Just thought of this while playing through Lambda Core again. I don’t know what’s possible and what isn’t with the way you’ve got things set up, but anyways.
A few times throughout the game, there are sprinklers going off overhead (i.e. that hallway in LC). If possible, why not have them clean off the blood effects on the player’s arms/weapons?
EDIT: Another, much bigger thought. Playing through again on default settings, it occurred to me that part of the reason for BM feeling so much harder than HL could be because of it using Half-Life 2’s armour mechanics (I don’t remember the details now, but I recall reading a while ago that with 100/100 hp/suit charge, in HL1, you “had” 300 health, while in HL2 it was 200 - There’s a convar, “player_old_armor”, that swaps between the two, 0/HL2’s being the default). I went to check, using the whole topside sequence of bm_c1a3c as reference (WGH surface area). Starting from 100 health, 70 suit charge, the results I ended up with were… Quite different.
This is going from the top of the elevator to getting to the bottom of the ladder. No healthkits or batteries used, other than the health charger on the inside wall of the warehouse. Not much effort was made to avoid damage, just to kill all the grunts at the top before leaving.
With player_old_armor off, I ended up with 89 health and 0 suit charge.
With player_old_armor on, I ended up with 91 health and 31 suit charge.
I know the game’s already being assessed in terms of balance and difficulty, and that this would just make things even more complex, but as a thought: What about either having the armour settings change based on difficulty (i.e. HL1 settings for Easy/Normal, HL2 settings for Hard, something like that), or putting it in the options menu under “Gameplay”?
I’m fully aware that having it as an option would have a lot more impact than… pretty much everything else that’s there already. It was just something that came to mind that I felt was worth bringing up (It’s probably been brought up before, but AFAICT not in this thread).