Feedback on Black Mesa retail

The suface tension uncut mod you made it’s already implemented in Black Mesa retail? Sorry for the stupid question.

No, it is not. Neither is On A Rail Uncut.

They’ll hopefully be on the workshop sometime soon.

I just got to the Lambda Complex, and the Gluon guns phasing/disintegration effect has been removed!

I LOVED that effect! It made the gun feel so damn powerful!

Don’t get me wrong, it’s still fantastic gibb’n those critters and Marines, but I think it was much, much better when it was a lightshow.

Any particular reason as to the removal? I can guess ‘making it more like the original’ considering Half Life didn’t have these effects, but I thought it was a fantastic custom touch to the game.

When spectating in TDM, you can’t see the HUD as if you don’t know the player’s status (health, armor, ammo, etc.). Played TDM, and I love how they balance the no. of players. Also, when another player is using the Gluon Gun, the backpack model DOES NOT show up.

Now that I’m on Forget about Freeman, I’ve been reminded of something I always thought was strange. When you get to the weapons lockup in bm_c2a5f, you’re presented with a ton of gear, like in Half-Life. The alleyway also has locked doors for the buildings accessible on the other side of the fire escape, like in Half-Life. However, unlike in Half-Life, these doors are permanently locked prop_statics instead of actual doors that open from the other side. Now, of course, this in and of itself isn’t as big a deal - the gameplay of the map is changed, not being able to go back and get more ammo before you go to the next map where you can no longer backtrack, but whatever - things are different, but it still feels fine.

Except the fire escapes have deployable ladders which make it easier to get back up to places from the alleyway, which indicates, to me at least, that it was originally planned that you could go back. I’m guessing the decision to not allow backtracking here was, like a lot of other portions of the mod, due to the hardcoded entity limits, but now that you have engine-level access with the game, would it be possible to make the limit higher and turn the locked doors back into one-way doors like in the original?

Another, somewhat related thing, the Osprey can be shot down with a single rocket, which feels really off because it took closer to 6 or 7 in the original, it’s a big, heavy-duty troop transport, and the Apache in Black Mesa takes closer to 10. I get the feeling that the low health on the Osprey was a stopgap measure because in the one place where you encounter it with the weapons required to shoot it down, you don’t have an extended supply of rockets (not being able to go back to the lockup) and you didn’t want the player to run out of ammo and not be able to deal with it.

I’d just assumed the droppable ladders were to make it so that if you missed the jump like a buffoon, you wouldn’t have to go all the way through the building.

According to the devs, the new engine caused issues with the glowing effect. They are working to add it back into the game via update.

Just remembered, two things that have been on my mind that I forgot about.

First, the crowbar is crazy fast in singleplayer, even compared to how it was in HL1 or the 2012 release. Is there a reason for that? It feels really… I dunno, but it doesn’t feel right IMO.

Second, am I the only one who is having an inordinate amount of trouble with ladders in MP? I can’t climb them to save my life. I don’t know what it is, but I just can’t stay on them or grab them half the time.

The Crowbar’s values got bugged when we moved them to dmx. The MP and SP values got swapped around and its range got boosted massively somehow (was meant to be 32, was 76).

Have fixed it for the next update.

As to MP ladders, they behave exactly the same as CS:S shrugs

Odd, it took me 3 rockets to take it down like in original black mesa, but even then if you’re incapable of shooting it down, it will only make 3 more drop runs, then it stops, so if you dont shoot it down it won’t spam you with infinite marines.

Huh. It took exactly 1 rocket to the rotor for me.
Maybe it scales with difficulty? Have been playing on easy for this first runthrough.

@Crowbar; Ahh, that makes sense. Cool!

As for MP ladders, I apologize for arguing semantics here, but I went and checked CSS and L4D1 to compare and they’re not quite the same. In BM, you have to be facing the ladder to “grab” it in the first place. From there, you can climb up or down regardless of where you’re looking. In HL1, CSS, L4D, etc. as long as you walk into the ladder, you’ll grab it, even if you’re facing away.

It’s a really minor thing, so I’m not necessarily asking you to fix it, but I was curious and had to check. :retard:

Are the multiplayer ladders the brush-based ones? They’ve always felt kinda wonky to me. Would explain why the singleplayer ladders feel so different.

EDIT:
A little feedback, I miss the old HEV IV design, the new one is fine… but the old mk IV looks better IMO, especially on the deathmatch playermodels where it’s still used.

EDIT Consolidated comments into another post. EDIT

Thank you for summarizing (almost) everything that I consider to be wrong with my least favorite puzzle in the game (other than Lambda Core, which I haven’t gotten to yet, so I can’t really comment about any changes they might have made to that level).

I think another huge issue with that puzzle is that the correct exit is not obviously the correct exit until AFTER you turn the wheels. Puzzles need to give the player an obvious goal to work towards. This isn’t the case here-- until you turn the wheels, it’s not obvious at all that that particular room is where you need to go.

I know this is unlikely but I wish the surface tension uncut was official. As the soldiers noticing you and not the garge still makes zero sense.

Also some iconic scenes where removed in that cut like the satchel charge pipe and the hecu explosive trap.

I didn’t shoot it in its rotor, but I was playing on normal so I’m pretty sure that’s the reason why it takes more hits.

Now I also want to share my opinion:

I liked so many things in the new version that going over them would take me too long, but I do have to underline that your rework on the Hecu and the helicopter boss in the cliffside were fantastic! I also enjoyed the inclusion of the emergency broadcast in OC, I was going to suggest including it a few days before the retail version was released but it seems I didn’t need to.

Now with the things that I didn’t enjoy much or I’m a bit nitpicky with:

  • I found that the damage assassin’s deal on you now to be way too much, it is incredibly hard to take them down, I don’t even want to try to deal with them on hard.
  • I feel like the health of Alien grunts should be increased a bit, I liked it when they could still withstand a grenade hit in normal difficulty.
  • I love all the new animations but I definately miss the animation where you flip the pistol
  • The return of grenadiers is awesome but I still think that there should be some sort of warning before they shoot
  • While I definately love all the new lines for the Hecu, I can’t help but feel that they don’t react as much as before. They could taunt you more from time to time or have a few more reactions like screaming to their comrades when they’re reloading, taking cover or when trying to rush you, they could maybe even react to someone else dying by screaming “man down” or something similar. Also I guess in the end you couldn’t add their alien pseudonyms .
  • I’m also wandering if we’ll ever see the VOX lines in OC ever again or if we should just try to mod it back ourselves
  • I loved the new military VOX lines but I feel that the spekers should be placed in more locations, eg. there was only one in PU and I think there could’ve been one or two more around the scond or even in the first map.
  • Finally, since there is a second emergency broadcast system alert, I was thinking if we could see it somewhere else in the game as well, my thought for the best locaation was the first map of QE, somewhere around the cafeteria, maybe on the old TV that’s there.
  • This is more of a question, I remeber you guys wanted to change the VA for Eli since some people didn’t like it, but I see you didn’t, where you unable to find a VA or simply decided to keep it?

Played through the steam release and loved every moment of it for the most part. Here is a little feedback on aspects I liked and didn’t like.

The assassins feel like they do a little bit too much damage and with their agility it does a large number on your health and shields and can also waste a lot of ammo if you are newer to Half Life (as an original Half Life vet this wasn’t a huge deal for me).

I really like the modifications to On a Rail. In the original game it always felt like it took forever and had way too much backtracking and such which made the chapter extremely tedious for me.

I also loved the new animations and dialogue added.

Something I think could be altered is the damage of the vorts and bullsquids. Whenever I fought these guys they seemed more like a nuisance than anything with how little damage they seemed to be doing.

The glock doesn’t feel like it is worth a whole lot after you get the magnum and MP5. I like that the magnum appears earlier in the game, as in the original its arrival after the defeat of the tentacle xenian always felt a little odd. I don’t know if there is something that can be done for the glock so that it’s still useful after obtaining the previously mentioned weapons.

It would be nice to have some dialogue given to everyone in the lambda complex right before the portal fight, aside from the doctor, security guard, and the female doc that gives you the long jump module the others don’t contribute anything and it seems like they could have added something whether it be advice for xen from their research or just feelings on what is happening. I don’t think there are any other characters who haven’t had anything at all to add and were just there (not including all the npcs in black mesa inbound as there is no reason for any of them to contribute anything).

Snarks feel really weak. To get them to accomplish anything it feels like I have to toss out my entire stock and even at that they don’t seem to accomplish much in their short life span. I would like to see their damage buffed a little bit to make them a viable option next to the guns blazing approach (that MP5 is just so darn efficient and I love it).

The apache at the dam shouldn’t be able to damage you when you are deep underwater. You already have to deal with the ichthyosaur and it gets plenty of opportunity to pepper you before you jump in and when you are opening the gates from the tower. The apaches tear you apart and getting pelted deep beneath the water just doesn’t seem right.

Alien grunts could probably use a little more health, but I might just be skilled enough to take them down quickly so not sure on this one.

Before the scientist falls to his death at the end of office complex the crew you have amassed make note of his presence saying “look up there,” but when he falls as you ascend they make no comment at all, seems a little odd that they would have no reaction whatsoever to the guys death when they are staring up at him from the elevator landing.

I loved the H.E.V. suit boot up, wasn’t expecting it and it was awesome.

The crowbar attack speed feels like Gordon is on a sugar rush from all those sodas he’s be drinking from the machines throughout the game, not sure if its a good or bad thing but no complaints here.

It should be more apparent that the big laser in questionable ethics is experiment number 5 for the achievement so that players don’t deactivate the protective wall before using it thus missing out on the achievement.

In lambda core I think for non veteran players the red side of the pump activation should have a more apparent path to reach the top and gain access to where they need to go. On the red side the player has to climb two ladders before jumping to the wall across from the platform before once more jumping up onto the next level’s floor. I would perhaps add a break in the railing indicating to the player that it is an accessible route so that new players don’t get stuck. Doesn’t have to be blatently obvious, just a little hint or something to help players if they get stuck.

The final battle before xen always felt a bit oddly designed to me (not your fault). It doesn’t typically kill you but the number of the nihalanth mini me xenians does a number on your shields and health even if you are killing them quickly. I feel like it might leave the player brutally weakened for starting the final run towards nihalanth since supplies were always scarce in xen. The fight always felt like a way to cripple the player right before the final set of levels to increase the challenge.

How come the osprey now leaves by the time you get to the tow launcher? having it infinitely spawn troops and stick around is not only more challenging but also traditional. I always enjoyed launching rockets and destroying it that way, only to see the blast doors open and be presented with a new threat “the tank”

It did that in the 2012 release too, though… Didn’t it?

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.