Did you see that thing with the missing leg? - Guard at bm_c2a2b
Shoot it in the face! -Marine.
The flares were awesome. You captured the lighting that everyone wanted. The music has some feel of another game can’t say what.
Did you see that thing with the missing leg? - Guard at bm_c2a2b
Shoot it in the face! -Marine.
The flares were awesome. You captured the lighting that everyone wanted. The music has some feel of another game can’t say what.
Just played through the ambush. Gotta say, holy shit the lighting was great. And your friend did a stellar job on the song, it’s spot on and it sounds like it belongs in Half-Life 2.
Also: Lol @the running guard (those of you who played the map’ll know what I’m talking about)
Edit: A little idea pitch for B2, if you’ve got the room. If you’ve got a place in the skybox, why not have one of the Harriers fly over a building or group of buildings in the distance and release a pyrotechnic flare in the night sky? It’d be a cool backdrop.
Actually, I would personally like it even a bit darker.
Jumps over tripmine OHH I JUST DODGED THAT OH GOD
five seconds later
OH SHI-runs into tripmine
Also, that music is really good. Very close to Nielsen’s work yet still retaining it’s own identity. And it sounds nice to boot!
Played it, loved it. Can’t wait for on a rail B2 outside maps.
Well done Text, amazing work. I’ll leave the more detailed feedback to others but I’ll point out a few things.
After you hit the switch to raise the toll gates and return to the tram, the area with the barney getting chased by the tram. The line “shootem in the face” originates from the area were barney is and not the grunts.
shouldn’t these doors be locked to prevent the player from knowing ahead of time that there’s a tow launcher around the corner aimed at them. I know they could continue down the track and look around the corner and see it, but…? I would want it to be a small miniature ambush, plus how does the grunt magically appear to man it.
The turntable ambush AWSOME!! also like the track. Small idea, ya they turn off the power on you but consider leaving these lights (only the ones above the doors) on, it would really help silhouette the grunts and draw the players eyes up to them for when they arrive. Also give them a rappelling noise, a sound queue of their arrival helps.
The upper level leading to B2, the crates disappear after breaking them.
Watched the video and Wow, I am REALLY impressed with your work Text, I know I havent posted much in here but I gotta say you are doing a really good job, and your friend’s song was good too.
I’ll post here again with bugs once I have the time to play it myself, but I gotta say I admire your work so far on your uncut projects.
I get the feeling I’m going to be in a minority here in saying that I found the turntable fight too difficult. Even after playing through it and knowing where the enemies are, I still found it kinda overwhelming.
The way the flares light up the room works well. The atmosphere of the room is perfect, I just found it too difficult most of the time, personally.
Having said that, the track playing during the fight fits perfectly. Your friend’s work is incredible.
Putting that aside, a few minor things I noticed.
The railing on the stairs in the first Mat. Trans room (with the bullsquids, turrets, and tripmines) visibly clips through the bottom of the support (not sure if you can do much about this, though):
setpos -413.204224 -3686.820557 552.031250;
Once again, not sure there’s much you can do, but the transition between colours here is really abrupt:
setpos 3323.180664 -2999.808105 520.957886;
The floor under this door abruptly changes colour and doesn’t line up:
setpos -266.258789 1501.494385 732.431274;
No getpos, but this is the turntable elevator near the end of the map - The elevator clips through the floor when it comes up. The floor underneath it is concrete, the metal elevator just “appears”.
The rails on the turntable in the ambush room are misaligned with the rest of the track (again, not sure how much you can do about this):
setpos -148.400696 1055.296753 520.031250;
One last thing that I forgot to get a getpos or image of - At the scene where the two Marines are driving a tram alongside the player’s, if the player steals their tram and goes into reverse, it’ll clip through the closed blast door the Marines came through. If the player stays on it, they’ll get pushed into the door and become trapped.
Altogether, though, this is incredible.
Firstly, completely forgot to comment on the new music. It sounds great and fits right in with JN’s official music. Looking forward to the final release.
[COLOR=‘Orange’]NEW - Great idea about the clipping lights, Text. The issue is all over the place, and in varying degrees. I’ll gear my feedback to alert you about areas that exhibit the problem, instead of reporting each instance individually. Pay particular attention, and be on the lookout for them.
[COLOR=‘Orange’]NEW - Another issue you need to scour your maps for is the numerous texture z-fighting issues with the train tracks. I and others have reported some of them, but I’m sure there are more that exist.
Sorry Text, but what is a minor or major feedback issue to me might be considered differently by you, so I’ll just list them in the order I find them and let you decide what category they fit in, and at which point in your development cycle they’ll be addressed.
Some of my feedback may be repeats that have been posted by others. Best that they be doubly reported to ensure that they are addressed. I realize this is an alpha release and that you may be aware of some of these issues. However, there may be some that you’re not aware of.
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To be continued…
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But seriously … you could’ve add backup files to the folder with B1 maps. Now how am I supposed to load next maps if it ends at c2a2b1 and there’s no transition to c2a2c ?
Oh, oh. You didn’t read Text’s OaR Uncut Readme file, that’s included in his zip file. You’re supposed to backup your original files, to avoid this very problem.
Regarding the ambush. I know that flares can burn for a really long time, but maybe make them fade within a certain timeframe - before the battle ends?
On a second note, I know you’ve put a shitload of effort into making the flares work, but why the fuck would anyone in the right mind throw flares out while wearing NVGs?
I’d make the room considerably darker too. Why not ramp up the intensity and make the player hunt for green dots?
Don’t think you need vorts there - it only serves to detract from the scene and makes it less intense.
Have you tried using them in a pinch black room underground? It brightens the area using residual light. IRL NVGs are useless anyway (or so says a friend of mine in the Army).
Edit: The room isn’t pinch black I know, I believe I remember him saying something about the lighting of the room not being bright enough and he couldn’t see them as well as he liked. Wouldn’t know for sure.
Also consider the fact that The AI see perfectly in the dark. Making it darker would only make it harder for the player
Exactly.
That’s why mi-24 pilots used them in Afghanstan during night ops. That’s why a considerable ammount of money is spent every year on correspondent R&Ds. Kay.
Nevermind Infrared.
How hard can it be? You’ve got a fucking ma deuce gibbing the shit outta poor things. Obviously don’t make it pitch fucking black. Just darker than what it is atm. Remember nova prospect?
But oh god forbid to make it harder for anyone.
But in Nova Prospect you didn’t have an entire army of aimbots gunning you down from god knows where.
Also you can forget the .50 cal. These marines love to hide behind boxes and take pot shots at you. The first wave then essentially boils down to a game of whack-a-mole. That’s not fun.
It’s not like it has been the problem with BM in general on hard, nah.
And a tad darker lighting makes a difference compared to what Nitro has already shown us in the commentary, how? Black Mesa on hard is not fun, period.
But tbh, flares are the only thing that prevent the intensity ramping up. Don’t have to get rid of them - make them fade after a few moments - you can barely see shit with them anyway.
EDIT: right I’m off to bed. Have a work placement meeting in the morning.
I have no idea about hard difficulty, I play on medium. And I had problems.
Text can do it on hard and yet I can’t on medium? Maybe I just suck at FPS and shouldn’t play.
I also can’t read ‘tad darker’ and ‘considerably darker’ as the same thing, so you need to choose one. I’ll assume you meant tad as in ‘slightly’ and tbh that’s kinda what I thought when I entered; I expected it to be darker.
Considerably darker means more work to find the hitbox.
I might not have so much of a problem if they revealed themselves a bit better when popping out to shoot at you. By the time I’ve reacted they’ve already retreated back into hiding
I encountered a similar problem when I was working with the elevator hall. I tried placing a marine (albeit a ragdoll marine) under a barnacle and he wouldn’t gib. So this instance where he’s not behaving on yours either isn’t a mistake by any means.
Thank you, I try to be as helpful as I can with it. I did miss a few things due to being so tired, and I found a couple things today as well, I will post them below. As for the Barnacle - Marine issue, this might be Black Mesa’s fault. I recall there are Barnacles and Marines in “We’ve Got Hostiles”, who ignore each other. There’s even an instance where a Barnacle sits in direct view on a ceiling above a walk way, close enough that you could reach up and touch it (very quickly with a crowbar, of course). Yet in that instance, the Marine will run right underneath it, each of them completely ignoring the other. This issue might be the reason they were coded to ignore each other.
Anyway, some additional feedback with some bugs, suggestions, design flaws (and my brilliant stacking exploits!) Images below were gathered through 2 playthroughs, one normal and one ai_disabled:
Tunnels Area:
This open area above the blast seems weird to be.
For straight lasers, you only need one projector here (see start of c2a2a1). Angled lasers like WGH use 2. Also, consider adding a couple unactivated projectorsaround the room.
In this room, my barrel stacking skills allowed me to reach the upper floors here. You like explorers right?
I fell off the front of my tram and it pushed me into the toll gate and I got stuck, had to noclip out (not pictured).
Sometimes if the TOW Marine fires and survives the ambush, he’ll get back on the launcher and give you a death stare. I have not tried reloading the TOW to see if he’d fire it again.
On the subject of his accuracy, I think I located the issue. It isn’t that he’s inaccurate, he’s pinpoint accurate. He just doesn’t aim. Literally. At all. He does what Soldiers do when manning an M2, he looks around, swinging it in random directions. Unlike the M2, when he spots you, he does not aim at you, after about 2-5 seconds he’ll just fire regardless of where the launcher is pointed.
Turntable Room:
Minor alignment issue here where the mil train comes in.
Floating bed, already mentioned, but exact location wasn’t clearly given.
The bottom of this lift floats while in the upward position.
This autosave point is unfortunately placed. In this screenshot I load in that spot under fire from 3 Marines and a Vortigaunt.
More stacking! And even more stacking (with crates from other rooms) Did I win the grand prize yet?
Reversing the military tram (not tried regular tram) over the turn table causes it to very quickly turn to face the flatbed and stop. Going forward again makes it very suddenly (it practically teleports) reorient itself in the right direction. (not pictured)
Fight balance suggestions:
Consider adding medical kits, a health charger (maybe move this one?), and / or windows (that can take at least a couple impacts) to the office. I often find myself cornered in there with low health.
If it’s allowed (I’m not sure if it is or not!) copy EP1’s zipline sounds from sound\npc\combine_soldier and manually script them to play when the soldiers begin their decent. It seems BM’s grunts don’t play it automatically like Combine did.
This one is kinda changey, so I won’t mind if you denounce it. But the Vorts at the end always give me trouble due to being high up, often out of view, but keep attacking me when I’m trying to salvage health and move my tram. So what if turning on the power activated a ceiling turret placed here, whos targetting system was damaged by the power cut…
Bonus:
What happens when you take every crate in the level and bring it with you?
Well…
We’re loaded, lets do this.
Through the tunnels…
Suddenly, disaster!
But we can rebuild.
We’re on our way!
No such thing as too many…
Lets get moving, then!
Hooray for Mat. Trans!
here is something fun to do grab a hecu turret and set it on your tram you just need to stay behind cover till it dies or runs out of ammo.
TEXT could you place a tram with hecu auto turrets some where on the next map maybe have it pas the player from tram line above. (a tram with a grunt driving and 2 turrets one on each side the tram stops half way on a bridge above the player)
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.