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Inbound

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Category: Chapters
Scientists awaiting their tram.

Contents

  • 1 Chapter Summary
  • 2 Gameplay
  • 3 Media
  • 4 Trivia
  • 5 Redesign History

Chapter Summary

Dr. Gordon Freeman starts his day riding a tram headed to the Sector C Test Labs to begin work. Gordon is about half an hour late for work, but otherwise it seems like it will be an uneventful day. At one point the cart makes a temporary stop, and Gordon notices a strange man in a blue suit watching him from another stopped tram, but the tram starts its ride again and Gordon arrives, albeit a bit late, at his destination; the Sector C Test Labs.

Inbound is the first chapter in Black Mesa.

Gameplay

This chapter is mainly non-interactive, giving an introduction for the game. Names of real-life people who participated in the development of the game are shown throughout the chapter.

The tram ride gives the player an overview of the Black Mesa Research Facility as well as a taste of the vast size of it. When the tram ride ends, the player enters the Anomalous Materials lab, and the same-named second chapter.

Inbound has three load points [1].

Media

Map overlays comparing Inbound from HL:Source to BlackMesa.

A tram navigating the rails of the Black Mesa Transit System.

A view from inside the tram.

A series of connecting tram rails.


More

Offices and a station platform.

Barney Calhoun's cameo appearance in Black Mesa.

One of the maintenance tunnels.

A scientist views the schedules of arriving and departing trams while a tram transports scientists to their destination.

An alternative view of the station platform.

Level 3 Dormitories

A large, well lit tram tunnel.

The outdoor helipad.

An alternative view of the outdoor helipad.

A cave-like tunnel.

An alternative view of the outdoor helipad.



Trivia

  • In a moment during the tram ride, for a few seconds, the player can see through the left window a security guard knocking on a door. This guard is Barney Calhoun.
  • The G-man makes his first appearance during the tram ride in. He can be seen looking at the player from another tram.

Redesign History

One of the major objectives on the redesign of this chapter was creating and defining a visual style and standard for the indoor tunnel components and track sections which are used throughout the rest of the chapter. Spencer Rose was the main designer of the level. The most recent pass was done by Anthony Stone; the textures and prop models were created by various members of the Black Mesa team. [2]

This level went through a number of internal iterations and many designs were experimented with before settling on the current version.


Redesign Gallery
Below you can see what they looked like earlier in the development process, either before being detailed further or replaced altogether. These shots were compiled and selected from web backups of development screenshots took between 2005 and 2007, and they are not representative of the final level included with the mod. [3]

An alternate tunnel style for areas closer to the surface that was not used.

A large corridor with two tracks. This room was later replaced with a room that is much more faithful to the original level.

An early version of the station platform where the tram ride begins. An early concept called for escalators leading up multiple levels to the dormitory areas. The second set of escalators was later removed and replaced.

Ditto, in another angle. This picture was part of the Media Release 6.

This room featured an observation deck which was intended to be part of the dormitory "station" where the player starts. This room was later replaced with an area much more faithful to the design of the original level.

A very early test for a series of caves which the tram would travel through.

An extremely early version of the security platform seen in the current screenshots.

Ditto, more polished. Part of the Media Release 6.

The first orange-map for the starting platform area. Elements such as the walkway over the tracks, center maintenance platform, and the foot-level lighting remained with this area through many changes.

An early design featuring a booth for observing and routing trams, which was later scrapped.

An early version of a tram maintenance area which was cut.

A later version of the station with the first art pass. The escalators were removed at this point, but were added again in a later pass.

This area was originally the last room of the first level; it was later scrapped in favor of maintaining the standard tunnel style for the level transition.

An early version of the larger room which features in the current build of the map; the upper observation area was later removed and the train platform on the second level was transformed into a larger station type area.

An earlier version of the station platform.

This room is a modification of one of the areas shown in previous screenshots and was later cut.



Single-Player
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FAQ  •  Ammo  •  Chapters  •  Characters  •  Enemies  •  Environment  •  Features
Fiction  •  Items  •  Music & Sound  •  Vehicles  •  Voice Acting  •  Weapons
 
Chapters
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Hazard Course  •  Inbound  •  Anomalous Materials  •  Unforeseen Consequences  •  Office Complex We've Got Hostiles  •  Blast Pit  •  Power Up  •  On a Rail  •  Apprehension  •  Residue Processing
Questionable Ethics  •  Surface Tension  •  Forget About Freeman  •  Lambda Core  •  Xen  •  Gonarch's Lair
Interloper  •  Nihilanth (Chapter)  •  End Game
 
Retrieved from "http://wiki.blackmesasource.com/Inbound"
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