100 Comments

Here are the latest 100 comments

  • rusli - Mesa Fallback - 8 hours ago
    In the fall back mesa game library does not appear Can you give a solution?...

  • asterixer - The PTSD Mod - 10 hours ago
    ok, I wasnt sure if you had problems with ptsd yourself, so that would be a possible reason to make a mod, to set the player in some sort of mood and to "explain" ptsd in that way. How i came to this idea? im suffering from anixiety disorder so i cant play any horror mods, but your mod was very interessting for me. Some parts are a good example of how i feel in different situations. Breaking Windows, and Floors without seeing any ground, lots of impressions at the same time and all very loud....

  • rikersbeard - Research And Development - 19 hours ago
    First off, congratulations on an old but fully working mod! I never finished this originally, maybe it was too frustrating, my old PC was slow or my old keyboard was just rubbish. So it familiar but feels fresh now. This mod would be ingenious if it was not for one pretty major flaw; it’s random difficulty levels! For example trapping a half-zombie in a lift cage, where you close both gates to ensnare it to keep the lift down. It’s a frustrating exercise in timing but once completed you e...

  • JamaicanDave - Hunt The C-nt - 23 hours ago
    This is a great set of maps. They're well designed and really capture the look and feel of the Black Mesa facility / Half Life 1 game. Shame about the name, which makes it sound like a crude joke mod....

  • PlanetPhillip - Wolfenstein: The New Order - 2 days ago
    I made the HUGE mistake of playing and not writing my review down immediately. Below are the screenshots I took. The area in the prison was fun and the layout felt complicated but wasn't. The driving section, the one you play not the cinematic, was a disaster for me and I was lucky to pass it. Would have been nice if it gradually got harder rather than a shit storm right from the beginning. The rebel base was very cool and really well built. Overall, I felt there were a lot of cutscenes in...

  • Ethosaur - The PTSD Mod - 2 days ago
    It originally started as an inside joke where I would say I had gotten "PTSD" from working on PUNT etc, I guess thats where the idea for the mod name came. I agree though that I could see from some standpoints there could be some confusion, but I never intended to mean any disrespect to any people suffering from real ptsd. Hopefully most people will see that fairly quickly....

  • DarkShift - Hunt The C-nt - 2 days ago
    From the same guy who brought us the equally good The Evasion (a continuation of Shephard's adventures after Opposing Force), HTC is the same kind of mod's, short but very well done, with each part of the mod being very different and challenging in differents ways. What I particularly enjoyed was some of the Xen locations, with strange spheric and glowing structures which could have fitted well in HL/Valve lore, I'm still impressed some people, nearly 20 years after the original release, can ...

  • crowbar - The PTSD Mod - 2 days ago
    PTSD in reality is something completely different. Here it might seem like it's a drug or something, but it's a very serious "illness" war veterans might have. The way this mod uses "PTSD" as it's name could be argued is very disrespectful of people who actually suffer from PTSD, but we know that it's just memes and jokes. Someone outside the community might expect something else though. I don't really view it as a problem, just wanted to put that out there....

  • Ethosaur - Audio Interview with Ethosaur - 2 days ago
    Was pretty fun interview! Haven't done many of these before but it was quite enjoyable....

  • Retsibsi - 12/13 August 2017 Livestream Schedule - 2 days ago
    Am very surprised you hadn't played it before (and you got through it much faster than I ever did!) The comment I made on the live stream about you next playing it co-op wasn't altogether a joke incidentally, as there's the facility on Synergy to do just that (though there always seems to be the one idiot who messes it up for everyone else)...

  • PlanetPhillip - Introduce Yourself - 3 days ago
    Hi and welcome to my site. I'm sure you will find plenty to interest you here. Don't hesitate to ask if you have a question about installing or playing the mods you download from here....

  • PlanetPhillip - BlackMesaDoorVille Announcement - 3 days ago
    Yes, it's a new one for the challenges....

  • JamaicanDave - BlackMesaDoorVille Announcement - 3 days ago
    Is that a new e-mail address ([email protected]) for submitting? I vaguely recall using something with 'planetphillip' in the name previously. Or is my brain getting befuddled again....

  • TheAutisticGamer - Introduce Yourself - 3 days ago
    Hey everyone I'm TheAutisticGamer! Half Life is the game that got me into first person shooters to begin with. With such a huge collection of mods for HL 1 and 2 and the Episodes, I feel like belong here. I have very little experience with playing mods as I've only played a few such as Transmissions: Element 120 and Estranged Act 1 which I absolutely loved. Now I don't do modding but I love playing mods. I have been a Valve Fan ever since I played the original HL and loved every minute of...

  • Newgoods - From Combines - 3 days ago
    I was curious so I decompiled the map to see what the intended strategy was. As it turns out, the dev put in these little triggers in some corners of the map that turn the antlion friendly as a sort of 'hiding' mechanic, but they don't actually do anything. Additionally, you're supposed to destroy a blockade in front of the first minecart and then stand on top of the minecart to proceed, but due to bad coding there's no actual way to destroy it. I recompiled the map, putting a trigger to dest...

  • asterixxer - From Combines - 3 days ago
    'Under Linux, everything to lowercase. Some Problems at some points that some doors didnt open. Dont know if this is a Linux, Windows or a Mod-Problem?...

  • PlanetPhillip - Countdown to Destruction - 4 days ago
    Or you could simply use Gauge and that will take care of everything and won't touch your base installation....

  • HashtagMC - Combine Combat - 4 days ago
    Oh, and while the custom voice acting is German, the default NPC sounds (like rebels) are in the user's selected language, which is just plain weird....

  • HashtagMC - Combine Combat - 4 days ago
    I'm sincerely sorry, but I can't recommend this mod to anyone. Before you discard my review as a hater, hear me out - I've got arguments. First of all: this mod has some really pretty features in it, and a cool idea. I'm always thrilled when a mod offers me to play as a combine, but the disappointment is even bigger if it can't live up to what it promises. Second: why does this run on Source SDK Base 2006 instead of Half-Life²? This way, not only I had to install yet another tool, but some fe...

  • HashtagMC - Countdown to Destruction - 4 days ago
    That's the second "mod" I'm not going to play because it isn't shipped as a proper mod. I'm not going to tamper with my game files by patching custom content into it just to get a map pack running. I'm glad I got Hammer working again without crashing, I won't test my luck any further. It's sad the author won't create a proper mod out of this. If he can't be bothered to put the slightest bit of effort into his work, I can't be bothered to play his work. Shame, really, because the description soun...

  • BlueShit199 - From Combines - 5 days ago
    There's an intro briefly showing the hero's life before becoming a combine soldier, but as far as I know the story is never brought back up again and it serves no real purpose. Imo it'd be better not to have any intro at all. The opening with Vortigaunts one-shot killing you and without any weapons was already a bad sign. Mapping was pretty basic and sometimes I wasn't sure where to go and sometimes there's empty rooms and invisible walls for no reason, or props are set to static so that you c...

  • Winterman - From Combines - 5 days ago
    Wait, really? Now that's unfortunate. I guess the creator wanted to create something cinematic or a stealth section? It turned out to be very confusing and frustrating....

  • Wesp5 - From Combines - 5 days ago
    Update: I started the mine mission again and figured out a way to survive the start without godmode. Such bad scripting! Once the antlion appears the door you entered through will lock itself. Run around in the room with the grubs and it will unlock and if you go through it ahead of the antlion this will dig into the ground and vanish. How should anyone discover this besides per accident? I'm curious how the cart and elevator sections are intended to work......

  • Wesp5 - From Combines - 5 days ago
    So I just finished the mod and experienced some of the same issues that you report! I got the crash at the end of chapter 4 but luckily reloading fixed that for me. I also had to use godmode in the mines because the antlion kills me before the combine blows the door to the pickaxe. And even after getting it, I can't destroy the brakes under the cart and thus had to use noclip to continue. Then later on I assume the big rock was supposed to drop down to the room with the switches for the elevator...

  • asterixer - The PTSD Mod - 5 days ago
    wow what a trip....my mind is spinning. I dont know anyone with ptsd but if this is the feeling you have to work with, thats exhausting....

  • Wesp5 - From Combines - 5 days ago
    I don't think regulations matter when your train has been boarded by the enemy and you have no other weapons! Don't even try to explain this away, the beginning was certainly a bit stupid ;)......

  • Newgoods - From Combines - 6 days ago
    I'm pretty sure he wasn't able to pick up those weapons because he wasn't authorized to - he's assigned the .357 and AR2, so he can't pick up the pistol....

  • Wesp5 - From Combines - 6 days ago
    Okay, I solved that puzzle now and it wasn't a good one :(. So for anyone else that might get stuck there, you need to fire four or five times at the windows in the store room! Yes, no breaking at first try which is what would be normal in HL2, and you can't shoot the lock two rooms farther in through the gate either or stack the boxes or jump onto the stairs. As with the weapons, if you don't want players to do this, remove the objects needed like the lock or the boxes. Please keep the HL2 game...

  • 2muchvideogames - Bridge The Gap - 6 days ago
    single map. Very nicely designed, however one part was annoying which is climbing up a pitch black elevator shaft. I thought you didnt like pitch blackness? Oh well. The map layout is also really good, I like it....

  • Winterman - From Combines - 6 days ago
    I always like a mod that set you in the boots of the Combine Soldiers. This mod is one of them. I have mixed opinion about this mod. The way you can carry more or less ammo for certain weapon, don't have Crowbar or Gravity Gun and cannot sprint changed the way you play a lot. The enemies seems to be stronger than normal too. For example, normal Headcrabs take 3-4 shots from the pistol to kill rather than 2 shots. And I don't know if it's just me or towards the end of the mod the enemies seem...

  • RagingDraugr - The PTSD Mod - 6 days ago
    This is by and large the strangest mod I've ever played or seen, but I was honestly surprised by the quality of it (at least, in the last chapter or two). While there is certainly a lot of strange things here, The PTSD Mod is an experience that I think anyone should play at least once because of it's surreal and often psychedelic moments. I didn't get many of the references that were present in the mod but they're not needed to enjoy it. My only major complaint is that there was a nasty bug in t...

  • grabbie - August 2017 – General Chat - 6 days ago
    Looks like planetphillip.com is down for good. Time to update the bookmark after all these years :P...

  • rikersbeard - From Combines - 6 days ago
    I couldn't find the 'cool new night vision' until you got me thinking. I have Gordon's flashlight set to 'Delete' on my keyboard and now it just buzzed. Found the night vision pressing the 'F' key, sometimes these things need pointing out when you forget! FYI. The guards and soldiers in this mod tend to react if you go to a door or console then activate / open it for you. Night vision is fine but it don't do much for the graphics! Why is it only the 'F' key? I personally like the bad grammar a...

  • Wesp5 - From Combines - 6 days ago
    P.S.: I tried to continue, but in the Fire Suppression mission after I get into a room with an interrogation chair and many monitors, a combine enters and then nothing happens......

  • Wesp5 - From Combines - 6 days ago
    I too started this today and got annoyed already in the first train map. Not because it's too dark, just use the cool new night vision, but because there are some weapons lying around which you can't pick up without an explanation. I suggest for the next update of the mod just remove those weapons to avoid misunderstandings and make the rifles at the train end takeable too, when you want their ammo! After that it got better, but the level design is mostly rather basic with several minor map iss...

  • rikersbeard - From Combines - 7 days ago
    Started playing this yesterday but the first section was too dark and with no lamp I had to give up on that combine train, i think it was as i only had sound to go buy, it was too dark to see!! The second part is rather interesting and has the makings of a good mod, some nice puzzles already!...

  • Maki - BlackMesaDoorVille Announcement - 7 days ago
    Pretty sure it should be "_bmdv" at the end. Conventionally, Black Mesa maps are "bm_", but there's no technical reason for that. It's just what the devs did, and it helped distinguish the single player maps from multiplayer maps....

  • Unq - 12/13 August 2017 Livestream Schedule - 7 days ago
    Yes, I usually "replay" a mod. In this case, it's just "play" as Phillip mentioned - believe it or not I've never played R&D. Only the 3rd Classic of the Month that I'm playing blind I think, after Minerva and Afraid of Monsters......

  • JamaicanDave - BlackMesaDoorVille Announcement - 7 days ago
    I wondered this myself as conventionally the file name would just be bmdv_mapname.bsp. Perhaps it's a typo?...

  • rikersbeard - Imperious - 7 days ago
    It is a mod. Not the best and not the worst! First off i have to admit I cheated. "Sv_Infinite_aux_power 1" I do this for very hard or dark mods to keep the light on and to make my suit more realistically stronger for tougher mods. well this mod is not as hard as I thought from Phillip's review or am I really finally learning to shoot straight on the move! I thought there was maybe too much ammo available to rain grenades down on those machine gun positions. The climbing aspect was nice to pr...

  • Ttiki - Imperious - 7 days ago
    We all just somewhere! The map wasn't polished, there was big cubic room, the cliffs weren't displacements... But the creator used no draw, hint... and that's cool! However, as a Level designer and a story teller, the creator is not good, at all... Why are combines defending this place? There was just lots of crates, generator, and the most valuable thing in this place was the gravity gun! Why did the floor burn at the end? Maybe you should have made a tunnel, like this the...

  • Ttiki - The PTSD Mod - 7 days ago
    This is one of the only weird mod I liked! A complete little mod, with custom sounds, models, textures... And that added more fun to it! And for one time, this wasn't just dank meme 24/7. For a mod like this, one hour is pretty long, maybe too long for some peoples. Yet, I found the mod ended at the right moment! Not too short, not too long! There were some issues at some point, like, it's maybe just my skills, or maybe it was made like this, but in the Super Mario ...

  • 1Lucia - BlackMesaDoorVille Announcement - 7 days ago
    aren't we supposed to do bmdv_mapname_bmdv? 2 Times "bmdv"...

  • vancanucksfan - The PTSD Mod - 1 week ago
    This was a delightfully twisted release. There is a lot of great and weird content throughout. It's like playing one of those "trippy" mind-bender maps authors make sometimes except it is an entire mod. There were great little touches throughout and everything from models to enemies was customized nicely. This would have been a PIN for me except for a few buggy things I encountered. There were 3 times where I managed to get myself stuck in areas and could not get out. I used a box and a ...

  • crowbar - August 2017 – General Chat - 1 week ago
    time for The Old Blood ;)...

  • Newgoods - Imperious - 1 week ago
    This map is kind of odd. I decompiled it and found that the creator had a firm grasp on the concept of using hint/trigger brushes and overall coding as well as using nodraw on faces that aren't visible. So he's got some concepts down pat, but then he creates these boring, empty areas with not much of anything going on except for copious amounts of z-fighting. The map would've benefitted a lot from access to a larger variety of weapons, as well as decreasing the amount of AR-2s and shotguns the e...

  • Unq - August 2017 – General Chat - 1 week ago
    Busy, busy August. Big thing here in the US of course is the eclipse on August 21st. I have a few other trips this month and really want to get a map done for the TWHL Pockets collaboration. I finished Wolfenstein: The New Order a while back and decided to finally play a bunch of Steam games I've had for a while just sitting around. So I've also managed to play and finish: Firewatch, Adrift, Cibele, and Event[0], which were all worth playing. Firewatch especially is recommended. I also ...

  • PlanetPhillip - BlackMesaDoorVille Announcement - 1 week ago
    Please name it bmdv_mapname2...

  • RagingDraugr - A Venetian Welcome - 1 week ago
    When I started out this map, I thought that it would easily get a 'Play It Now!' recommendation. But now that I've played through the whole thing, it only gets a 'Maybe' from me. It's a shame really, as the map starts out really promisingly. You're in a Venetian jail, trying to escape, you climb out of your cell doing some typical HL parkour, you grab your suit and off you go! The first section in the jail for me is easily the best part of this map. It's certainly not as pretty as the r...

  • 1Lucia - BlackMesaDoorVille Announcement - 1 week ago
    If I make 2 maps, what does the second map needed to be named? (I'm talking about connected levels ofc) bmdv_mapname2_bmdv ?...

  • Winterman - Downfall - 1 week ago
    I wish this mod was longer, the cliffhanger is real! The combat was nice, encountering all 3 types of enemies. (Zombies/Headcrabs, Antlions, Combine) The level design is very rich in quality, really love the overrun house at the start of the game. I also like how you get the pistol from a gunsmith machine thing and how the sniper throw your grenade back out. The only issue I have is when I got inside the Combine's house, my frame rate just dropped. Maybe because of my PC....

  • JamaicanDave - BlackMesaDoorVille Announcement - 1 week ago
    I'll have to give standoffs and assaults another try. I didn't have much luck on my first few attempts, but that might be down to my general lack of experience using them....

  • Maki - BlackMesaDoorVille Announcement - 1 week ago
    Yes, the HECU AI is just awful and my displeasure of fighting them is the reason why there are only a few in Bravado. However, I've found that they do obey standoffs/battlelines and you'll need to use those or Assaults to tether them to a spot. Otherwise, they'll rush the player....

  • Maki - BlackMesaDoorVille Announcement - 1 week ago
    There's probably an actual particle effect for those, like the teleporters in Lambda Core....

  • RagingDraugr - August 2017 – General Chat - 1 week ago
    Hey Philip, I read somewhere that you changed hosts for the website. If this is true, the new host is SO much better. When I download a map or mod, I get, on average, 1+ MB/s!...

  • RagingDraugr - Mistake of Pythagoras - 1 week ago
    It's very rare that a mod like this really jumps out at me as being something I really love, but it's practically everything I could want in a mod. Engrossing atmosphere, clever use of storytelling and the environment to create a surreal but believable world, and the musical score...my goodness, the SCORE! The creator of the mod, Koumei Satou, made the music entirely by himself and it is captivating and in many cases, exhilarating such as the incredible moment when you gain telekinetic ...

  • PlanetPhillip - The PTSD Mod - 1 week ago
    On the surface, this mod is a collection of loosely linked abstract ideas but as the name defines, this is really the author's attempt to delve deeper into the mind of a person with PTSD. AT this point, I don't know whether Ethosaur actually suffers from PTSD or whether it's his imagination - I am waiting to hear from him regarding an audio interview. It's easy to dismiss the maps and gameplay as simply weird but there are memes that run through the mod. Many of them are beyond my understan...

  • HashtagMC - BlackMesaDoorVille Announcement - 1 week ago
    Agreed. I would've loved to have some custom sounds (think soundtrack and voice acting) or signs in this. Alas... but it's an unfamiliar challenge (for me) to do without assets, and being challenged is cool....

  • HashtagMC - BlackMesaDoorVille Announcement - 1 week ago
    Taking a look at the mapsrc is inevitable at some point to find out how the heck something works. That's how I found out how to play the dam music and make those sleeping zombies rise. Pro tip: You can use env_xen_portal, but not specify any class to be spawned, then trigger it via the "Spawn" input, and you'll have a nice xen portal effect that can be used for much more than just spawning aliens (teleport, resonance cascade, and the likes)....

  • JamaicanDave - BlackMesaDoorVille Announcement - 1 week ago
    I might add that the HECU (human marines) have a very strong tendency to charge straight at the player guns blazing, irrespective of any other game logic such as standoff's. Couple this with their high damage output and you'll find what might have been a fun and protracted combat using HL2 combine becomes a brutally short and potentially frustrating encounter with HECU....

  • crowbar - BlackMesaDoorVille Announcement - 1 week ago
    useful stuff!...

  • vancanucksfan - Imperious - 1 week ago
    It's not very polished but there is a good 20 - 30 minutes of play here. It does get a bit repetitive with the fires and the ending was disappointing but overall it was ok. I would have liked to have an RPG launcher made available to the player and a proper ending that didn't involve the ground inflicting damage for no apparent reason. There's not much new to play these days so it's worth a shot....

  • HashtagMC - Introduce Yourself - 1 week ago
    Hi everyone! I'm HashtagMC (also around as "Black Eyeliner" or, when it comes to music, "Timothy Age"). I'm doing maps for Garry's Mod, a mod for Portal, and picked up BM:S mapping for the 2017 Black Mesa DoorVille contest. I like Episode 1 much better than Episode 2, but Half-Life² beats them all. I'm no use at detailing, so I usually make very bland-looking rectangular rooms, but I like to think I'm rather good at map logic and scripted sequences. Couldn't do nice textures if my life de...

  • PlanetPhillip - Imperious - 1 week ago
    Let me start by being completely honest and saying I didn't enjoy this release. I have given it a MAYBE though because I suspect that some people will enjoy the challenge. My reasons for not enjoying it are personal and they may not bother you. Firstly, I found it hard, I mean crazy hard. I like challenging mods but this was hard because of the number of Combine, not because of clever placement or design. Secondly, the layout and design made no sense. There's containers in areas with no wa...

  • PortalStorm4000 - Introduce Yourself - 1 week ago
    Hello, I am PortalStorm4000. I like long walks in circles and LED lit computers... I do robotics and program. I also really, really like the Hammer tool. I normally make crappy puzzles and ugly looking maps for Portal 2, one of my favorite games of all time. But recently I think I've been using the hammer tool too much for Portal 2. So, I have taken the obvious solution, using the same exact tool. I've been trying to make my brushes better, but that is still a work-in-progress. I also like...

  • brianthesnail - BlackMesaDoorVille Announcement - 1 week ago
    i have the "steam" version phillip ... i did use the mod when it was intitially released but the steam version is more stable .. infact im playing it again now and it seems much smoother,more stable and visually better .... its a good 8 months since i previously played it so i presume many updates have been applied to the steam version ....also how do you map for black mesa ( noob ) ... ?...

  • Bryan Gee - August 2017 – General Chat - 1 week ago
    I check the 'on this date' every day, I've managed to re-build my HL and Hl2 mods directories after my hdd crashed and I list everything. Also managed to find some other gems I didn't have before....

  • PlanetPhillip - BlackMesaDoorVille Announcement - 2 weeks ago
    Just to be clear, this is for the retail version, not the mod. The maps *might* work with the mod version, but there will be no support. As to how I am going to publish the mod, there is still some discussion. It might be via the Steam workshop or maybe via the site....

  • brianthesnail - BlackMesaDoorVille Announcement - 2 weeks ago
    just redownloaded black mesa ready for the release ... how will this challenge be installed ..im guessing it wont be the standard "steamapps>sourcemods directory ..... looking forward to some interesting entries...

  • Loulimi - August 2017 – General Chat - 2 weeks ago
    I need to catch up with your streams. Been a long time I haven't been involved in the Goldsource modding world. I'm working on a Sven Co-op campaign with a few fellows right now. I'm trying a completely different mapping style with no textures from any official wad, but only from textures.com. Quite challenging as this is the first time for me, but I think I'm doing better. Apart from that, my internship leaves me not much time…...

  • Steve - Venatura - 2 weeks ago
    I quite liked this and the intentions are obvious but badly executed with a terrible framerate. The outdoor scenes actually felt restricted with little possibility to explore. Like everyone else, I noticed lots of bugs and needed to noclip at one point. The idea is generally really good and I liked his styles but 7 days and more experience required... This has potential, I really liked some of the layouts and idea but it did feel too narrow and restricting. I didn't like the boss, but I'm an ...

  • Funmaninajar334 - The Masked Prisoner - 2 weeks ago
    WOW! This mod is good and it inspired me to make my own mods, I love the level design and NPC placement it also has good scripted events and a good ending. I just wish it was a little longer....

  • Old Scratch - Downfall - 2 weeks ago
    Definitely one of the best mods to come out of the modding community in a long time. Exceptionally well-designed, with multiple paths to get to the goal, and plenty of ways to get yourself killed. The settings looked great, the detail was excellent, and the gameplay is on-par with the original HL2 series. This mod truly looks like something that came out of Valve themselves, as a continuation of Ep2, or maybe an interlude between Ep1 and Ep2. Plus, with the fact the author is "Green-Lit" on ...

  • Old Scratch - Downfall - 2 weeks ago
    Valve really needs to get off their high-horse, and make getting "Green-Lit" easier, because by offering these mods, we *know*, beyond the shadow of a doubt (I hope) that the mods will work in the future. There have been so many awesome mods (CtA, Strider mountain, City 14, Ravenholm, and many others) that will no longer run on any of the HL games, because Valve updated the games and broke them; and the authors can't/won't fix them--for which I don't blame them at all, because they put so much w...

  • Old Scratch - Downfall - 2 weeks ago
    C'mon, Phillip. You can't just do that to these guys. I know it's your sandbox, but be somewhat nice to them! ;-)...

  • JamaicanDave - BlackMesaDoorVille Announcement - 2 weeks ago
    Oh dear, a week in and I think I've bitten off far more than I can chew. Tsk schoolboy error. The question is do I soldier on, cut down what I have to something more manageable or start again on a smaller scale? Hmmm decisions decisions....

  • crowbar - BlackMesaDoorVille Announcement - 2 weeks ago
    you can copy it from the offical map...

  • Tim Age - BlackMesaDoorVille Announcement - 2 weeks ago
    Hi, about that "recreate the area leading up to the door"-part and the various mentions of mapsrc - what are the rules (both from RTSL and the Black Mesa team) about copying a SINGLE room from Black Mesa's maps? I want the part from before the door to be instantly recognisable, and I'm not sure whether I'd manage that if I had to rebuild it, not to mention the extra time spent on recreating it. Greetings, Tim Age...

  • t850terminator - G String Beta - 2 weeks ago
    Will there be section purely for total conversion mods? Nightmare House 2 is excellence, and don't get me started on the glory of Underhell....

  • SPY - Episode 3: The Closure - 2 weeks ago
    Wow, haven't been here for quit a while and thought i just check in to see how things are going. And i have to say, am amazed to see that even now after what is it, 1,5 years or so after the last update still around 30 to 60 people are downloading this mod each day! Which brings the counter to 39.900 today, for the last updated version. Which bring the total far above 100.000 by now. As i said many times before was i afraid that not many people would play mods anymore for HL(2). But, this is cl...

  • JamaicanDave - BlackMesaDoorVille Announcement - 2 weeks ago
    I don't see why not. The area leading up to the 'locked' door is to give context to your map. I would try not to copy/paste too much though - the point of the challenge is to visit an unexplored area of the facility....

  • Stan_ash_101 - BlackMesaDoorVille Announcement - 3 weeks ago
    Is it possible to copy/paste an existing part of a BM map, which will lead up to the door?...

  • PlanetPhillip - BlackMesaDoorVille Announcement - 3 weeks ago
    Yes, for the map name but I don't know if you can use it for the file name of the map. Well, numbers can be used but I don't know if the colon is an acceptable symbol for file names....

  • 1Lucia - BlackMesaDoorVille Announcement - 3 weeks ago
    Is it allowed to use numbers and ":" in your mapname?...

  • mismail tamo - Downfall - 3 weeks ago
    how i play this mod on steam i cant download it because i dont have half life 2...

  • ThunderVIII - Bridge The Gap - 3 weeks ago
    I really enjoyed this map. Despite being very short, it has exploration, a fun section in which you fight against some grunts, and even an easy but fun puzzle towards the end. The enemy placements are good, but don't go expecting a challenge, as the game gives you plenty of ammo and health, and the graphics were amazing and very detailed for a goldsource mod, which really shows the potential of this engine. Overall it was a short but sweet experience, and a really good unofficial entry for the b...

  • PlanetPhillip - BlackMesaDoorVille Announcement - 3 weeks ago
    Yes, as long as the maps are part of the single player campaign....

  • Maki - BlackMesaDoorVille Announcement - 3 weeks ago
    So, I don't plan to enter this, but I'm going to throw out some tips for anyone new to Black Mesa mapping (but familiar to HL2 mapping) based on my experience with it. Be sure to experiment with elements before you build your map. Don't expect entities to do everything their HL2 counterparts can. Some resist scripting altogether, some input/outputs may not work as expected, and there are other odd cases like ignoring enemyfinders and things like that. Don't assume you can scripted_sequence a...

  • 1Lucia - BlackMesaDoorVille Announcement - 3 weeks ago
    There were 2 new maps added about a year ago, but the vmf files for it are not in mapsrc. Is it allowed to decompile to use them?...

  • SNW - Introduce Yourself - 3 weeks ago
    Hello, I am SNW. I'm mainly here for the occasional source map competitions as I find playing other fan-made maps pretty cool. That's about it... don't expect a long lecture about myself here... :3...

  • ThunderVIII - Introduce Yourself - 3 weeks ago
    Hello i'm ThunderVIII I've been playing Half-Life games for a long time, and the first Half life was also the first FPS that i have ever played. I enjoy all kinds of videogames , but my preferences would be FPS, JRPG, Hack-n-Slash and Stealth games. I don't really play online a lot, except for games like left 4 dead 2 , and sometimes i like to instal counter strike and play it for a few days , but unless it's co-op , i lose interest quickly in multiplayer games, even if i do have a lot of fu...

  • PlanetPhillip - BlackMesaDoorVille Announcement - 3 weeks ago
    Download what? If you mean this, then you have misunderstood. This is the announcement for a mapping challenge. Once the challenge is over, I will create a new post with all the details, including a download link....

  • Anon_1528310 - BlackMesaDoorVille Announcement - 3 weeks ago
    cool!! but I am a newbie!! so I can't figure out where to download...

  • PlanetPhillip - BlackMesaDoorVille Announcement - 3 weeks ago
    Yes, as long as the location is from the retail game, thats fine. Even if the player couldn't actually reach it in game....

  • Triangulum - BlackMesaDoorVille Announcement - 3 weeks ago
    The first Doorsville was both my favorite competition to map for and my favorite to play, so I'm happy! I've always loved the idea of exploring previously-unreachable parts of maps, makes the world feel bigger....

  • 1Lucia - BlackMesaDoorVille Announcement - 3 weeks ago
    Would it also be allowed to build a map around a location you can see, but can't get too? It's at the beginning at the tram ride, I want to build on a location you can see from there, but can't reach....

  • crowbar - BlackMesaDoorVille Announcement - 3 weeks ago
    he probably means that because you can start the player behind the door, you can pretty much do whatever you want as long as it fits the area before that. But if you have a map in mind that you want to make you can just look for a door that fits that maps and choose that one....

  • HQDefault - BlackMesaDoorVille Announcement - 3 weeks ago
    This is the bit that tells me you have to tie it to a pre-existing map- "Remember, you can use any locked door from the Black Mesa retail version. We’re dying to see what’s behind it!" If that's not what it's saying then it needs to be re-worded as soon as possible....

  • JamaicanDave - BlackMesaDoorVille Announcement - 3 weeks ago
    I had to read the description a couple of times but if I understood it correctly the challenge doesn't tie you to pre-exisiting maps, but does want you to create a map that feels like a part of the BM facility. Building the locked door area from the main campaign is optional, so I think you can be pretty free with map design. In that respect the theme is almost too broad, but I guess they wanted something simple for the first BM challenge. Unfortunately Black Mesa doesn't play nicely with custo...

  • Unq - BlackMesaDoorVille Announcement - 3 weeks ago
    Everybody's a critic...