Recently, I’ve decided to convert my older map for HL1(The Specialists) to Source. The map I wanted to do is MecklenburgV,(doing the Cerberus would have been cool too…) Mecklenburg was originally made by the Rickl3r back around 2003-2004. It went through 5 or 6 versions before he stopped working on it. A few years later, he decided to release the source for the map. From there, I picked it up and made the MecklenburgV series. Originally, it started off with just bug fixes. Soon I was adding and removing properties over the span of many versions in 4 years. Around a few months ago, I decided to call the map final after a long hiatus of mapping. All I did with just do some minor bugfixing and recompile the map with some new tools.
MecklenburgV_Final - Corner of Scott & Postawa during the night cycle
Now, I use the word convert pretty loosely. I’ll be making the map ground up, brush by brush. I won’t be following the original designs too much, because they just don’t work in source. I will be keeping the original map’s layout to my best ability while adding new features. Some features will be impossible for me to implement such as the night/day cycle. I simply do not have enough knowledge of the source engine to pull off the same stunt I did in HL1. I will also call it quits and release what I have as open source if I lose enough inspiration or if I get too busy with my university work.
So, with the explanation out of the way. Currently, all I have done is mostly sketches of some of the layout and props I need to make. I’m also working on constructing the Police station.
The Police Station
The police station of Mecklenburg was one of the most important buildings of the map. Here, I’ve redone most of the interior, but I tried to keep the original layout as much as I possibly could. I also made a few new textures to cope with source. The police station is technically larger than before, however, most of the interior space is spent on models and decor. The final police station will have the following features:
Lobby Area including benches, payphones, and lines. Jail area with 3 cells. 2 of these cells can contain 4 people each. Interrogation room with one way mirror. Chief’s office. Armory access to rooftop and side alleyway.
Some of you TSRP guys may notice that the back offices and the forensics room is missing from this list. Right now, they are not part of the design of the PD. They may be added in later if I can muster enough space while wrestling with the limits of the source engine. For now, they will remain absent. You can check out the other screenshots for this on my website, http://fjmaps.com/main
This map won’t be released for some time going at my current speed, so I might be looking for people to help me on this. I’d be looking for modelers, mappers, and texture artists. If you think you want to/can contribute, drop me a PM. This stuff is also still a WIP. If you have suggestions, please make them.