bad thing : fgd is not having hl2 monsters

while i was replaying the game , i suddenly said to myself at the end of office [ before the jump in the elevator cage] that a fast zombie or two could make a good effect of surprise …
then reminding the hl2 monsters , the antlions could be very good in maps where player fight a chopper [ that should be ‘going to some random place to break the wall’ and stay near the impact zone ] as seen in hl2 before prison .
they could be coming from station exploded by jets , that can be a place where we see a scripted sequence . eyes following the plane , the the bombs and first thousands of antlions escaping the place

after i had a look at the fgd and saw these monsters are not used …may be you should add them in the fgd , at least in the coop mode they can be useful to spice the game , they are good enough to be added to your remodeled like they are [without the zombine but its a.i. can be good to have later] and loading them “costs” nothing .
i wonder how can look a gunship-drived by a vortigaunt ;’]

I suggest you use Gmod or add it by yourself.
Though the HL2.fgd file is in the BMS folder so I don’t really understand the point of this.

The reason that those enemies aren’t in Black Mesa is because they weren’t in Half-Life. Simple as that. It should stay that way, IMO.

The FGD is just a text file. I’m not sure if the mod preserves HL2 entities within its DLLs… I’ll try spawning a rollermine next time I boot it up. I love rollermines.

I dunno. They completely removed the gravity gun; I wouldn’t be surprised if they did away with the HL2 ai as well, if only for the sake of clutter reduction.

All of the HL2 textures and a great deal of the models survived. I was able to import a map from my HL2 mod into Black Mesa with only the NPCs being marked “OBSOLETE.”

the hl2 alien_monsters are useable in bm , at least they are the evolutions of hl1 zombies , bm being an hl2 mod mixing very well the two hl . i would not say that is a crime to see fast headcrabs . at the time of hl , opposing - force or others mods were creating a lot of new monsters .
hl2 engine is very hard for monsters creations because they need a lot of points and details . by now , games are using lasers to create shapes of models , then actors and cameras to make their movements …
sadly bm team is not able of doing such works , may be soon with prices dropping like with these dudes using 4 or 6 cameras https://www.ipisoft.com/sales.php

hl2 combine are mostly like grunts so they are less useable , may be in a place like an other lab or even on xen

rollermines are nice and they could be good in game like in the rail part , being some sort of drones patrol
fgd is cool to see how entities can be edited in hammer or in the bsp
some change like slowing the twice “3 hammers” [ at the residue part ] can be made ; i can only pass them using god mode .

may be they deleted it to gain some stability with their dlls and next release will have them back , at least for some few aliens
that could help to spice the action and surprise again

Are made of humans. With combine tech.

May or may not be genetically engineered by the combine. We don’t know.

Combine synth.

Combine tech, not US military gear.

Literally the only thing in HL2 that wasn’t in HL1 that could potentially be justifiably used in Black Mesa is the antlions, which nobody would miss anyway.
[COLOR=‘Black’]I have it on good authority that they’re also normally fairy docile creatures, except during mating season.
There will be no gunships, no humanoid combine soldiers, no rollermines in OAR, because it wouldn’t make sense. Especially the overwatch soldiers.
I could see where stuff like this would fit in a seven hour war mod, but not in BM.

if they want to play with hl2 enemies in hl1, why should anyone criticize them for it?

i’m pretty sure they’ve all been cut out though, so it’s not possible

Hmm, you’re right, the US military version of a rollermine would just blow up on contact! :stuck_out_tongue:
Still, I love the little buggers… it’s like the Lambda team decided to make Snarks twelve times deadlier. Without the gravity gun or a large cliff present, they could have been added in these rumored BM co-op games to keep players from idling too long in one place.

I think rollermines would have been right at home outside of the houndeye pen of Questionable Ethics.

all hl2 npc do not have to be used in bm , some of them should be good like a lot posters wrote . we all play a lot of games and some souvenirs are mixing them together , like mixing hl2 and hl1 monsters in a map ;’]
the most terrible is a poison headcrab with 2 or 3 fast ones , the first reducing the health few seconds while the others are killing you ;’]…
i wonder how will look hl3 but like hl2 it will have a mix of old enemies and new one …
may be some being so cool , that , a bms update will add some of the new monsters to the fgd ; at leat that the spirit i see the adding of monsters .
[ on something else but very close : some l4d/2 cars could be cool to insert too ]

…I sure hope bullsquids resurface in HL3…

Black Mesa is good as it is, the enemies found in Half Life are all back…

Half Life 2 is later in history, so new enemies are possible, faster evolution and such on another planet …

Fast bullsquids?.. Poison bullsquids?!?! :fffuuu:

Fast Snarks :fffuuu:

POISON SNARKS?!? :’(

fast barnacle

picture it, one second you’re walking around, the next you’re being eaten by something

:what:

[color=’#191919’]Yes, I made the barnacle shrivelly, colored it fleshly, gave it some fuzz, and let its tongue drip blood once engorged. You know, the standard Half-Life approach to monster-design.

edit: Damn! I should have added veins to the engorged version!

:bulb:

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.