Oh boy, where do I start? This project was something else for me, I must say. When the competition was announced, I thought it would be a cool opportunity to create a Half-Life map, specifically a Black Mesa map. The deadline for the project was one month.
My original idea was quite ambitious. I envisioned a plot twist involving a time loop, beginning with a cutscene where the player receives a pistol from someone before jumping into a portal. The player would traverse Xen or some sort of "Black Mesa backrooms," eventually discovering that the person who gave them the pistol was themselves all along. It was a time loop. The map was initially called "Recursion" because of this concept.
As you can guess, the idea didn't work out as planned. Creating a detailed cutscene was challenging, and I got stuck on the portal room. After deciding this wouldn't work, I changed the plans. The new idea was a cutscene of the player running from the HECU. Cornered and out of ammo, the player would be forced to jump into the portal. I nearly went with this idea and even created an audio track for the cutscene.
However, after testing it, I felt it was quite awkward. Forcing the player to jump into the portal felt unnatural. I ended up scrapping this idea as well.
And just like that, I wasted 15 days, leaving me with only 15 days to finish the project. Back then, I had a full-time job and freelance work, plus I was working on a big college project. I decided to go into crunch mode to finish this project. I wanted to prove to myself that I was capable of creating something worth people's time.
After some thought, I realized I was wasting too much time on the first portal room. I chose to make a simple flyby cutscene with some easy-to-do text on the screen. Later, I discovered it was a good idea to keep things simple.
With that out of the way, I decided to work on the finale. Yes, I had the start and end cutscenes finished before anything else in the project—judge me. Everything after that was an afterthought.
I think it shows because everything after that was half-cooked. I came up with the idea of a central hub with three main puzzle rooms and an obvious progression system. Find a crowbar after the first puzzle, break wood planks blocking the entrance to the second puzzle, find a long jump module so you can jump a pit and access the third puzzle room. Very straightforward.
However, I wasted a lot of time working on the first puzzle room, more than I would like to admit. The first idea I had for a puzzle, the cables and plugs puzzle, was the one I went with. It was fun, and the logic was not too complicated, but it was quite buggy. After extensive testing, I decided to add an emergency "skip puzzle" lever in the corner of the room. This proved to be a wise decision because the puzzle broke in numerous ways for many people, even after some patch fixes.
Anyway, after completing the first puzzle, tick tock... I had only three days left until the deadline, with no second or third puzzle room ready, I went mad. I scrapped everything and made simple rooms with cool visual gimmicks. The second room featured a cool water section with a mysterious flooded parking lot—done. The third "puzzle" room was a giant "dam" structure, inspired by an artwork from the manga Blame!, with some easy parkour platforms. Finally, there was a rush for the exit of the facility and a "new" plot twist at the end.
I think now you can understand why I didn't work on this project after finishing the first beta for the competition, I was exhausted. Nonetheless, it was quite worth it, as the map won 3rd place.