I actually like your idea. But will the magnet just swing side to side forever? And if so, what happens when it hits you? Do you die? Do you get thrown off? I am not sure how well that could be implemented.
I would think that the HECU would have shut the crane down or moved the body if it was causing that much chaos.
@han
magnet would swing till something stops it, if it hits the player do to it being a prop it would do damage and throw them off, problem is with the cranes in hl2 if they hit something the magnet would go crazy.
(don’t know what would stop it though maybe a few shots at its control panel or something)
@dst
not really hecu have left many things running that can cause some chaos.
Just give it the same damage effect the swinging crates had in B1. Pretty easy.
Sort of random but I was messing around in Hammer and I came up with 2 things.
-
An LAV with slat armour (just static vehicle, non interactive).
-
A Humvee with a Sentry on the roof (not sure where that would be useful, but it’s still really cool)!
lol, that Humvee seems like something the hecu would have (things like that exist) thing is its a BMRF sentry.
Robocop would drive that humvee :lol:
Kinda cool but that doesn’t belong in Black Mesa
If there was a way to change the textures on the sentry to make it camouflaged and less BMRF-like, then it would actually be insanely cool.
Re-skin it and it’ll be fine imo.
As for tripmines, a good replacement would be some sentry trips here and there. That’s if Text wants to replace it at all.
Wow, I for one am excited. I can’t remember which weapons you do and don’t have at this point, but you will probably need to compensate for all of this by adding some extra ammo around the map. In the warehouse at the start of B2 would probably be the most logical place for most of it and a good place to allow the player to stock up. Also I’m glad to hear the sniper is back. The double 50 cal bunker with replacements sounds like it’s gong to be a nice challenge.
The tripmines on the track sounds fine to me. It may not be entirely logical placement by the marines, but then it never was the other times either so I don’t see the issue there. If you do want to make it a bit more interesting and more of a trap you could put some crates on the track directly in front to somewhat conceal them (purposely placed). If you simply drive through and smash the boxes you set off the tripmines behind them and take damage, but if you pay attention you can see the tripmines on either side of the blockage and either shoot them or jump off last minute and let the tram deal with it.
I’m okay with the tug trains being around, I was referring to the idea of being able to operate one before the start of apprehension.
The problem with that is it’d either have to replace all BMRF ceiling turrets, or you’d to edit the model. Hexing probably won’t work because it’s an NPC and not a model. Doesn’t matter anyway, I was mostly showing off the Slat Armour LAV, which could be parked somewhere and sit around looking cool (not fought). If he likes the auto-turret humvee, then that’s a bonus
While I don’t have a problem with what ever you decide to do… I am actually a bit concerned that we will lose that strange calm seen in the Video… I think it works well in this area…It builds anticipation after beig stuck in tunnels you emerge here potentially into a war zone but all is quiet.
So is there any way to have all this stuff trigger when in fairly close proximity to the player… Also because the player has no long range weapons at this point apart from nades and they are quite medium at best.
The area needs time to breathe and sink in before stuff starts happening but that is perhaps my opinion and you may disagree with that. It looks great but it is a radical change to the level which I do really like… But it has it’s consequences…
It’s hard to tell from your list if it is now a war zone or still quiet until stuff starts happening… That was the main point being made before :freeman:
I think you nailed it on the Vid so I hope you keep that in tact… But please if you keep that hecu in the tower set him to wake a lot closer than where it was set in the video.
I also think you were aware of how having an open plan area changes this drastically… Now we can see right across the transit system there are no tunnels to obscure what is coming around the corner… The only way to keep that aesthetic in tact is to have stuff jumping out at you triggered by fairly close proximity… Like the HECU are hiding and waiting to ambush you in different places in this area… It is going to be a challenge though for sure
I guess we first need to play the map ourselves and then decide in which direction it needs to move…
We saw the vid, but we didn’t feel it, so we need to feel the atmosphere ourselves…
TextFAMGUY1 loved the Surface Tension Uncut maps. Amazing detail, very well done. The BMS developers would be proud. Any chance of On the Rail Uncut getting released this week? I have been refreshing this page for the last week. LOL!
I’d like to have a small skirmish, something that is triggered in order to proceed so you can take your time to explore. Finally getting outside and having it be quiet and build tension sounds great.
If anyone is wondering what music Text is using ,it’s this: https://www.youtube.com/watch?v=NbBGkC8VUGU
This is correct. Consider them the “spiritual successors” to the electrical arcs. None of the other ideas that anyone suggested would fit in that area, anyway. I didn’t want anything complicated or dramatic, just a very simple little thing to replace the electrical arcs.
I now give the player a full 18 bullets of .357 ammo by the button in the warehouse. Might seem excessive, but as it’s your only long range weapon thus far, it disappears QUICKLY when you’re outside. There also are plenty of MP5 nades in various places round the map, again because it’s your only real long range weapon.
You worry too much. It’s much better the way it is now. I’m not really sure why you typed out all this stuff telling me about it being quiet and calm in the old version. I KNOW. I spent several minutes specifically pointing that out on the video. People didn’t think it worked too well, and I agreed, so I’ve changed it. It still doesn’t feel chaotic and packed, but it does feel less like nothing is happening anymore. It’s fine.
You talking about B2 or the whole thing? I can probably get B2 sorted over the weekend most likely, but as always now, no promises. As for the whole thing, I do hope that’s a joke! Definitely not, especially considering I’m basically working full time until the end of next week.
This isn’t the song I’m using, it’s a remix. You can find the original, full version of Dark Skies here. Like Year of Death, it was created for Black Mesa’s 12th community contest, but no songs from it were ever used. At least now some of them are in Black Mesa in some form, even if it is just the “consolation prize”.
Sorta offtopic, but where can I find all the unused community work from contests?
Do those orange jumpsuit construction workers gib? And if not how hard would it be to make them able to?
-
No, prop_ragdolls don’t gib. Test it yourself, go to any Black Mesa map with ragdolls that are already there (not killed npcs), and try to blow them up. Instead they’ll just get tossed around.
-
Maybe not hard? Would require some gib textures (easy), hexed gib models (easy), and file editing (Dunno, I’ve never needed to do this). Redundant anyway because of the first point though.