My only suggestion is add rails to the Marine’s helmets.
Seriously, how are they supposed to operate without rails?
But in all seriousness, they do need to make the helmets look closer to their real life counterparts.
My only suggestion is add rails to the Marine’s helmets.
Seriously, how are they supposed to operate without rails?
But in all seriousness, they do need to make the helmets look closer to their real life counterparts.
My #1 suggestion would be to add surface tension uncut and on a rail uncut into the final version. That would make the game the BEST it can possibly be.
OAR Uncut, maybe. Am I seriously the only one that found ST uncut extremely boring? It looked pretty, hell yeah, but it wasn’t very fun. I’d much prefer OAR Uncut (albeit with some major changes, but whatever).
They don’t really have anything that requires the rails.
Not sure if you are just very honest or purposely disrespectful, but I disagree with you and not just for the sake of it, I truly do like his maps and I’m not even fanboy or anything. Nothing is perfect, not even the dev made ones. If may I ask, what exactly doesn’t appeal to you about STU? The pacing? Lack of action?
If either of those, then I don’t get it. There are many “boring” parts in HL1/BM where not much happens as well. Also I believe he in fact did listen and has added more encounters than there originally were.
I think a more appropriate thing to do would be posting that in his thread to make it a feedback rather than criticism behind his back, but that’s just me.
I don’t see how it’s behind his back when it’s on the very forum he posts the mods on, but whatever.
Regardless, they’re indeed very nice maps. They’re pretty good on rewarding exploration, and they’re very pretty. However, one or two of them are badly optimized, the action isn’t very fun to partake in (it’s more interesting to watch and wait) and the puzzles aren’t interesting or fun (I understand options are limited, and that it is nice he went the extra mile with the puzzles, but they just aren’t fun). Honestly the office complex he added was the highlight of the expansion.
I’m not trying to be a prick and criticize shamelessly. He’s an amazing level designer, and his work and thought shows, and that small section is far better than many actual full Source mods I’ve played. But since I’ve installed it, that portion of ST is the least enjoyable part of my playthroughs of BM. Yeah, there are quiet, somewhat boring parts of BM, but no part that I feel like I should remove.
OAR Uncut however left me speechless, as from what I’ve played so far (and I last played months ago I think, it could be even better by now) was spectacular. The office area dragged on and was confusing, but everything else was pretty great. I wouldn’t mind seeing it in Black Mesa when it’s finished.
/endderail
I recall someone making a thread about this before the recent update about BM moving to SDK 2013. However, now that the transition has been made, it’d be awesome to have Oculus Rift support! From the outside looking in, it doesn’t seem like it’d be that hard to implement since HL2 now supports it…
I’m sure I’m not the only one who’d love to see this happen.
Mhm, if I could afford one I’d love to try BM with the Oculus Rift as well.
His name is Ivan, Ivan The SpaceBiker!
(Not to totally derail thread, but) From what I hear, the consumer model is supposed to be roughly the same price as the Dev Kit ($300), which, for a really good and ground-breaking VR headset, doesn’t sound too bad in my book. I’m willing to set aside the dough for that.
Anyways, back to the topic.
It’s what they would be issued nowadays, and after all the detail they put into the Marine’s armored vests, I wish they would do the same with the helmets.
I don’t even know what the random bar on the side of the helmet is supposed to be.
I Pretty much feel the same way as this but I think he also goes over the top with the amount of enemies in the maps… It starts to feel too busy both in ST and OAR… But overall they are very good and I could not do better.
I would also like to see an OAR that made more of the vehicle tram and encouraging you to stay on it a bit more… I think shooting the rail switches was a good feature from the original to keep you on the tram and that with HL2 engine more could be done to make the journey more fluid or slick embrassing the vehicle and making a meal of that rather than focusing on having to ditch the vehicle and go on foot so frequently. I would have kept on foot deviations to dead ends only… And try to encourage speeding around the loops clearing out enemies using that tram as your cover.
Making using the vehicle fun and not the vehicle be the means to get you to the next on foot action of which we have had quite a bit of already. Yeah some on foot but the focus being on making using that tram a lot of fun.
And the moments he has done that are great… Ducking under obstacles…and dodging the electric…Fighting other trams… But there is too much focus on having to ditch the tram as it currently stands… And for quite long periods of time…
I dont know if it’s possible but a tram chaseing you from behind would be a nice touch down a section of track too… And smashing through boarded up area under construction… Basically finding ways to mix up the experience of being on the tram as opposed to constantly ditching this toy in favour of more of the same.
Temple of doom mine cart sequence blah blah blah
One is a tear in the fabric of space time… The other is a purpose built tunnel that goes to this location by choice not by accident… The tunnel symbolises the mastery of the technique not spilling out and tears appearing because of the resonance cascade. There is a fundamental difference between the accident of dimensional rifts appearing and opening a controlled gateway to this plane.
The question that remains a mystery is how did they get back after going to xen? or did they just leave the portal open?
In portal you jump through the hole and can see out the other side… This is because it is on the same dimensional plane… Xen is not on the same dimensional plane so the wormhole suggests a sense of passage also…
The xen portal tears are the effects of the accident and that the 2 dimensions are merging randomly…
Should we see parts of black mesa facilty merged with xen? like it fell through a tear… Like a random desk or part of a wall like the dimensinos are merging randomly. Infact I would like to see the Anti-mass spectrometer with xen fauna all over it…IN Xen… That would really ram home the effects of the accident.
https://half-life.wikia.com/wiki/Resonance_Cascade
Launching the sattalite causes the dimensional rift tears to close from earths side… Nialinth is holding the rift open from xen.
Just spotted this on the facebook page…
https://www.youtube.com/watch?feature=player_embedded&v=EfBDZw50WQE#at=409
If you check the Alpha resonance cascade this is more canon to Half life 2 teleportation effects… I think it looks better in some ways so far as teleportation goes.
@Crypt, fair enough. But just go and replay the maps of those sections from original Half-Life and with straight face tell me they are better. He did improve on them both audiovisually and from gameplay perspective as well.
His point/opinion wasn’t that they’re bad comparatively. He’s just saying he didn’t like things for the most part.
Leave it be, he’s allowed to say what he thinks without being doted on (I’m not attacking you on it, but just in general people need to cool their jets).
Only question that I can answer (that I’ve read) so far is oculus rift; We’re going to release the code for BMS so if the community at large wants to do it, they can. I know I can’t (and won’t) shell out $300 for a dev kit that I’d only use once.
Water Hazard, Highway 17, the first third of Sandtraps, Riding Shotgun, and Under the Radar are vehicle sections, yet there are plenty of places along the way where you do have to ditch your ride and do stuff on foot.
And with that said, if the community did indeed make it so that BM could support Oculus Rift, any chance it would be integrated in the third release (with the second release being Xen, I believe)?
Yeah… but not every 25 meters… I agree with having stops but at the same time encouraging and employing the use of the vehicle for fun… not the other way around
like having a massive explosion and you need to escape down the tunnel on a tram before the fire catches up to you…killing you… the only way out quick enough is on a tram
Use of the tram can be made desireable given the right approach…
Stick a 50cal turret on the front of one yeah why not?
I can’t answer this question at this time. Needs to be discussed internally.
You’re trying to turn HL1 into Indiana Jones.
Stop trying to turn HL1 into Indiana Jones.
Ok so why did the Black Mesa devs cut those levels?
Probably because it dragged (tedious is the word used)… What am I saying… Include it but make it so it does not drag… Valve obviously took inspiration from the mine cart sequence so Put that inspiration back add a bit of canals type (water Hazard) and it will work and the focus is on the vehicle i.e. On a rail not on a foot.
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.