I personally had no problem with the crouch-jumping mechanics. I sadly never did crouch jump before and now I try to do it in any fps I play. The only problem I did have was when I forgot that I could do it in the beginning of BM, during UC. I spent way too much time thinking of a way to get to that air vent above the loading elevator, and on that pipe to go around the destroyed catwalk. It would be great if there was a pop up during the first one I mention that reminds you to crouch-jump if you have not got in the vent for a few minutes.
It’s in part 2.
Joel sounds like a nice Bloke. Theres a big difference between changing the jumping and removing crouch jumping alltogether.
Personally I will be keeping the crouch jumping option ticked to on. I i like the crouch jumping mechanic. As I said It’s about it feeling like you are actually lifting your legs and the momentum of sprint vs walk that to me is the issue. But I hope they do keep the option to allow crouch jumping as I think that would be a bad choice to remove it alltogether.
But I am sure this is out of date by now. but however they modify it. I am going to stick to my guns on that it is the momentum of walking jump vs sprinting jump (forward travel distance).
Leave some benefits to the crouch-jump, but don’t make it required for normal gameplay.
It’s not that I had a problem performing the jumps.
It’s that they required it for almost every single jump in the game. Crouch jumping should only occasionally be required. It shouldn’t be a staple of every movement made to progress through the levels like it was here.
That’s a great idea. There were headcrabs there in HL, but in BM there are just 2 headcrab at the very beginning and nothing else later in the tripmine puzzle. Half zombies are too rarely used anyway and here they would work well.
Add a console command where how much the damage of the crowbar is multiplied to a headcrab. It’s always one hit with crowbar even I put the headcrab health to 999.
Remove or retool the instances of cheap damage. (That stupid valve puzzle in Apprehension, the delay in the Residue Processing fire puzzle that The Flash couldn’t use, the alien slaves too close to the drop in bm_c2a5f, the bullsquid too close to the drop from the ladder in blast pit, etc.) When the player feels cheated, it lowers their overall opinion of the product. They shouldn’t have to settle for “git betur or git fucked,” the argument they’d might get if they complained on this forum.
More sign hints were added to that valve puzzle, the vorts in c2a5f had been moved further back beyond the ramp so they do not see you straight away. I think off the top of my head changes had been made to the RP crushers and what not.
About that valve cranks - why they are so slooooooow in Unforeseen Consequences? You have to turn 2 very slow cranks, and then another one in the canal to summon water. They are a bit little very really annoying when replaying the game just to relax and they seem to awkwardly try to lengthen the amount of time the player spends in this level. Interestingly enough there are identical cranks in Apprehension and Residue Processing and they are triggered much faster.
Also, the scientist that says “oh thank god listen I know where to find some more weaponry” should be able to be used as soon as he finishes his speech, instead of having to wait for the animation to end completely, which consists of… his arm slowly going down.
Indeed they are somewhat slow, I sped them up a bit when I was doing my other puzzle tweaks.
Now that somebody mentioned the fire “puzzle” in RP, I actually agree it should be delayed a tiny bit more. It’s certainly possible to get through without taking damage, but you have to have incredibly accurate timing.
:what:
Please tell me what I’m missing, because I really think the whole thing is poorly thought out. “You want to mess with gas valve, thinking that will stop the flow of flammable material? Fuck you and your health. Should have turned on the sprinkler water instead, because that always works.”
Same reason they hid explosive crates behind regular crates halfway through UC; occasionally screwing with the player can be fun.
There’s a logical reason to use the gas valve. There’s no logical reason to whack a crate marked as explosive.
Just for the drama…
BTW is it already decided whether leeches will be reintroduced or not? And will they bite? In HL they caused damage but it didn’t make the swimming too hard, so here it should also be possible with careful tweaking. Speaking of water monsters - please make the ichy a challenge, it dies in 3 seconds from glock fire even on Hard
Rather than signs, I think having the handle slightly twisted could be a bigger warning that sth is not right. In my case at the handle puzzel of the oxy\fuel room at BP, when I inserted the handle and noticed it was slightly twisted I was already getting ready to run in case steam or fire came out of there.
a separate mods folder like with modern day HL2
I second this idea in-conjunction with the signs.
I think the looong water tunnel just before laser puzzle in Lambda Core needs to be tweaked. I don’t think you can survive if you have below 6 health.