Suggestions for the final Steam BM version

Now this is an interesting idea, though I don’t think it worths the effort. This would only fit into the surface area of WHG, however there the general situation is that the military is in control of the surface, and Gordon’s only option is to quickly find a way back to the underground.

– On my part, I think the intro credits, and chapter names’ fonts should be updated a bit also, I would generally make them alike with the ones in Half-Life. It would give a nice connection… in my opinion.

A scientist that looks like Einstein in Anomalous Materials lab.

I really wish the original half-life crowbar animation comes back.

Lambda core teleportation chamber.

Make it so you cannot jump from anywhere around the perimeter into the portal and have the bottleneck gantry as the only access point.

A railing and a clip brush could work to maintain the squeeze of a bottleneck, place that is hard to get to.

On portal being open a new effect should be introduced perhaps a color change get some yellow in there with the blue i am thinking portal gun now and a sound to go with it

example - portal loop would be a good choice or similar

Or at least HL 2 crowbar animation

you can try the animation revamp but the hand sizes have inconsistancy where as the black mesa default weapon set are consistant although the animation is not as good as the revamp.

I don’t know why this is if it’s a Black Mesa thing or an animation revamp thing but we still can’t have it perfect yet.

While I am posting going to toss a couple of minor suggestions in.

The elevators in the office complex are too old school looking they need to be brought up to date a bit I think.

I really like the health charges but can the animated cylinders be made to look like liquid going down like the liquid from the PS2 version. I think this could be a nice little extra.

cyan strip lights in questionable ethics in the corridors

The conveyor belts could do with plastic flaps at the entrance and exit points. similar to the tarp on the tarp crates crates but hinged to the ceiling.

I could actually imgine seeing this in FAF when the ospreys are evacuating, to maybe show they were trying to salvage some equipement.

*additional suggestion for crouch-jump: make use of the physics engine and have (where possible) items to stack and climb to replace the crouch-jump. You could even have a warning sign nearby as a hint about stacking items too high being dangerous:

Here is a suggestion, give the pistol a suppressor for a secondary attack (like some weapons in CS:S). this would allow the player to attack targets with out them being alerted to the player, and would only be avilible after picking up one of the assassin’s pistols.

It’s not the weapon’s sounds that alerts the enemies but Gordon’s shiny glasses.

Also the fact that Freeman is a big Orange thing with Tracking devices inside of his suit.

yeah one flaw with using that to explain the AI always knowing where freeman is. That being unless some one has an active tracking devise out they would only have a vague idea of where he is, the angry grunts in on a rail give an example of this. They do not know he is there despite the military more then likely tracking him at this point.

also the xen wildlife and military do not use tracking devices, so a suppressor would still be a valid item.

I wonder about the leeches. Waters would be more interesting with those.
Is it possible to add them and make it so that only the crowbar works against them? - if this is possible in the first place.

They cut those out because of gameplay concerns, but I feel they should add them back as “friendly” npcs.

Maybe have it as a toggle in the options where leeches are disabled by default?

Since they already have the AI, etc. Long time ago I suggested how they could just simply be implemented like a type of hazzard and they would apear in a very few areas in BM : the flooded genrator room in power up, just like in hl, and in the flooded cave with the hatch leading to the sewers in FAF, again like in hl (since one is not really forced to go there), maybe even in a little fish tank in QE, would be a cool little touch. But yeah, it would be better if they didn’t appear in Apprehension, since the ammount of problems it would cause to players.

Balance and cosmetic suggestions for the AI v2.0: intended to give more variety and better balance for the player

  1. Zombie Soldiers that are faster and bulkier, charging the player like the zombine of HL2 but without the grenade.

  2. Houndeyes:

  • Tweak the sound to better match the original, which is IMO more menacing and sounds less artificial.
  • Slightly blue hue to their shockwave.
  • Longer charge time, with higher radius; gives the player a chance to kill them on time without overly nerfing them.
  1. Vorts:
  • Longer charge time, but with more damage.
  • They look too healthy for slaves, they should be a bit brown, closer to the original.
  • Their speech should be closer to the original (high-pitched), can easily be in-context due to the shackles.
  • Obvious posture fix.
  • Vorts are smart, they should take cover too! They are easily killed around a corner.
  1. Alien Grunt:
  • Taking explosive damage staggers them for a couple of seconds, maybe pushes them to the floor. This rewards the aggressiveness of the player using rare ammo with a chance to finish off the grunt without taking damage.
  • Snark grenade? (that would be pushing it)
  1. HECU: (from my previous post)
  • 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.
  • Overall more guerilla tactics rather than brute firepower.
  1. Spec Ops:
    Occasional use of satchels if possible.

I know these have been repeated a lot, but I wanted to compile the most reasonable ideas into a list.

Good luck!

I actually thought about having the desert eagle with laser sight that could be picked up in residue processing.instead of the Glock.

It might make for more variation but I think it’s probably a bad idea. As the original game never had this, but it’s a cool weapon and the HECU use this in the expansion. That’s why I thought of it.

But what I will say about the Glock is that we should be able to pick one up before reaching the houndeye that smashes through the window without having to not save a security guard. So a security guard corpse that you can get the Glock from basically.

The HECU are issued the Glock though, you can see it on their belts.

yeah but if they were issued the desert eagle that would actually make them a harder enemy towards the end?

I think it’s an interesting idea but ultimately perhaps not fitting with the original and not a good change to make perhaps. but I wanted to share it in relation to darkones idea. It would mean the second bout of weapon progression would be a bit different.

Apprehension is like a reset point in the weapon progression.

Should flares have there own weapon slot or should they remain props? I think they were well recieved.

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.