Archived from the original dev blog and left as it was written, so it reflects the game as it stood in 2008.
Hey guys!
I'm Liam "PogoP" Tart, recently appointed level designer for Black Mesa. I just thought I'd write a dev blog to introduce myself.
You may know me as the level designer behind the 'Ctf_quarry' map for TF2. Or maybe not. You may also know me as one of the first people in the world to have roller-skated for 24 hours non-stop... Naked. But probably not, because I just made that up.
I was brought on to the team sometime last week and was assigned to work on the chapter, "On a Rail" with Danielle "Talia" Keptres and Chuck "Atrocity" Wilson... Or as I like to call him, Chuckie Gee.
During the orange-mapping process of On a Rail (OAR from now on!) sometime last year, Talia made a lot of significant design choices. The original 5,263 OAR maps (A rough, probably inaccurate estimate), whilst an optimal number for the now aged Goldsource (Half life) engine, seemed a little too many for the newer Source engine, so she condensed those 5,263 down to a respectable 5. That's no mean feat, I tell you. Talia also found that a lot of players were confused with the layout of OAR, myself included. Whenever I played On a Rail I felt like crying as I drove by the same platform with 2 dead Houndeyes on for the 17th time (Again, a rough estimate. Though this one is a lot more accurate). Thus, to remedy the confusion, we added a satellite navigation system. OAR now features fully functional GPS, with directions spoken by Ozzy Osbourne, who offered his services sometime last year. (Disclaimer - The truth may have exaggerated in the previous sentence. Exaggerated or completely bent entirely out of proportion. Particularly the latter).
Ok, serious time. OAR was a very confusing chapter for many players, and thus the decision was made to show the player where he should be going. You follow the rail round after having gone down the first elevator until you reach a crane. The player's train will now follow the path into the crane, instead of carrying on straight forward. This means that players realise the obstacle they must overcome, and with clever use of lighting and huge "CRANE CONTROL ROOM!" signs, they should see where they have to go to move the crane. This room has also been opened up so that players know exactly how to get to the crane control room.
Anyway, this is all old hat. The maps were finished in their most basic forms, but me and Chuckie Gee (Of Gasworks fame) were brought on to OAR to begin detailing. Talia established a theme of lighting in c2a2b, so me and the Gee-ster (incorrect grammar, but sounds damn cool) took parts of this theme and established it across the other maps, whilst Talia did the same.
I'm working on the first map of OAR, c2a2a, which starts out flooded. Therefore the theme of the start of On a Rail starts out quite grungy and sewery looking. Then it progresses into the theme established by Talia.
Here's an early screenshot or two to whet your appetites:


Stay tuned (I've always wanted to say that) for more updates folks! Hopefully, my next blog will go into more detail about showing the player not to go in the water at the beginning of OAR, as it will turn them into a Charcoaled HEV suit, seeming as the water is electrified.
-Liam
