. 11 Sep @ 11:53am 
You can just move the lighting source for the prop above it.
H01manan  [author] 11 Sep @ 10:07am 
Yes Lily I saw that and was very happy my map was relevant enough to be referenced by someone :).
Maybe I can add some kind of satellite receiver/antenna, or some kind of comms room to bring it full circle
H01manan  [author] 11 Sep @ 10:05am 
Lighting like that happens sometimes with physics props. I don't know a way to for sure fix it from hammer, but moving the prop usually gets it to realized its not in a black room. I also noticed in that room that I tried to have a water puddle on the ground that is not... wanting to exist. So its possible that lighting bug is a result of the prop being inside of said water puddle.
i will try my best to fix it in the next alpha, in the meantime if its bothering you, follow my above suggestion of doing anything to it.
Moon. 11 Sep @ 2:35am 
This prop seems to have a bad lighting source by the way:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3566125595
Lilith McSourcerer Butt 11 Sep @ 12:34am 
I completely forgot to mention, I referenced Sector P in my CentralCom map. It's one of the sectors that the satellite dish is implied to be able to turn to.
H01manan  [author] 10 Sep @ 9:03pm 
Thanks for this feedback; I honestly have not thought too much about ambience but you bring up a great point.
I can't exactly promise too much of it in the next alpha, I hope to have the next focused on making new areas (having 2 alphas in a row of just basic updates seems bad), but I will definitely try and work on ambience in said new areas.
Geisteskrankenchan 10 Sep @ 8:14am 
Next time you could focus on ambience since currently the only sound in the map comes from a vent fan. Add some wind to the outdoors and tunnels, beeps to the computers, rumbling of the washing machines, etc.
Moon. 9 Sep @ 1:04pm 
There is no such thing as too many HL1 maps.
H01manan  [author] 7 Sep @ 12:10pm 
The sign has been the way it is since i think alpha 3 or 4, I just never took another thumbnail showing it for some reason
Toby from HR 7 Sep @ 9:23am 
this is great
Lilith McSourcerer Butt 6 Sep @ 11:40pm 
I noticed the Sector P sign itself got a rework.

If you're curious, I believe I used Arial Bold for my signs.
H01manan  [author] 6 Sep @ 11:27pm 
Additionally a bunch of fiddling with cubemaps which hopefully got in the release, and fixing of some of the textures… half life sourceiness did wonders
H01manan  [author] 6 Sep @ 11:24pm 
Yeah, I took your advice you left about the lighting and just deleted all of them and started over. I wanted to try and work in more natural light, as well as just making it more visually interesting (before, the lobby ceiling was a flat surface with just way too many lights)

I also just learned a lot more about lighting in general, like how to get nice baked shadows, and fixing EVERY ‘too many lights styles on face at X Y Z’ compile error (there were a lot, but in past versions never really showed badly (I was going to add a lot more cool lights until I learned what it’s like when is DOES show badly))

And then i also added displacements to the skylights because i wanted to :) (I can make decently better displacements now)
Lilith McSourcerer Butt 6 Sep @ 10:12pm 
I'm so glad you waited a couple years, your mapping got WAY better.

Also I see you have also developed a liking for skylights.
H01manan  [author] 6 Sep @ 4:37pm 
Yes, there is a pool in the void. It was in previous alphas; I wanted to move it, but don't yet have a place for it and didn't want to just delete it.
MetalCobra 6 Sep @ 10:20am 
"Hello Gorden Freeman, its good to see you."
tonyl513 6 Sep @ 9:51am 
sector pp
ryanbailes06 6 Sep @ 9:50am 
ai noded
NextKurome76TheSoldier 5 Sep @ 3:13pm 
expecting lily to spawn here any moment
root_beerLord 5 Sep @ 9:31am 
Void Pool.:104::gordon: