Not recalling so.
At least make the climbing process slower, as in HL2. In HL, your vertical movement speed was faster than your horizontal…
It’s hardly that significant. I would enjoy that sort of feature as well. If you want to shoot something, you simply use the fire button and the weapon would come back into view. My point is that there are several things that the devs have already implemented into BM that go against either HL or HL2, or both. There’s no set rule about being in HL2 or HL that will guarantee its place in BM - it’s merely a guide. Obviously that guide will apply to 95% of things, but it’s mainly about whether it works or not.
Another interesting debate about the ladders is the speed in which you climb them. In HL, the speed is based on the angle of the mouse - the more you look up, the faster you climb. In HL2 it’s a constant speed, and either goes up or down. Being perfectly honest I prefer the original’s method.
I don’t like the way you move on ladders. Moving in the direction you’re looking seems rather counter-intuitive.
Especially when trying to climb the ladder up while looking to the sides, strafing on the ladder… it’s quite confusing, sometimes it goes up, sometimes it goes down, sometimes it throws you off the ladder… bleh
Don’t Half Life 2 ladders force you into the middle and keep you from falling off the sides? That’d be nice.
They are using the ladders from HL2 fyi.
True, but they could always change them. Here’s to hoping that they don’t.
How? Do you look down while climbing UP a ladder?
It seems like sarcasm, Right4Dead. Or at least, I hope it’s sarcasm. You never know with that cat.
I think Black Mesa would do wisely to keep HL2’s ladders for consistency and a smarter speed.
As a minor detail, I think the electric xen-lamps should be implemented as formal point-based monster_ entities. Although they’re not really animated, it would allow them to more consistently show up in custom maps. They could also be used as an area-denial entity (with a flag option for invincibility) on deathmatch maps.
On the subject of the xen lamps, it would be nice if they would visibly crack or bleed, or something, because it wasn’t until long after I beat the game that I found out that you could actually kill those things. I always just tried running or long-jumping past them.
I didn’t say it was the opposite of what should happen. I meant that it would make more sense to move up in down using the forward and back keys.
Which is exactly what happens in HL1?
Purely with the forward and back keys. So forward is up, back is down, no matter which way you’re looking.
It would also really suck when trying to get on a ladder to go down. Press ‘forward’ to get onto the ladder, then press ‘back’ to go down really really quickly otherwise you’ll pop back off the ladder again.
Best out-of-context quote of the day.
Yes, on the horizontal plane. Considering forward is whichever way you’re facing, that makes sense. However, up is always up, no matter which way you’re facing.
I totally hadn’t noticed.
Ugh. That’s a horrible way of thinking about things. I bet you use non-inverted mouse, too.
YOU COULD KILL THEM?
Damn. How did I not realize this after playing through 6 times?
He means the purple ‘laser lights’ in the first Xen map. I thought he meant the living lamps too at first.