Black Mesa Source V5 - "They're still working on Xen?"
5,007 replies, posted
I don't know if greenlights have the power to own workshop pages, but if you can there should definitely be one for custom map created in Black Mesa's hammer editor. It would be a nice and effective way of great community made content out there plus theirs more bang for your buck.
Brian just posted in the BM forum's of another new prop image, just so you guys know.
[QUOTE=bkdale86]This prop was always a favorite of mine for whatever reason.....but I noticed some UV errors. So I fixed and detailed it, also better AO. If you can spot the changes to the model you know too much about BM.[/QUOTE]
[t]https://i.imgur.com/CI7o22I.jpg[/t]
[URL="http://forums.blackmesasource.com/showpost.php?p=593665&postcount=51"]http://forums.blackmesasource.com/showpost.php?p=593665&postcount=51[/URL]
edit: This is what the original model looks like by the way.
[t]https://i.imgur.com/zteM1lx.jpg[/t]
I can't spot the changes, but I did always like that model for some reason
It's a cool looking box
[QUOTE=Bloodshot12;46928931]I can't spot the changes, but I did always like that model for some reason
It's a cool looking box[/QUOTE]
I've just edited my post with original model I took ingame screenshot of it that I just posted above, so you can see the difference.
[QUOTE=ColossalSoft;46926275]it's not that great[/QUOTE]the suit design is better
[QUOTE=Galen;46918751]In the steam release with updated models, will the MP5 be the M4 like in the half life hd pack?[/QUOTE]
No, just an updated MP5 and Glock.
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=155216268[/url]
This is my favorite Gordon Freeman model out of the ones I've seen. He doesn't look like [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=104498204"]he's in his mid 40's[/URL] or has [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=112421990"]brown memory foam for hair[/URL]
The hair and upper part of the head looks weird to me.
any recommendations for playthroughs of black mesa with commentary worth a shit?
Someone should recut Freeman's mind to fit a Black Mesa playthrough.
Just want to drop by and leave another new prop image that Brian just posted in the BM forum's folks.
[t]https://i.imgur.com/bImbl8I.jpg[/t]
[URL="http://forums.blackmesasource.com/showpost.php?p=593698&postcount=56"]http://forums.blackmesasource.com/showpost.php?p=593698&postcount=56[/URL]
Needs more pixels. The texture resolution is way too low.
Who the hell thought it was a good idea to make tow launcher reload involve physics, and have the tow launcher align so slowly, and have the 50 cal be so inaccurate? how are you supposed to dodge the timed fire in Reside Processing without getting hurt. Why the hell would turning on the sprinklers work better for stopping a gas leak than turning the valve connected to the fucking pipe. Christ, this mod is full of little [i]irritations[/i] that are a pain in the ass to even describe.
[QUOTE=artDecor;46934677]Who the hell thought it was a good idea to make tow launcher reload involve physics, and have the tow launcher align so slowly, and have the 50 cal be so inaccurate? how are you supposed to dodge the timed fire in Reside Processing without getting hurt. Why the hell would turning on the sprinklers work better for stopping a gas leak than turning the valve connected to the fucking pipe. Christ, this mod is full of little middle fingers to the player that are a pain in the ass to even describe.[/QUOTE]
I don't see how any of those things in Residue Processing are a problem... like, at all. Or even slightly annoying.
It's not like you take that much damage from that timed fire if I recall correctly. I DO admit I am not a fan of the tow launcher reload, but still, calling these things "middle fingers to the player" is kind of pushing it.
It's better than using a fucking howizer as an anti-tank weapon
lemme just kill these alien grunts here with a fucking artillery piece
from relatively close range
I thought manually reloading the TOW launcher was one of the best ideas in the game, I wish the sequence had gone on longer; it was a huge amount of fun.
The tank is shoot rockets with enough force to almost cut through Freeman's head, he gets a tow canon that's slow to turn, slow to reload, and has rocket travel speed lower than the rpg. But the conveyer belt timed fire in Reside Processing with the pauses too short to cut through is realistic. Half-Life was always about putting realism over damage being avoidable. Like in the gas leak puzzle. Observant players will see the sprinklers and know that water will always put out fires, unlike valves connected to the pipe the fire is blowing out. I'm just weird for complaining.
[QUOTE=artDecor;46939035]The tank is shoot rockets with enough force to almost cut through Freeman's head, he gets a tow canon that's slow to turn, slow to reload, and has rocket travel speed lower than the rpg. But the conveyer belt timed fire in Reside Processing with the pauses too short to cut through is realistic. Half-Life was always about putting realism over damage being avoidable. Like in the gas leak puzzle. Observant players will see the sprinklers and know that water will always put out fires, unlike valves connected to the pipe the fire is blowing out. I'm just weird for complaining.[/QUOTE]
Nobody thinks you're weird for complaining, it's more just the ferocity with which you're doing it :v:
My 2 cents: I've always thought the TOW was really cool and that scene wasn't difficult at all. I basically never once get hit by the tank and can kill it really quickly. I thought it was a fun and unique way to bring back the picking up objects mechanic, which largely gets forgotten past the opening chapters.
As for RP and the gas leak...I can see how these are both potential problems, but are they really "middle fingers" to the player? Seems like a bit of an exaggeration, minor design issues perhaps. I'll bring them up with the SP designers next time we're in a call, see what they think.
What I really want to see is how Gordon Freeman learned how to operate a TOW in the first place. Maybe learning how to use a TOW, howitzer, tripwire mines, satchel charges, and a mortar is a part of new employee orientation in Black Mesa.
[QUOTE=Ziron;46942098]What I really want to see is how Gordon Freeman learned how to operate a TOW in the first place. Maybe learning how to use a TOW, howitzer, tripwire mines, satchel charges, and a mortar is a part of new employee orientation in Black Mesa.[/QUOTE]
Well to be fair the training course does teach you how to handle a weapon. I suppose the canon explanation is that scientists needed some kind of military training to survive the Xen excursions.
half-life is not a realistic game
My assumption has always been that Freeman is the luckiest man alive, and everything he intends to do will inexplicably succeed; THAT is his true power.
he has a PhD he can figure it out
Who's to say he wasn't some kind of military person beforehand?
[QUOTE=Pigbear;46943890]Who's to say he wasn't some kind of military person beforehand?[/QUOTE]
Pretty sure Breen mentions how he had no military training, during the voiceovers in Nova Prospekt.
[QUOTE=artDecor;46934677]Who the hell thought it was a good idea to make tow launcher reload involve physics, and have the tow launcher align so slowly, and have the 50 cal be so inaccurate? how are you supposed to dodge the timed fire in Reside Processing without getting hurt. [U]Why the hell would turning on the sprinklers work better for stopping a gas leak than turning the valve connected to the fucking pipe.[/U] Christ, this mod is full of little [i]irritations[/i] that are a pain in the ass to even describe.[/QUOTE]
Personally I loved that part, it was a nice trope-breaker and makes you realise the logic of turning the very first valve you see doesn't make a lot of sense.
I always thought it'd be hilarious if there was level where you went through a pipeworks mindlessly turning valves to bypass a flooded chambers or steaming pipes only for the pipes to start groaning and bursting violently as a result :v:
[QUOTE=TextFAMGUY1;46939455]As for RP and the gas leak...I can see how these are both potential problems, but are they really "middle fingers" to the player? Seems like a bit of an exaggeration, minor design issues perhaps. I'll bring them up with the SP designers next time we're in a call, see what they think.[/QUOTE]
Nooo keep it, I think it's funny.
[editline]16th January 2015[/editline]
[QUOTE=Ziron;46942098]What I really want to see is how Gordon Freeman learned how to operate a TOW in the first place.[/QUOTE]
I'm going to quote Company of Heroes 2 on this.
[I]How hard can it be? Load shell, pull string, boom![/I]
[QUOTE=TextFAMGUY1;46939455]As for RP and the gas leak...I can see how these are both potential problems, but are they really "middle fingers" to the player? Seems like a bit of an exaggeration, minor design issues perhaps. I'll bring them up with the SP designers next time we're in a call, see what they think.[/QUOTE]
the mod does great at capturing that valve feel but please don't capture valve's habit of pandering to idiot playtesters and ruining the fun things
[QUOTE=artDecor;46934677]Who the hell thought it was a good idea to make tow launcher reload involve physics, and have the tow launcher align so slowly, and have the 50 cal be so inaccurate? how are you supposed to dodge the timed fire in Reside Processing without getting hurt. Why the hell would turning on the sprinklers work better for stopping a gas leak than turning the valve connected to the fucking pipe. Christ, this mod is full of little [i]irritations[/i] that are a pain in the ass to even describe.[/QUOTE]
You're a pain in the ass.
Something seems to be happening over at the Black Mesa forums
[url]http://forums.blackmesasource.com/[/url]
Are they finishing the game at any point? I seem to recall that they sort of ended BM:S, at least on release, at the first point the floaty things with the swollen head appear.
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