Suggestions for the final Steam BM version

EDIT: Never mind

No-one is disregarding your ‘feedback’. And there’s nothing wrong with you making suggestions. But the response you received was considered and appropriate.

Okay. I’ll just take your word for it and let it go.

I just want to confirm really quick that I’m not here to advocate for or validate either side of this barnacle debate, rather I just wanted to inject a pearl of wisdom that I think ya’ll might find useful when sorting this out. :slight_smile:

Just been replaying BM, which I think is awesome overall, but here are some changes I’d like to see. The first two are game design 101, while the final three are just a preference:

1. Switches and not-switches: Don’t use switches the player uses at points as just decoration. It’s frustrating being able to operate a red valve at one point, only to find another that does nothing. This happens quite a lot in BM. I can appreciate that the team want consistency throughout the complex to make it seem ‘real’, but this actually has the opposite effect. This goes for doors too. Many door handles ‘rattle’ which can’t be opened, which is cool. However some that don’t open and have handles don’t do this. It may have just been missed on a few doors, I don’t know. As a final point, the switches you DO want players to use, need to be highlighted better in some cases as they tend to meld into the background too much.

2. Exploration: There are many false passages and dead ends, I can’t remember HL1 enough to know if these are all just faithfully recreated, but either way, put something at the end of them: A health kit, some ammo…something. Reward the player for exploration if you’ve bothered to put those places in. I must have travelled along a dozen or so corridors or pipes that went nowhere and ended in nothing at all, only to backtrack. You’ve cut down on the ammo drops from crates, which I get, but adding this stuff in more out the way places would seem like a good move to compensate for that.

3. THE HECU vocals (some): The reasoning seems to be to make them sound more inhuman or hostile but they don’t…they sound like Batman. Worse, they sound like someone doing a mocking version of Batman. They are comical, not inhuman or hostile. As an aside, I would be careful about wanting them to sound more inhuman, as you are venturing very close to the Combine, and the differences between the two should remain pronounced. They were fine in the original as ‘hoo-ra’ marines.

4. The crouch-jump: Yes it was in Half Life, but I think there is a reason it wasn’t in Half-Life 2. It’s crap. I played through BM the first time without any changes to configuration, and without the nostalgia and awe driving me forward I think I would’ve turned it off in frustration several times. The second time I’ve been playing, I’ve used the modified jump (hold down space to crouch-jump) and it’s so much more fluid to play. If I see a jump that looks difficult, and I attempt it and fail I now know it’s because I didn’t jump from the correct point, rather than because I didn’t mash the crouch key at the correct moment as well as jump from the right point. Let’s not forget that often we are using the run key at the same time. That’s no sweat for a spider, but a bit of a pain in the arse for a human hand.

5. The flashlight and sprint: please make them drainable like the HL2 ones. It adds some tension, and there are many points when traversing ducts that, had the flashlight gone out, the resulting darkness could’ve held a headcrab. Those moments are sorely missed (side note: I think the lighting in some of the ducts needs checking as I noticed in the meat locker one for sure, that it’s too bright and can easily be navigated without a torch). Similarly, the sprint being infinite just feels like I never need to have it off, rather than use it when it matters.

I would love to see a different sound effect for sprinting, the current one sounds corny, like an email being sent by a really old windows email client. Something like the wind rushing around you sound effect when you fall (it’s definitely in Portal, don’t remember if it’s in BM current release) would be perfect for sprinting as well.

An “uncut-ish” role for the security guards would also be musch apreciated.
- In ST, the door between the armory and the helipad should be made openable, from the inside, so the 2 security guards could follow us up until the vortigaunt ambush. - as it was in Half-Life.
- Also in Lamda Core, the security guard should come with us into the main chamber, to cover us until the portal is ready. -as it was in Half-Life.

After 8+ years, even if I see some bad animations, or a hole in the map (looking at Surface Tension), I just say “who the crap cares!” throws grenade and gibs marine.

Seriously, I waited long enough. I absolutely DO NOT CARE! All I want is Xen.

I feel that Black Mesa is so special, I don’t want to use any kind of mod, cheats, or anything else to interfere in any way with the original mod.

It would be nice to have a menu option that lets you turn off weapon lowering when you sprint. I never saw the point of that feature anyway. Plus, it automatically turns off when you turn on autorun, so surely it should be easy to do this.

Also, the weapon switching should be how it is in the other Half-Life games. I have no idea why it was changed.

I’m pretty sure everything else I hope to see fixed/changed has already been mentioned several times before.

thats where you are wrong, it IS in hl2, and just about every valve fps to date

crouch jumping isnt a bad thing, even console fps’ like halo have it
crouch jumping is just a nice movement techique for platforming in fps’ and definantly has a place in half life

crouch jumping is more restricted to games that specialize in “hold-down button” crouching

games that have crouch toggle (where you just tap the crouch key), would not work well with crouch jumping at all

dont listen to DarkSydePhil anyway

I’d like to see the jump become more like the HL2 jump. I’ve been playing HL2 lately after playing BM for a LOONG time, and the jump feels sooo much better.

Are there console commands for that?

Unfortunately not.
I hope they restore all the base gameplay mechanics from HL2, for continuinty’s sake.

If possible: bring back the HEV suit boot sequence in the retail version.

Its absence was almost a nostalgia killer.

Okay, maybe this is getting greedy, but if they could put this in, and also have the HUD appear part-by-part as the suit anounces systems coming online, that would be AMAZING!
“High impact reactive armor activated” Suit power pops up
“Vital Sign Monitoring activated” Health points pop up
ect, ect.

…I imagine that wouldn’t be terribly tricky, and I think it would be really cool…

So, something like the BORDERLANDS beginning?

I don’t know… I kinda always found it silly that such “debugging announcements” would ever make it into the final released version of anything. I mean, you don’t see Windows showing you the list of 25.000 components from which they are built UNLESS you specifically ask for it. All your computer ever does is:

  1. single beep indicating everything’s fine.
  2. Quick memory test and list of connected disk drives
  3. “Starting OS” message.

only 2 things i want.
-AI fixes
-weapons to be rebalanced to how they were in the original, i can’t stand them now

Haven’t played Borderlands, so I wouldn’t know. :confused:

And, considering this suit is designed to protect you from harm, and sees constant use, I think a self-diagnostic on bootup would be quite useful…

Besides, it’s not announcing each component, only the 4-5 major subsystems that are crutial. For a piece of equipment designed for scientintific and combat situations, I’d think this level of transparency is appropriate…

…It also lets the player know just what each part of the hud represents, if you want to look at it from a gameplay perspective… which you should. :stuck_out_tongue:

And also, it’s damn cool. (I represent the “damn cool” perspective.)

Yeah! Goes in for fistbump

I’d love to see a lot of nice LITTLE touches added to BM. And I’d love for some of the cut NPC dialouge to be integrated in an optional way. Like, the events will only happen if you have an NPC following you when you reach a certain location. Things like that.

I hope they go for an integration of the vox system. It was cut due to data volume management, which in steam shouldn’t be an issue. If they have the nerve to do it, I’d like to see the sentence system from original HL making a comeback. Valve was able to piece together lots of sentences. Best example is the “access denied” easter Egg on security doors;-)

Also a lot of missing subtitles and close captioning. Should be fixed.

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.