Suggestions for the final Steam BM version

:’(

I changed jump to 200 and crouch jump to 250

Works great for me, although I suspect I’m going to go flying on Xen

I want a video of that after Xen airs

Hello. Are suggestions still being accepted?

If not then I guess I’m several years too late to the party but if not I do have two relatively small suggestions regarding sounds.

I played BM when it was finally released a while back, and I like it. But two things bother me. In the original Half Life when Gordon wakes up after the resonance cascade, the place is in chaos, and there’s this loud abrupt siren going off, it really added to the atmosphere of waking up and realising the shit had hit the fan (and was indeed still being flung at it by a parade of chimps).

I hadn’t played HL since then until I tried BM, so when the same sequence played out in BM, I was dissapointed by the choice of sound effect used for the alarm in this new iteration. It’s a minor thing I know and maybe I’m a bit strange that, for a game like this, to have such an obscure gripe with it, but I genuinely do believe that the lacklustre siren noise used in BM detracts from that awe and “uh oh” feeling you got in Half Life.

Please consider changing it to be very similar or the same for the final release?

The other suggestion I have is the health machine/healing station/big-arsed medic needle injector thing; I just preferred the sound it makes in Half Life than I do in BM but I suppose you were a bit restricted on using assets from the original game with regards to licensing? Or maybe not, I dunno.

Anyway that’s all from me. Keep up the good work, and I look forward to a full final release soon.

Just replace the sounds on your own if you want to change things that simple.

What exactly do you mean? In HL2 you don’t have to crouch jump. Not even a single time. I played it recently and you can jump on really high objects just with the jump key. In BM you can’t even get on top of a barrel without crouch jumping, in HL2 you can even get on higher objects without it. I don’t know if it is auto crouch jump, but it kinda feels like it because the jump height is just the same as in BM but you can get on higher objects.

I guess the changes they made make it more like HL2 instead of less. :slight_smile:

To be fair, HL2 does have this weird thing where if you jump near an object, if you’re up against the object and move forward, the game will sort of plop you on top of that object, as if you’d walked up a slanted ledge. BM does not have that. I’m not sure how much of a difference that makes.

Yeah that’s what i meant. It looks kinda strange but i guess it was implemented intentionally.

The reason I want HL2 jump mechanics in BM is because I want both games to act and feel the same, as if you’re playing different parts of the same game. But oh well, maybe if they end up releasing their source code the community could do it.

This. I also hope they make the grenade’s physics more HL2-like… the BM version feels so wonky. I like having the cooking and such, but the throw arc is strange.

I gotta say, this does annoy me somewhat. I can see how it helps new or unfamiliar players, but could there be an option to keep the same crouch-jumping mechanics as in the mod release, because I personally found it very satisfying to pull off a crouch-jump, even if it takes a bit to get used to at first. Crouch-jumping has become almost instinct for me now, and I would hate if the satisfying mechanic had to be removed because of some people not figuring it out. I understand that it helps new players, but I liked it the old way, so could you guys please just make that an option (sorta like weapon fast-switch is)? Also, as suggested above, having more challenges to solidify the mechanic after you first do a crouch-jump, and possibly combined with more pop-ups in case people forget (To be honest here, on my first playthrough, I forgot completely about crouch jumping by the time of the cargo elevator in UC, so reminders would help)

TL;DR, please let us keep the old jumping system if we choose to; it was perfectly fine and much more enjoyable that way.

Disabling it = same as mod release.

I’ve been digging into soldiers’ accuracy and it appears that marines are not the main cause of problem. The main problem is MP5 itself. BM’s MP5 is even more accurate than HL2’s AR2. Because of that, despite marines having “Average” (2\5) proficiency with MP5, just like Combine Soldiers with SMG, they are ridiculously accurate compared to Combines. So by buffing MP5 accuracy, they indirectly made Marines more dangerous.
So the solution is either make Marines behave like in HL1, where they do not fire while moving and do not fire from long range (which makes their accuracy in HL1 less noticable), OR reduce MP5 accuracy.

Well if it came down to it I would if it wouldn’t interfere with anything, but if it was as simple as swapping sound files around then maybe the devs would consider my suggestion anyway seeing as it wouldn’t be any effort for them either. The existing sounds are a bit flat and uninteresting, and the change may benefit the experience for everyone, so I still would like to see it changed.

It actually is quite that simple, if I’m not mistaken :slight_smile:
The reason the BM team doesn’t to it is a) copyright issues with using original HL1 files, and b) they don’t want to use original HL1 files (remastered or otherwise), they’ve done almost everything from scratch.

Yea, almost everything. A couple of sounds wouldn’t destroy their ideals would it? Besides, if licensing is the issue, forget the medic station but couldn’t they use a siren sound similar to HL’s from a public domain source? There 's plenty on the net.

I’m gonna go ahead and guess the devs like what they did.

It is a sound quality issue and Joel wanted to make them himself.

So definitely a custom mod job then. Fair enough.

I have a suggestion though I know this one has been posted… make hard mode an actual hard mode. mostly cause valve game hard modes are a joke, as making the enemy a bullet sponge with slightly better ammo isn’t a difficulty increase.

here is the idea easy and normal stay the same, with hard mode adding new elements in some areas.

examples of hard mode changes.

NEW NPC TYPES (variations not all new NPCs)

HECU
hecu grenadiers: hecu grunts with a grenade belt if armed with a mp5 will use its secondary when dealing with multiple hostiles or armored enemies (like the player and alien grunts)

power armor hecu: hecu special forces, armed with PCV’s they have armor and take less damage from bullets and explosives.

hecu commander: teh cut hecu soldier with a mini gun, though the minigun is a dismounted turret, these guys would only appear in one or two areas as minibosses.

ALIEN
alien grunt tanks: alien grunts that have a lot more armor then their standard variation, in fact they are only weak to bullets in the face area.

suicide A-slave: a alien slave strapped with alien explosives, will explode on death (appears after alien military encounters)

A-slave elite: a version of the alien slave which has been granted use of armor similar to that of the A-grunt. (only appears after alien military encounters)

enraged bullsquid: larger version of the bull squid, it has a longer range on its ranged attack and deals more damage in melee.

OTHER CHANGES FOR HARD MODE

head crab latching: head crabs should have a low chance of attempting to latch on to gordon, aka the removed event. this makes melee against them more dangerous.

snark grenades: alien grunts have a chance of tossing a snark nest which breaks on impact much like the human grunts throw grenades. (might not be a good idea as the hive hands will just pop the snarks)

less ammo: ammo spawns have halved amount of ammo in them, with exception of grenades and explosives as they only give one per ammo pick up.

allies only use pistols: removes the shotgun and revolver from the guards making them less useful in a fire fight.

weapon limit (can be deactivated): limits the user to one weapon per category in hard mode player can use their use key to swap out a weapon.

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