Welcome to the sixth and LAST mapping competition in the 6×10 series.
For this competition I want you to use the shapes of the English alphabet as the basis for the map.
5th October 2012 33 Comments
I am very pleased to announce the release of, what I am sure is without doubt, the most comprehensive walkthrough of Half-Life available.
It was made possible by the writing and research of Stanley E. Dunigan and the formatting skills of William Barnard.
Together, we have created a PDF version that can be viewed both online and printed.
2nd October 2012 5 Comments
Starting in an alleyway, you need to get to the lift shaft.
Things take a downward turn after that and you need to retrace your steps quite a few times.
The objective seems to be to reach the highest point in the central shaft and go through the portal.
Creatures and strange effects stand in your way.
I received 3 entries and have collected them into one PDF file.
I have chosen a winner, but given you the chance to vote too.
Will you agree with me? Who knows until you read them all.
I have announced the winner a little lower in the post, but you can download it without knowing. Then come back here and vote and comment.
23rd September 2012 7 Comments
Have you ever wondered what would happen in Typical Disaster if it hadn’t ended it after the last “office” map?
If you have, you’re in luck, because you’re going to find it
out right now!
In the ventilation shaft Gordon experienced another teleportation and lost almost all his weapons.
Now, there is blockage behind him, so the only way out is forward.
I should have pre-posted this post before my holiday – sorry about that.
Anyway, please use this post to discuss anything on your mind.
This month you are not allowed to talk about Paris Syndrome.
Just in case you were wondering, I will be posting something about Black Mesa Source, even if I won’t have the download link available immediately.
14th September 2012 19 Comments
Welcome to the fifth mapping competition in the 6×10 series.
For this competition I want you to create a map with plenty of vertical gameplay.
You can have the player work up, work down, work up, then down, or down, then up – as long as most of the movement is vertical I am happy.
7th September 2012 23 Comments
Just wanted to take a moment to clarify the use of Recommendation Images.
I believe some users haven’t read the guide to using them and maybe don’t fully understand the reasoning behind them.
Let me start by explaining why I created such a unique system.
22nd August 2012 15 Comments
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