Suggestions for the final Steam BM version

Yeah BM did great with the character interaction, I think the finest example was the guard at QE and the one at ST, who would deliver extra lines along the way if you kept them alive. I think it was pretty much like that along the entire game, except maybe at Office Complex where they could’ve given a few extra lines to the guards if you kept them alive the whole way.

One thing that I would actually enjoy to see, is the rocket launcher showing nearby enemy vehicles with it’s radar. When I first got it, I was imagining that it would show a red dot approaching before the Heli appeared, sadly it didn’t, I think it would be a nice touch and give it more of a purpose.

It’s certainly my plan to add back in some vox announcements in chapters where fitting (most likely more so after WGH) currently only WGH has the male vox implemented properly, but hopefully when I have more time to dedicate towards it I can put it in elsewhere.

Bring back the suit FVOX on pickup! Even if it’s only one line “Welcome … for use in hazardous environments.”

The boot sequence is planned to make a return I believe.

I hope they fix the unrealistic shadows bug in the Anomalous Materials Chapter.

Link failure. Please try again.

Off topic: What link failure?

EDIT: Oh I see, fixing it now.
EDIT2: There, fixed it.

-snip-

Haven’t noticed that.

  1. Fix Jumphight. It should be exactly like in HL1.
  2. Change ammolimits and clipsizes to HL1-default.
  3. Change explosion ranges and damage values to what they were in HL1
  4. Change Tau-Cannon to be a useful gun (remove the delay after the charged shot, add wallbanging with explosion-effect, change the beam-effect to fade out faster)
  5. Bring back HL2-ARgrenade flyarch
  6. Make RPG-rockets fly slower and make the rocket pop out like it did in HL1 and HL2.
  7. Change the longjump-module jump to allow jumping up 64 unit crates.
  8. Use HL2 crowbar animations
  9. Change the pistol to be less precise when spaming the shoot-key.
  10. Make satches slide over the floor… and make it possible to throw satches further
  11. Make snarks faster
  12. Make weapon-switching exactly like in HL1 (same delays while switching) and add bindings for direct switching to options menu (bind g weapon_gauss)
  13. Change the dropsound to something more believable
  14. Make crossbow-shots spawn from your crosshair… not from your hip. same for nades.
  15. Change the AI to have less wallhack and less aimbot.
  16. Use the CSS-ladder entity for all the ladders you have in the mod… (HL2 ladders are so uncompfortable to use… they are so terrible… please at least use them in your multiplayer maps!)
  17. Make it possible to change your crosshairs via multiplayer-options.
  18. Finetune shotgun and smg precision
  19. Make the 357 Magnum weaker than Tau-Cannon pls… (Tau-Cannon should be just like in HL1… Good against Infantry, Aliens and Vehicles)
  20. Increase Tripmine plant range
  21. Make it possible to bunnyhop in Multiplayer (add a server-option)
  22. Add optional hitsound to Multiplayer… Hitsound should only get played when you are not wallbanging.
  23. Add a location-system for your multiplayer maps (so you can type %L into chat and send your location via chat)
  24. Add russenduck (for climbing up 32 unit crates more easily… or just increase stepsize)
  25. Remove sprint from multiplayer
  26. Add walk key
  27. finetune movement-speed, accleration and air-control (to be HL1-like)
  28. Allow field of view up to 130 like it was in HL1
  29. Bring back leeches and make ichthyosaur more powerful
  30. In Multiplayer… make fresh-spawned weapons fix in the map (only dropped items should be movable by shoots or explosions)
  31. In Multiplayer keep HL1 (and HL2) spawn system

The ones in bold are a must-have. (Especially the underlined one)

Thanks for your effort!
May I suggest something?

Please don’t forget to add them into close captioning. There were many things not working with subtitles in the released version. More missing lines wouldn’t make it better.

Please make AI more interesting. IMO Half-Life 1 AI is still superior to BM. Some ideas: (these are not requests)

HECU:

  • Fixing the obvious flaws such as reaction time.
  • Should flinch (interrupt attacking) while being attacked, and attempts to flee.
  • Hit and run tactics; no staying behind cover and shooting till either he or the player dies.
  • In HL1, an HECU sometimes poke behind a corner, fire a few shots and runs back while leaving a grenade right behind the corner: that was genius.
  • Uses more weapons such as grenade launcher, satchels, and maybe RPG in big open spaces, perhaps the Dam on the surface tension.

Vorts:

  • Interrupts charging when shot with high damage (ex: a magnum shot)
  • Buff damage as a result
  • Make charging effect more pronounced as to easily spot
  • New attacks such as those from HL2:Ep2, for example: Area of effect attack in a circular area around the vort, in case someone wanders too close.
  • Vorts bring each other back to life with a jolt of electricity, unless they suffer from the headshot syndrom.

Zombies:

  • Zombies actually carry objects, such as an explosive barrel and throws it accurately at the player, instead of just pushing objects.
  • More variety, such as HECU armored zombie that charges the player with a push.
  • Zombies try to strangle you (with their ridiculous ties!). I’m aware they already do this security guards.

Spec Ops:

  • Use of satchel charges.
  • Feign Death

Alien Grunts:

  • Throws snark grenades

The Vorts and Zombies are taken from Valves’ own versions from HL2/Episodes, I don’t imagine the BM devs are going to put a lot of effort into modifying them further. Although it would be awesome to at least see the Vort attack pose animations used from Ep2, if possible.

What about vorts reviving each other? Easy to do? Is it good?

Personally I don’t like the idea. It’s not really something they’ve done in any of the HL games (it’s not the same as healing Alyx, and you’re not going to see them going off on quests into Antlion caves to get the materials they need to heal each other after you shoot them in the face), and it’s probably too complicated to bother with unless there’s a compelling reason to add it. I think the HECU are a much better area to suggest improved/expanded behaviours.

But what do I know. :slight_smile:

Right https://www.youtube.com/watch?v=RV9ooD5rx1o&t=2m45s

As far as adjustments to enemies go, I feel that the alien grunts inflict a bit too much damage with their hivehands, considering the homing shots and rapid fire capabilities. Just one of them can cut down the player’s health significantly, and in Xen we’ll be facing far more of them. The Icthyosaur seems too weak and underused. Perhaps twice as much health, requiring 4 or 5 crossbow bolts to bring down, and generally place a few more of them. Leeches could appear as a particle effect like the roaches instead of being an actual foe, making the watery areas more interesting. Or at the very least place a tank of them in one of the labs in Questionable Ethics. A zombie marine would be a welcome addition later in the game, perhaps first appearing in On a Rail or Surface Tension. And maybe my aim just isn’t very good, but the Xen Masters seem very tough for skinny flying things with giant heads.

As for specific level design, my biggest petty gripe is with the ending to Forget About Freeman. This is the last time we face the marines, and the final battle with them is usually won by the aliens for you, followed by a couple sentry turrets. Building on suggestions by others, might I propose a final confrontation with five or six marines instead of those turrets? When you approach this seemingly empty corridor, suddenly several troops jump up and start firing, like they were waiting for you. And if the player chooses to retreat, it would put that giant maintenance bay to good combat use.

In We’ve Got Hostiles, some of the scientist placements don’t make sense. There are three locations that would almost require the marines to have walked past and completely ignored them. Two of these are when the player approaches, only to see them immediately run out into the open and be gunned down. Why would they do that, at that exact moment? The third is when two of them are trapped between turrets and laser mines. How did they get there? And yes, I know these are moments from the original game, but they made no sense then either.

Last is the epic battle on the cliffs with the helicopter. It is way too resistant to the RPG, as many others have stated. My suggestion is weakening the chopper to explode when hit with 2 or 3 rockets, but to compensate the player must down a series of three choppers before proceeding along the cliffs. And maybe encounter one or two more later in the chapter.

As for Xen, I agree with others here that there is no real clear objective, just roaming around hoping to stumble upon the Nihilanth by chance. Perhaps some vortigaunts, away from the eyes of their masters, could point you in the right direction. Maybe a scientist of two, stranded on Xen but having managed to survive, could provide some exposition. Also, only found in Xen: zombies wearing HEV suits!

Looking forward to seeing what the development team has done to expand upon the Xen chapters!

I’m still hoping for the alien turret to make a comback in that part.

the vort charge time needs to be slowed down to what it was in half-life 1. it’s near impossible to dodge it now

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