Black Mesa Source V5 - "They're still working on Xen?"
5,007 replies, posted
Where's the guide on publishing Black Mesa maps for workshop?
Ok found it but I can't upload more than 100mb :/
So I guess no custom content
[QUOTE=Dr.Cola;47671900]Where's the guide on publishing Black Mesa maps for workshop?
Ok found it but I can't upload more than 100mb :/
So I guess no custom content[/QUOTE]
link?
[QUOTE=Kaleidescoop;47672016]link?[/QUOTE]
Oops I meant to say I found a way to publish, it's the P2map_publish.exe which is in the bin folder of BMS
[QUOTE=Dr.Cola;47672049]Oops I meant to say I found a way to publish, it's the P2map_publish.exe which is in the bin folder of BMS[/QUOTE]
Figured that out myself, but thanks.
My workshop map is live!
[URL="http://www.blackmesagame.com/bms_workshop_guide.pdf?hello"]Here is our workshop guide[/URL]. I am working on making a version which will go on the workshop and on the Steam Guides section too, but for now, this one will do.
Note: The 100mb vpk limit is on our radar and is the very first thing in the workshop we plan to fix. It is why I am unable to upload the Uncut stuff there properly, and I'd rather not split it into 10 parts.
[t]http://images.akamai.steamusercontent.com/ugc/27363752801001788/DCC75CA137D2E52E07DBFF7EE14ED7B0BCA8277C/[/t]
Here's my workshop map if anyone wants to check it out.
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=438405200[/url]
It's just a small arena map I whipped up to make HECU fight each other.
I was in a game with Fr0z3n, and the moment I realized he was there, my game crashed and the server filled up :v:
Here's my map [url]http://steamcommunity.com/sharedfiles/filedetails/?id=438430895[/url]
It's obviously a port of a HL2:DM map that I made but I edited it to make it more playable for BM
I had to delete particles for the citadel skybox in order to fit it for workshop but for some reason they weren't working at all which sucks
My map's in! Check it out if you want, guys.
[QUOTE]A remake of a Half-Life: Further Data map "The Hill" by Dario Casali, considered to be the best Half-Life map by the series' main writer, Marc Laidlaw.
Very highly vertical in it's layout, small (for 4-8 players). Lots of fast close-quarters action, especially with more players.
Pretty much finished, very much playable.
-===TO DO==-
-Improve lightning in indoor areas
-Make a better skybox
-Add more detail (props and shit) indoors
-Make the roof area look more like a marine camp/observation area
-Add background images[/QUOTE]
[t]http://zapisz.net/images/793_dm_thehill0000.jpg[/t]
[t]http://zapisz.net/images/890_dm_thehill0003.jpg[/t]
[t]http://zapisz.net/images/770_dm_thehill0004.jpg[/t]
[t]http://zapisz.net/images/487_dm_thehill0005.jpg[/t]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=438463804[/url]
What's the name of the xen teleport entity? I see it in maps but can't find the sprite or model for it
I feel like the shotgun model should be a little lower and centered more.
[QUOTE=Dr.Cola;47672958]What's the name of the xen teleport entity? I see it in maps but can't find the sprite or model for it[/QUOTE]
It is a particle effect, with an overlaid trigger_teleport. The effect is called teleport_lambda_entrance (and teleport_lambda_exit if you want the green exit portal). We also attach an orange light to it, usually, and a humming sound, with the particle effect xen_portal playing at the exit destination.
got some footage of some MP gameplay
[media]http://www.youtube.com/watch?v=TjXMOq-XBuc[/media]
it's seriously a blast
It is so comical with the gibbing + source physics. I like seeing HEV suits gib, somebody I was playing with said it looks like the viewmodel arms are flying at you
I really hope they enable blood decals for gibs though like in SP, and maybe add a gibbing noise. I feel like there isn't enough blood.
[QUOTE=Toy_Soldier;47673011]got some footage of some MP gameplay
[media]http://www.youtube.com/watch?v=TjXMOq-XBuc[/media]
it's seriously a blast[/QUOTE]
Tripmine placement is a little weird, but looks good otherwise.
Were the assassins powered up for the Steam release? Because I wasn't having much trouble at all until the end of Apprehension, where the assassins killed me like 5 times in a row.
Maybe the HECU not being crazy OP has just offset your perception of them?
Or they could be changed, haven't got to them yet.
With people already porting some DM maps from the original, i'm half-expecting some lazy or crazy git to port single-player levels from Half-Life Source just to mess with people.
[QUOTE=RikohZX;47673154]With people already porting some DM maps from the original, i'm half-expecting some lazy or crazy git to port single-player levels from Half-Life Source just to mess with people.[/QUOTE]
People are probably porting them over from HLDMS
Also on multiplayer you can wallbang players with a charged up tau cannon, some guy was going up an elevator and I shot him in the chest through a wall when he should have been safe. He was a little upset about that one.
TAU jumps seem to be much more effective then in original.
[QUOTE=WhyNott;47673194]TAU jumps seem to be much more effective then in original.[/QUOTE]
Bounce pad + long jump module + tau cannon =
[media]http://www.youtube.com/watch?v=KF32DRg9opA[/media]
Ok I have one more question to you textfamguy and that is how do I have a custom description in the loading screen for my map? I see those in the official and workshop maps.
Does anyone else feel that the flashlight is really weak? Little illumination and area cover.
Also I don't think the crossbow had a weapon pickup animation
And the freezer section of apprehension is displaying fire damage
And the assassin doesn't seem to shoot barney, just run in and run away
I think ill leave this thread or ill get jealous and shit
[QUOTE=Dr.Cola;47673254]Ok I have one more question to you textfamguy and that is how do I have a custom description in the loading screen for my map? I see those in the official and workshop maps.[/QUOTE]
[URL="http://www.blackmesagame.com/bms_workshop_guide.pdf?hello"]Read my guide.[/URL]
We have a super nice loading screen images system but it is currently disabled on secure servers. It will be reenabled in a patch, hopefully.
[QUOTE=Cows Rule;47673275]Does anyone else feel that the flashlight is really weak? Little illumination and area cover.
Also I don't think the crossbow had a weapon pickup animation
And the freezer section of apprehension is displaying fire damage[/QUOTE]
Flashlight is a known issue, we redid the texture to upres it and it messed with some values, we'll fix that, but it's not super high priority.
Crossbow is being redone at a later date, so we did not reanimate it. It will get a new model.
Last one is a bug, will look at that.
Does anyone know how to turn off weapon switch on pickup? I messed around in the console and scrolled through options but I couldn't find an option to disable it. It gets really annoying when you're trying to reload the magnum or crossbow and you accidentally stumble across a weapon and switch to it, cancelling the reload animation 3-4 times.
Just finished what we got so far on normal and I gotta say the AI seems inconsistent. The vorts often stood by doing nothing. Agrunts, too, sometimes stopped attacking. HECU I felt were balanced alright.
The helicopter, Controllers and assassins are, compared to the balanced HECU, pretty bullshit. You feel like a vampire where their line of sight is light.
[QUOTE=Marden;47673467]
The helicopter, Controllers and assassins are, compared to the balanced HECU, pretty bullshit. You feel like a vampire where their line of sight is light.[/QUOTE]
Would you say this is an issue purely with damage values or is it a fundamental AI thing?
Some testers expressed concerns with these but we were quite conflicted about them so we were waiting to see how the community felt about these particular opponents.
If we decreased the damage, do you think that would alleviate your concerns?
[QUOTE=Toy_Soldier;47673397]Does anyone know how to turn off weapon switch on pickup? I messed around in the console and scrolled through options but I couldn't find an option to disable it. It gets really annoying when you're trying to reload the magnum or crossbow and you accidentally stumble across a weapon and switch to it, cancelling the reload animation 3-4 times.[/QUOTE]
We will add this as an option. This is something a fair few of us find annoying in MP. I would like to have an autoselect priority menu and the ability to have it so it won't auto switch if you fired your weapon in the last x seconds, all as toggleable options. That's just what I hope for, though. Will have to wait and see.
Do NPCs work in multiplayer? I kinda want to make a Co-Op map.
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