Have you ever played Half Life 1?
IIRC the BM intro is very similar to the original Half Life intro in terms of mood and all.
Of course I have. The original Inbound’s opening music was more ominous and airy, while Black Mesa’s is more orchestrated and powered. Of course, I haven’t lurked long enough to see all the answers to the questions, so I didn’t even know it was playing on Inbound up until now. :fffuuu:
I dunno meself, but where else would you play the “theme song” if not inbound?
^
Menu screen?
I’m personally going to reserve the right to criticize where certain music is used until after I’ve played through the game. hehe
The music in the media section is only shortened versions of the full thing to wet your palet. BTW BM theme is epic if you don’t think so go play in traffic.
That would be cool if the player had a “limited speed” in the beggining of the game, like in HL2, until he gets his HEV suit.
I don’t think this is the place to mention this, but here I go.
Modders don’t generally mod for the community. True the more fans the more publicity. But what we have here is a project that the team can put on their resume. So instead (and believe me I’m holding back a wraith of God rant on how useless impatience is) let’s remember that it is a privilege to be a part of this project and any demands should be toned down to humble suggestions.
With that said, will head crabs fall of of zombies in BM: S or will they die with the zombie like in the original? If I was part of the talent in that department I may go with the former as part of the engine upgrade.
They will fall off just like in HL2
Uh, I guessed you missed the part where I said I liked the theme.
:retard:
The Zombie is there as a means to help players understand the headcrabbing process.
In the office across the hall you see a headcrab jump up onto a SCIs head, here you see a SCI in the midst of his gruesome transformation.
A similar instance occurs in HL2 right before “Water Hazard”. You come across a rebel community being bombed by headcrab canisters. You first see the headcrabs popping out, then you come across a rebel struggling with a headcrab on his head, then you fight a zombie. The events are staged in a way to give the player an explanation regarding how headcrabs and zombies are related.
I was taking a look at the community project “create papers and notes” winners, and it occured to me that the papers are hard to read. I think there should be a zoom function, specificaly for papers.
I didn’t think this was worth an entire thread.
This wasn’t worth a post either. There will be no zoom function.
NO ZOOM FOR YOU!
Ok. Sorry, no zoom. got it.
LIES. The crossbow will still have a scope, you can zoom in that way.
But we were talking about the imbedded suit-zoom.
derp
A few ideas for coop:
- Ability to revive dead players (only in the first seconds after death)
- Ability to share weapons
- Weapon+Ammo transition through map changes
- Medikit (well-known from Sven Co-op) to heal other players
This isn’t World at War or Team Fortress Classic, you know. Duplicate medkits for extra players would work just as well, as well as duplicate weapons. There’s no need to make this mod any more complicated than it needs to be.
Javid said “NO ZOOM FOR YOU”. It wasn’t specified what kind of zoom exactly.
On coop: Duplicates could work fine, but the ability to swap weapons could be helpful if one player dislikes or is poor with a certain weapon.
Reviving seems a bit cheesy to me. It might make the game a bit too easy if teamates can just be revived at will. On the other hand, it may also give leeway to players who are not as skilled as their partner, keeping tempers low.
They are working on Coop separately, so most probably there will be some kind of team play feature. Can’t wait, srsly.