Thanks for the reply,
I’m really hoping the weapon balance issues will be resolved with an official patch rather than just for “personal use” as I think it would improve gameplay for everyone, especially since most people don’t know how to fix the balance issues themselves.
2 cents continued…
Levels (Part 1)
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Hazard Course-Really hope the community creates this level and that it gets integrated into Steam. I think it would be helpful because it visually orients players to the game and can introduce them to unusual mechanics (e.g. crouch jumping, long jump, crouching as a stealth tactic). Do the developers have any issues with community members using BMS assets?
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Inbound-
A. The scene where the scientist is trying to escape because of radioactive fluid leak, while funny, is kind of inappropriate. Both he and the other scientist should be wearing full HEV suits.
B. The first Barney you meet after the tram ride uses his fist on the keypad to unlock the door to the facility. Could this be changed to him actually pushing the keypad with a finger?
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Anomalous Materials-
A. One of the scientists has a typing animation that is completely off. He is not even close to hitting the buttons on the key pad.
B. Another scientist has a typing animation even though he’s crouching over some metal pipes. He should be removed from the game or have his animation changed.
C. The second Xen landscape needs to be added back to the resonance cascade sequence. This is critical because it’s the only way to visually orient the player to the end game (a la HL2). Here’s hoping it will be added once the Xen levels are done.
D. Would love to see Eli’s voice redone if possible as he sounds nothing like himself in HL2.
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We’ve Got Hostiles and onward-Would like to hear more of the male VOX announcements after the HECU takeover. I heard some of the sound files were missing during compression so hopefully they will be added later.
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Blast Pit-
A. There are some real bullshit enemy spawn positions in this level. For instance, you get cheap-shotted by a bullsquid after dropping out from a tunnel. There is no way to see it coming unless you memorized its location and this negatively impacts immersion. The cautious player should be rewarded for his efforts, not punished.
B. Some people have reported glitches with the Geiger counter not going off in radiation zones.
C. In one of the corners at the base of the pit, there is an area with a pair of HEV batteries. Is this area accessible w/o no-clipping or without taking heavy damage? If not, these batteries should be deleted.
D. The tentacle AI needs some repairs (see above).
E. It should be possible to deactivate the giant fan. First-time players may not realize that they need to quickly get back on the ladder and they will be stuck below the fan permanently, forcing game reloads. It may also be helpful to increase the fan activation time to address this issue.
F. I got a game crash when I jumped on the fan before it fully activated and lifted me.
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Power Up-There is an iconic music piece introducing the player to this level in the original HL but it’s missing in BMS. Perhaps Joel can compose something for the gargantua/HECU battle?
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Apprehension-Ichthyosaur needs a health buff and there are some major problems with crossbow accuracy (see above)
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Questionable Ethics-
A. There are some serious design and grammatical issues on several of the billboards, posters and signs that stand out like a sore thumb compared to the consistency and professional appearance of the chapters before it. Here are some examples and suggested changes:
i. Lab A sign says audio -> spacial (misspelled), bio chem, bio-> electrics. Suggested change: acoustic analysis -> or audio-spatial-> (all on one line), biochemistry or biochem-> (one word), bioelectrics -> (one word). All of the signs look more professional and realistic when the words are kept on one line. In general, when using “bio” as a prefix, it can be glued directly onto the word w/o using a space or hyphen.
ii. The Biodome Lab Announcements are full of grammatical errors, including inappropriate capitalization (e.g. Pizza, Labs) and inconsistent use of periods.
iii. “Exoskeletal osteopathics” is nonsense…these scientists are not chiropractors that massage alien backs. Suggest change: exoskeleton analysis.
iv. “Xeno flora” should be xenoflora (one word) on all of the signs.
v. “Minor xenos” is nonsense as xenos is not a real word. Suggested change: xenofauna or minor xenofauna.
vi. There is an extra space on the Biodome Facility Floor 1 poster before the word “Decomtamination” that should be deleted. The aforementioned grammatical changes should also be incorporated in this poster.
B. Would be nice to have leeches make a cameo appearance in the biodome observatory (pond area with headrabs), since they are missing from the game. By keeping the leeches here, the player doesn’t have to interact with them. This also makes the in-game comment regarding leeches in the water legit.
C. The hole in the wall that is created after activating the laser should damage players if they try to enter it immediately. Adding a cooldown period would be nice.
D. Final HECU battle is ridiculous on hard mode given the current level of balance and has been the subject of numerous complaints. The only way to beat it is to hunker in a corner and use magnum/shotgun or memorize the spawns of all of the soldiers. This kills immersion not to mention it defeats the purpose of having all of the defensive locations, since they don’t even get used. My aforementioned balance changes might help fix this (see above).
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Surface Tension-
A. Would be nice to have the Apache continue to harass the player up to the cave battle if it hasn’t been damaged in the first confrontation. This is what happened in HL and made it more satisfying to kill it. If this is implemented, the Apache will likely need an accuracy nerf for its minigun.
B. Apache should be balanced against RPG attacks (see above). It currently takes too many shots to kill it on hard mode.
C. Some players have reported glitches in the cave battle with respect to the Apache’s pathing and positioning.
D. The missing tentacle scene is a pretty iconic one and should be included in the level, either in its original incarnation or modified. Perhaps a cinematic sequence where it kills itself on some mines would be interesting…
E. As many players have complained, the cuts in this level are really sorely felt as many iconic scenes are missing. While the revisions to On A Rail are reasonable, getting rid of C2A5F and C2A5G on Surface Tension significantly diminishes the storytelling aspect of HL. TextFAMGUY1 has been doing phenomenal job restoring these areas (https://www.youtube.com/watch?v=I8HKlBxJ1NM, https://www.youtube.com/watch?v=SB_JIFcpt9c) and I’d really like to see them integrated with BMS on Steam. Perhaps Joel could add a track or two to the new areas.
F. I’d really like to see the alien cannon make an appearance somewhere in the game even though it’s been replaced by the Abrams. It’s such an unusual set piece and could be used to get rid of the HECU armored units in a scripted sequence (e.g. pair of alien grunts bring out an assembeled cannon and use it to kill the Abrams).
G. At the end of surface tension, the Garguantua should be scripted to follow the player and only attack the tower once the player is on it. TextFAMGUY1 may be fixing this in his version of C2A5F.
H. The mortar screen is incredibly glitchy with the mouse cursor sporadically flashing in place of the red dot. It is almost unusable, especially with the Garg shaking the tower.
I. Post Xen-release touch-ups to Surface Tension and Forget about Freeman would be nice. In HL, you could see the invasion of Xen flora in various parts of the chapter. Perhaps they can be re-added to Black Mesa.
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Lambda Core-
A. Possibly some pathing problems with the alien AI. The vortigaunts and alien grunts don’t always seem to recognize the player even when they have line of sight.
B. One or two of the alien controllers should be scripted to attack the scientist in the teleporter room if the player is not attacking them. This should force the player to engage rather than running in circles or hiding underneath the teleporter. If more than one controller is scripted, space them out over the course of the teleporter charge up to give the player more time to mop up.