We at OSRD (Old School Remix Developers) have been working with SDK since Half-Life EP 1 came out. When I saw the concept art for the refinery I got goose bumps and immediately began working on a map. Its coming along rather well actually. We have three people working on it total at the moment, two mappers (my self and Artanis) and a 3D modeler (Acanthis). I have never made a texture before but am working on that front as well. The question I pose however is what system within source will your mod run with?
For those not familiar with SDK or with Source, there are currently two (or three) source map "types". These are Half-Life EP1, Half-Life EP2, and in a way Team Fortress 2 though thats more of a texture issue then how it handles things. EP1 encompasses Half-Life, Half-Life EP1, Counter Strike, DM Source, Day of Defeat Source, and I believe Half-Life Source as well. EP2 (or Orange Box) includes Half-Life EP2, Team Fortress, and Portal.
Most Mods will use the EP1 engine which is fine but does not look nearly as good. Ultimately the system you use to build the map wont mater since you can open an un-rendered map file using any of them but the main reason I ask what your using is so then when we send you the alpha map (which should be within a week or two the rate we are working on it) I want to be sure it looks like it will in your game.
One more quick note I have. I want to make maps that have multiple levels to them, are you working on a way to move about the level that way as well as the commander?
