Thanks for the advice guys. I'll keep those words in mind.
Also where did @Old Hermit find that early image of the Hivehand? Just curious, as I can't really find it with Google image search.
You can find it here:
Hivehand
Marphy has spoken, and he's the local HL guru.
If this doesn't get corrected in the final version of Interlopers, I'm legit gonna get pissed. The On a Rail/Surface Tension cut sections didn't irritate me enough to the point of downloading mods to fix this, but the fact I like the Vorts a lot as a species/characters means I would find it really fucking wrong if I don't get that moment of implied unwilling hostilities.
Thanks man.
Gee there's a lotta pre-release goodies in there. Hope the BM wiki gets revived sometime soon.
I wonder if they could do something in the way of scripted scenes to communicate this? Like having a controller attacking a vortigaunt before you can shoot them so you see them reacting?
Or stripping your weapons on entry and having a vort lead you to them?
so i was looking through the wiki with the wayback machine and just
https://i.imgur.com/e9ClPw0.png
okay nevermind please dont bring it back
People seemed to get the gist they're passive in the original game, I think it would be fine without explicit scenes. At this point the player has probably developed acute reflexes for dodging Vort beams, but quickly realize such instincts aren't ringing when the Vorts are looking at you passively. For the later parts where there are Controllers, I think some vocalizations and maybe scripted scenes of Vorts being telepathically forced to take hostile stances would do the trick.
Having Vorts go passive from Controllers dying, though? That'd be a topic of its own. It'd probably need a scripted sequence of its own to reassert they've ceased being hostile. However, even this could just implicate the player that the Vorts are stunned and that they should be killed while still incapacitated. Also conflicts with other instances of Controllers and Vorts being together when they're bundled up alongside Alien Grunts and such while in Xen.
It could be a stretch to extend Vort peacefulness beyond the first chamber, but idk, I'm not an expert when it comes to player mentality and AI.
Not sure if I'm the first to point this out, but I was looking through the archived BM wiki and found an article explaining baby Headcrabs. In the article it displays an image of what it will look like:
https://i.imgur.com/1USHVRH.jpg
Is this legit? On the file page it says it was uploaded by Cman2k, who was formerly involved with Black Mesa.
wtf their 404 page is solid gold
it’s like modern discord memes but from a 2008 IRC room instead
It almost reminds me of a shiny pokemon with that color swap.
A pokemon game set in the half-life universe.
I'd legit play that. Dr. Kleiner could be the Professor Oak, he does already have his own headcrab after all.
If you use the crowbar in the wrong place, Kleiner will know about it and berate you for it.
Imagine Dr. Kleiner getting angry at you for shooting a headcrab with a revolver.
I remember that redesign, I even tried to help by providing the blocky 3d agrunt model so he could sculpt in zbrush. But I guess he couldn't finish it.
Hope to see this concept finished as a 3d model, it looks pretty cool
Hey, @DIGITAL SPORTS , whenever the team gets around to updating the RPG laser guidance, do you think you could bring back the sound cue for turning the laser on/off?
and maybe separate cues for the MP/SP crossbow shots
What are some things that a Blue Shift remake could do to make it better than Opposing Force?
More weapons.
Yeah, basically be more than a pretty good mappack. EP2 did that pretty well compared to HL2, even if you remove Hunters. Small additions like the car radar, a small play on the antlion, the magnusson device - they spice things up a little
err that's contradictory to what you're asking. the episodes had very little effort in the enemy / weaponry department and the engine advancements is the only thing that sets them apart from being a map pack.
But what weapons would Barney reasonably come across that aren't just ports from HL or OP?
A flashlight instead of a crowbar maybe? I mean, he is seen using one in the very beginning of hl1
blue shift should have a bigger finale with a boss.
Controversial opinion here, but I actually really like the way blue shift makes you feel like "just another guy" in the black mesa incident. Your not a soldier, you don't have a hazmat suit which... for whatever reason was designed to withstand a shitload of gunfire, your just a security guard trying to find a way out with the help of Dr. Rosenberg and a group of scientists. But yeah, maybe changing some of the weapons around could freshen up the experience a bit? It'd be pretty cool of you got a baton instead of a crowbar, I think that'd really fit the aesthetic of the game.
Anyone else loved walking on guitar strings in certain air vents?
Not sure why people want to change Blue Shift. The game is rather short that adding new weaponry would be too much.
Only problem imo was the crowbar which I agree with and lack of HECU/guard zombie variants.
I always thought that blue shift was made for more of that vanilla experience. I would say it definitely delivered. It's got it all, good level design, good pacing. I really couldn't ask for more.
The problem with Blue Shift as more of a vanilla experience is that BS was and still is being explicitly compared to OpFor. BS was setup as the next official expansion to Half-Life, building on the amazing set pieces, AI, and gameplay of its predecessors. It was supposed to be a big thing (if you bought into the hype from that time). More official Half-Life, more official stories from that universe, more! But it doesn't really do that. OpFor took the HL formula to 11. BS took it back down to like 8, sometimes 6. And that, that is why BS is not viewed as fondly as OpFor and the other official HL expansions (Decay). The lack of weaponry and bosses of ANY kind (Gargantua, Tentacles, Apache's, etc.) are some of the most glaring issues but there are also a lot of smaller things throughout that make the overall experience feel just "vanilla" and not AMAZING.
Well I certainly didn't get the hype, I didn't even fully understand what a computer was at that time, I was 4 years old. So maybe without expectations it's a great game, because I really liked it.
The issue with Blue Shift comes all down to its origin as a DC exclusive expansion pack. When that release of the game didn't pan out, Sierra should've let Gearbox develop the expansion pack more before releasing it on PC but instead they just put out the expansion as is. Of course it'll look kind of weak in comparison to OpFor - it was never intended to compete with it, just like Decay.
While this would make sense in terms of lore, I don't think extending the "everyman" role to the actual gameplay would work, at least not as a Half-Life game. Without the power armor and run & gun it wouldn't have the series-defining pacing. Not saying it'd necessarily turn out bad, but would not be a Half-Life game.
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