Pickup and Throw Combat?

Oh I read your post… Understood it too. Basically you’re saying that those aren’t bricks. Shock horror, someone used the word bricks instead of blocks. Woo?

You’re also saying that the wall is structurally unsound… So, are you going to tell us that the Anti-Mass Spectrometer can’t possibly exist, portals through to another dimension are out of the question too? The air vents don’t make sense, and the fans are incorrectly designed?

Both these points have nothing to do with what the rest of us are saying. Your point is akin to saying we should be using bolts instead of rivets or vice versa. (Your other point is akin to saying that’s not a bolt, that’s a machine screw).

Our point is more akin to shooting a scientist in the head and getting green blood. What we’re getting at is that somewhere between the time a block was in a wall, and the time it landed on the ground underneath it, the blocks have morphed into a completely different design. It’s like firing the MP5, watching shell casings come out, and then looking around on the floor and finding they’ve turned into grenades.

My brain exploded, but luckly I understood you. :smiley:

Yeah, you don’t understand. I said the entire wall should use the hollow blocks to be consistent with the blocks on the ground because no one uses solid concrete blocks like that for full height wall construction. the rest was me being thorough in my description of a real masonry block wall.

This is why the devs won’t give you screenshots (NOT implying you want any).
Each and every shot gets ripped apart and overanalised (in your defense probably out of boredom).

In other words, stop nitpicking (as Solokiller said). Is it so wrong that the devs used a stock cinderblock prop instead of designing their own custom raminator aproved weighted brick (or block or whatever it’s called).
You’ll probably run through that area trying not to die and not even notice there’s a hole in the wall there. I don’t envy the level designers. They create detailed maps only for the player to run through it (excluding the non-action puzzle bits) and never stop to appreciate all the little things that makes the overall picture so great.

/rant

I agree Johnyo. Like I said, I don’t care if the wall uses less detailed blocks and ignores the rebar. It cuts down on resources so they can be used elsewhere.

This argument has been brought up so many times, but to be perfectly honest there will be people (maybe even at their second or third playthrough) who will take their jolly time and start picking appart the environment.
The devs are taking the believeability (I don’t like using the term “realism” since it doesn’t mean anything really in this context) of the places you get to visit to a higher level alltogether, so it’s quite natural people will try to point out the flaws of something that feels out of place.
The small details like these make a big difference in the final picture, be they things that are being taken care of or remembered as anecdotes you would spread around :rolleyes:

Ultimately what I want to say is… yeah basically.

YOU KNOW WHAT?! I THINK THE WALL IS MADE OF THE SHATTERED HOPES AND DREAMS OF ORPHANED CHILDREN!! Does it really matter? Seriously? Will it REALLY make the game less enjoyable?

No one says that it sucks or must be fixed. I don’t care that they don’t fit there. it’s just a fact and that’s it. I only wonder, why people don’t see it.

They do! They just don’t give a fuck!

I’m already satisfied with the fact that the maps in Black Mesa are far more detailed than in Half-Life 2. Great leveldesign.

Yes, they are very detailed. And for you non-mappers; do you have any idea how long it would take to make the brush-based wall appear to be made out of actual cinderblocks? Not to mention the resources taken up by the extra wpolys, and the extra entity/entities made by func_detail’ing the parts that would add to the amount of work vis has to do. If you had THAT level of detail everywhere, the mod wouldn’t compile, let alone run.

Well, at least you could carve wholes into the inner bricks so it would appear that the whole wall is made of cinderblocks, but if you look close you’ll notice that all the other bricks are still bricks. But that’s unnecessary.

every time you carve, god kills a kitten. so no

Yes, you’re right.

That’s a good idea Ollie! We should go with that one.

Well…how about to stick with a topic, eh?

I want to kill a Gargantua by throwing headcrabs at it.

Could it be possible to set the throwing force higher and actually kill a Gargantua with dead headcrabs?

I doubt that the gargs take physics damage. That and the headcrab ragdoll probably won’t collide with npcs anyway.

:ninja:'d, but whatever :hmph:

Also:

:mono:

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.