Black Mesa Source V5 - "They're still working on Xen?"
5,007 replies, posted
[QUOTE=Sam Za Nemesis;45982731]Is that luigi's mansion?[/QUOTE]
It's Rainbow Road.
Well.. Call it Nodraw's Mansion so far. I only have the foyer done, and the corridor on the second floor on the left.
I'm hoping there are more physics objects in the final release. I like games where a grenade in most rooms makes tons of shit fly around
[B]new pics of the updated models in action[/B] ----> [URL]http://forums.blackmesasource.com/showthread.php?t=18867[/URL]
[QUOTE=5/3/4/3;46035831][B]new pics of the updated models in action[/B] ----> [URL]http://forums.blackmesasource.com/showthread.php?t=18867[/URL][/QUOTE]
[t]https://i.imgur.com/19MyxnO.jpg[/t][t]https://i.imgur.com/ev5LVmd.jpg[/t][t]https://i.imgur.com/hnbggjk.jpg[/t]
[t]https://i.imgur.com/R2EwuKx.jpg[/t][t]https://i.imgur.com/Mv0M97A.jpg[/t][t]https://i.imgur.com/rmFE6AQ.jpg[/t][t]https://i.imgur.com/YhuuiKZ.jpg[/t][t]https://i.imgur.com/5Nl9GZi.jpg[/t]
Man it's the second time I'm hyped for BM release.
I can't get hyped until there's a solid release date.
It's really nice they have modelers redoing a lot of props. It's such small stuff but it's one of the little things I'd notice while playing and think "this would look a lot more modern if some of these were higher poly" since some of the props and environmental models were noticeable angled in some cases.
Also, I would like to hope for more intelligent/tactical AI that works together better instead of just bum rushing you but I doubt that'll be the case so I'll just hope for fixed accuracy/response times and a bit of toned down agressiveness.
while we're still on topic, does anyone else think that this...
[video=youtube;C9DIHfc_ztQ]http://www.youtube.com/watch?v=C9DIHfc_ztQ[/video]
should have been left in?
Even if it was solely for modding purposes?
[QUOTE=adamsz;46128563]while we're still on topic, does anyone else think that this...
[video=youtube;C9DIHfc_ztQ]http://www.youtube.com/watch?v=C9DIHfc_ztQ[/video]
should have been left in?
Even if it was solely for modding purposes?[/QUOTE]
ehh... maybe only the first headcrab you encounter
[QUOTE=adamsz;46128563]while we're still on topic, does anyone else think that this...
should have been left in?[/QUOTE]No! It was a terrible idea.
[QUOTE=Minelayer;46128879]ehh... maybe only the first headcrab you encounter[/QUOTE]
That's an even worse idea!
[QUOTE=DONOTWANT;46129126]No! It was a terrible idea.
That's an even worse idea![/QUOTE]
You really DONOTWANT this in the game, do you?
[QUOTE=DONOTWANT;46129126]
That's an even worse idea![/QUOTE]
my take on this is the first headcrab would give some kind of lasting first impression for the player
not only do you have to worry about the zombies or the guy killing a headcrab with a monitor then getting ambushed by another one, you have to also worry about them hugging your own face
Yeah, but the "worry about them hugging your own face" impression will be based entirely on a lie.
It'd be setting up players with the expectation that any given headcrab could kill (or at least disarm) you instantly, when it was just a single one that was pre-scripted to do so. It forces the player to learn a game mechanic (QTEs) that they'll never have to use again unless they replay that same encounter.
And what if the player does take a headcrab to the face again & finds that it doesn't happen again? They could think it was a bug, but if it [I]never[/I] happens again it'd just be weird & headcrabs would stop being threatening, defeating the point of the facehumping to begin with.
What about players that don't get hit by the first headcrab at all? Should they be forced to figure out how to do the QTE while in a room full of zombies, marines &/or vortigaunts, or should they just never experience that first headcrab QTE? Did they even miss out on anything worth while?
Adding inconsistent gameplay just for a feature you want to see once "because it's cool" is horrible, horrible game design.
[QUOTE=Minelayer;46129404]You really DONOTWANT this in the game, do you?[/QUOTE]How original. It's not like I haven't read that one a dozen times before.
Hey there, does anyone know if you can play Black Mesa's campaign in multiplayer ala [URL="http://www.svencoop.com/"]Sven Coop[/URL] or [URL="http://www.synergymod.net/"]Synergy mod[/URL] for HL2?
[QUOTE=theharribokid;46131410]Hey there, does anyone know if you can play Black Mesa's campaign in multiplayer ala [URL="http://www.svencoop.com/"]Sven Coop[/URL] or [URL="http://www.synergymod.net/"]Synergy mod[/URL] for HL2?[/QUOTE]
[url=http://invalidopinions.com/2012/09/16/play-black-mesa-with-a-friend-in-co-op/]Yes.[/url]
But it won't be anything as remotely stable as those two mods.
Anyone remembers "Black Mesa Cooper... what?!"?
I wonder what happened to that
[QUOTE=WhyNott;46134580]Anyone remembers "Black Mesa Cooper... what?!"?
I wonder what happened to that[/QUOTE]
[B]ded[/B]
[B]more model revamps[/B] ---> [URL]http://forums.blackmesasource.com/showthread.php?t=18952[/URL]
[t]http://i.imgur.com/rzqTe12.jpg[/t]
[t]http://i.imgur.com/8isIDdb.jpg[/t]
[t]http://i.imgur.com/uuUPRkd.jpg[/t]
Eight minutes or something
1 hour
Eternity
[QUOTE=DONOTWANT;46129788]Yeah, but the "worry about them hugging your own face" impression will be based entirely on a lie.
It'd be setting up players with the expectation that any given headcrab could kill (or at least disarm) you instantly, when it was just a single one that was pre-scripted to do so. It forces the player to learn a game mechanic (QTEs) that they'll never have to use again unless they replay that same encounter.
And what if the player does take a headcrab to the face again & finds that it doesn't happen again? They could think it was a bug, but if it [I]never[/I] happens again it'd just be weird & headcrabs would stop being threatening, defeating the point of the facehumping to begin with.
What about players that don't get hit by the first headcrab at all? Should they be forced to figure out how to do the QTE while in a room full of zombies, marines &/or vortigaunts, or should they just never experience that first headcrab QTE? Did they even miss out on anything worth while?
Adding inconsistent gameplay just for a feature you want to see once "because it's cool" is horrible, horrible game design.
How original. It's not like I haven't read that one a dozen times before.[/QUOTE]
It's not even a QTE, you're just supposed to spam left click to get it off.
[QUOTE=5/3/4/3;46137567][B]more model revamps[/B] ---> [URL]http://forums.blackmesasource.com/showthread.php?t=18952[/URL]
[t]http://i.imgur.com/rzqTe12.jpg[/t]
[/QUOTE]
Am I the only one who thinks that pump truck is way too wide?
So with Black Mesa nearing completion and Operation Black Mesa/Guard Duty in the works, what Half Life 1 mod would you be interested in seeing in the source engine?
I wouldn't mind seeing Residual Point remade
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=323191548[/url]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=323191732[/url]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=323192598[/url]
Edit: Why don't these screenshots ever work when I try to link them.
Visitors, maybe? Doesn't seem to require much custom content. Absolute Redemption as well.
[QUOTE=Chrille;46164147]Visitors, maybe? Doesn't seem to require much custom content. Absolute Redemption as well.[/QUOTE]
Visitors was very well made, artistically. I really liked the chapter with the Icthyasaur tank and the labs.
Visitors was abit confusing to me, I get stuck after the part where you have to use a metal crate to fix the connection between two broken wires.
Decay was recieving a remake as Hazard Team, but it died, and their devs didn't released the stuff they did.
I would like to see a remake of Sweet Half-Life or Azure Sheep.
Hazardous Course.
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