practicality of the tram cars

Exactly. How real is head humping crabs with no eyes that somehow rip you open with mortal wounds but keep you alive, and laser shooting many eyed beings real in the first place? I don’t see why people complain about glock texture realism, when there are 3 legged 100 eyed dogs that cause sonic booms.

You must be blind then. It’s about suspension of disbelief. You do it all the time when you watch television, see films, watch a play. Whatever you’re watching might not be real, but you suspend your disbelief so that you can enjoy it without always going ‘this is proposterous, I refuse to carry on watching this.’

People are concerned about realism when it comes to the world in which the story is centred. In Half-Life’s case, this world is the one which we inhabit, and so people are entitled to want realism for real objects such as guns, or real physics. Welcome to the forums though.

You’ve obviously never been to Vietnam.

i was in ´nam.´68.i lost my legs and arms to charlie,ya know

lol

Actually, Headcrabs have six eyes, they’re between the two small claw/legs on the front of 'em. Look at the texture andyou’ll see it better.(Hope the eyes show up in BM cuz not many know about the eyes…)

Show me where are the six eyes please (perhaps it’s just blood stains)

The eyes are beside the front legs on the inside.
Ambient.Impact’s HD headcrab model makes them much more evident, but they are there on the texture.
EDIT: I just checked the zombie model, the eyes are red and a bit stretched on the texture for the crab, instead of round, black and beady, but they are there too, if you look closely. Between the legs and the guy’s mouth.

they have no eyes. please. my plush toy headcrab has no eyes. haha! that’s an official Valve merchandise item.

I always thought headcrabs lacked eyes, and found their way around with some other sense such as echo location. Would explain their tendancy to take suicidal paths to get to their prey.

I think what you are seeing is the imprint of the scientist’s skull.

Maybe, at the beginning, in the tram ride, they could make something logical to make the tram car go down, before you see the helicopter. In the original game, the tram car, and the piece of track with it, just float down.

Not necessarily, that part of track could have a support column that fits into the ground below.

Valve didn’t put it in the level, but there’s probably supposed to be a column there. I know when I made something similar I put a column in.

No, no, it’s the crab’s eyes. Here, I circled them on the blurry LD crab:

Valve may have retconned them to not have eyes in HL2, but the HL crab does have eyes.

The headcrabs from HL2 are being used, so no eyes.

grasping for straws. why should those dark spots be eyes? eyes are usually very prominent. even on some weird sea creatures. if only a few people think it has eyes then it probably don’tt have eyes. Not that they are necessarily wrong. but they would have to prove it first.

Besides wasn’t this thread all about the impracticality of the tram rides or have we ended that discussion?

I’m sure they will do some monorail thing myself and make it all make sense.

Yes, but we’re talking about a 10-year old video game with a low-poly count and blurry textures. If they were just spots, why would they be there, and why in that distinct position? How do headcrabs find their prey?
Of course, Valve retconned it in HL2, so it’s not really a big deal anymore.

Yes.

Of course, these are the BM devs we’re talking about, not some random group of noobs.

I’ve only just noticed, but the zombie on the left; the head has no flesh, its just a skull, you can see the sillourette of a nose and eyes :fffuuu:

And who’s idea was it to have the zombies slack-jawed?

Mock not the slackjawed zombies, they rock.

Back on the topic of the practicality of the Black Mesa trams, I have created a cross-section on how I think they’d work. (Special thanks to Mr. Carlos Montero for the scientist pic which I found from…somewhere…can’t remember where.)

Please note that I’m not a drawing-type artist and I threw this together super-quick so I apologize for the crudeness of this picture, but it should help explain how I’ve always thought it works. When the track is underneath the tram (as it is in this picture), the tram “grabs” onto the track via magnetic levitation with a cuff that slides over the track on all four sides (save a cut-out for the track’s supports). Same for the tracks above (which is absent in this picture).

As for balance when the track is below the tram? Gyroscopes as others have said. And possibly pre-cursors to the ZPEFM? :meh:

It’s also possible that there are sensors inside the maglev cuffs that detect when the tram is leaning too far to one side and amplifies the attractor and repulsion magnets to compensate and push and pull the tram back to level.

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.