My thoughts on the MOVEMENT and where BM:DM should go with it.

Just played some AG and I think I now know what seems to be still quite a bit different about the base movement when comparing BM to HL1. It’s the acceleration. In BM you have slightly lower acceleration than in HL1. That’s why the movement feels CS-like. In HL1 you get maxspeed faster (320 ups is max on most servers… but you have the command sv_maxspeed which is 300 by default)… I recommend to have 320 as default for competetive or make it votable. Does somebody know the acceleration-values for HL1DM and AG?

Edit: I think the game may just feel slower because of the big viewmodels… When you play HL1 with a field of view of 110 or more (I think I even use 120 in HL1) you get a fisheye effect and your view and your viewmodel look different, because the fov gets applied to everything. In BM the fov_desired command only affects your view, but not your viewmodel… Maybe that’s why it feels slower… Does BM have a command to change viewmodel-fov? If not I’d suggest to add one, because it really affects the feel of the game by a lot.
I would also like to see the r_drawviewmodel 0 possible without sv_cheats 1 and different crosshairs (I really don’t like the gauss- and the shotgun-crosshair atm)… I hope there will be some easy way to make own crosshairs for BM. In HL1 it was only simple sprites which you were able to edit in paint and put them back into the game again. In HL2 the crosshairs are saved in some font-filetype which rather sucks (well ok the font scales with resolution which is an advantage, but it’s harder to edit and create custom ones).

Edit 2: In multiplayer BM is still slower and more CS-like because you can’t gain speed by running curves or circles ( for example: in HL1 you can hold forward + left and continiously move your mouse to the left to gain more speed than normal, in BM there is a speedcap). In HL1DM this technique was often used to gain speed for a next jump (to jump further… called circle-jump). Another thing I noticed that you can’t slide up ramps in most cases (atm I rebuild ag_crossfire from HL1 for BM:TDM and in HL1 you can slide up the ramps near bunker when gaussjumping into them… In BM you can’t do this… When you try, you instantly stop and lose all your speed.)

Hey guys,

it’s me again… I have some more things that I’d like to point out:

  1. Devs should reduce longjump range. HL1 Longjumps are ~64 units shorter.

  2. Devs should change crouch to be more HL1-like. When you perform a crouchjump in HL2 or HL1, your playermodel pulls his legs up --> You can reach higher platforms while in the air.
    While in other games (Quake Live for example), the playermodel pulls it’s head down when performing a crouchjump. The difference between HL1 and HL2 is the distance in which the playermodel pulls his legs up.
    In HL2 you seem to crouch lower than in HL1. Atleast you reach higher platforms in BM than in HL when using crouchjumps. Autocrouchjump should only be available in singleplayer mode.

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