Suggestions for the final Steam BM version

Right. They’d have to do special programming and animation work to make RPG grunts keep and use their RPGs realistically.

It’s a small thing, but I think it’s worth saying. Even if the BM devs are determined to keep the Glock’s “fast as you can click” rate of fire, it would be really nice if they would at least force security guards with Glocks to have a bit of a gap between all of their shots. As it is now, they sometimes fire shots even faster than a human player can click. It makes their Glocks seem like machine pistols at times.

Make the zombies in UC unable to choke the security guard. It seems that even that guard is in god mode, he can die when the zombies choke the guard ( i think it ragdolls the guard in programming instead of damaging). To keep crowbar being the first weapon and also for tutorial purposes.

Also allow the UC Guard to use Alyx’s combat kills on the Zombies :stuck_out_tongue:

Startup music in BM or BMDM. Can be the main theme in BM but I don’t know if it will fit in BMDM menu.

Have the commanders do hand signals like the combine.
If possible, restore the garg stomp.

I can’t believe I forgot to post this here until now. I really, really hope they include an option (or just change it over without one) to restore the HUD weapon selection system of HL1 and HL2. I’ve been playing Black Mesa since the day it was released, and I still can’t adapt to the relative position system that forces you to tap the ‘3’ key twice to get to the MP5 if you’ve got the SPAS-12 out. Every single time, my muscle memory (accumulated from so many years of playing Half-Life) makes me press it once, and then I’ve got the crossbow out instead. This obviously applies to every other weapon switch in the same category as well. It seems so strange and pointless to make tapping ‘3’ once pull out the MP5 under any circumstances unless you’ve got a shotgun out. Why force players to think about it, when they’re trying to focus on surviving a firefight?

Also, I miss the alternate sound for opening a new weapon category. Even HL2 kept a shorter version of the same alternate sound. The same sound every time is just boring. :stuck_out_tongue:

https://www.youtube.com/watch?feature=player_embedded&v=k941SN5CVcw

Please restore this one even in select m35s.
Also please allow RPGs to be fired underwater. This will be helpful in Xen since an ichthyosaur will be in it rather than waiting for it with a crossbow or bashing it with the crowbar. Also I know that you will make icky strong as it is like a semi-boss.

This is probably more of a fantasy suggestion, but I would like to see Grunts use their Grenade Launchers in some form. Whether it be an unusually slow grenade, or firing non-impact grenades (basically the grenade but shot faster and at a longer range and using the grenade model).

I’d like to jump on a moving platform (IE: Tram) and land where I’m supposed to. That is to say, I would like Freeman to follow the basic laws of physics: when you jump on a platform in motion, barring any change in speed or direction, you should land in the same spot as when you jumped, not 10 feet away, because while you’re jumping up, you’re still moving forward.

I know that the current system is how it was in the original Half Life, but that tiny physics discrepancy just drills at my skull. It’s like the high-pitched tittering of a self-entitled teen, combined with nails on chalkboard, and multiplied by Westboro Baptists.

That’s an engine limitation, they can’t really fix that.

Moving platforms may appear in Xen. and that ^

Dying/pain sound for bullsquid

Works fine in Half Life 2 and most other source engine games. >.>

probably has to do with that jump mod

Change the beam that kills you in the achievement “Resonance Procastinator” to yellow/red because the crystal hasn’t been inserted yet to change to green.

Forgot about the longjump module. Good a reason as any I suppose.

i don’t think it’s just about the long jump, the jump mechanics were changed altogether

Black Mesa menu must have the same mouse rollover sounds as blackmesasource.com

Also, a convar for snarks speed. It may be fun to tweak :slight_smile:

Frost icon when in the apprehension freezer. It seems like a generic trigger_hurt.
Flame icon when burning the tentacles.

And if possible, a “npc_houndeye_leader” or something like that.

I have said this before…But

Improve the teleportation effects for the whole game at
1 Lambda Core screen overlay effects
2.Anomalous Materials overlay effects and flashes
3.Unforseen Consequences Flashes
4. Green Orb needs white flashes env_fade effects it was set up to do this but not put into the triggers for some reason
5. The final teleport to xen could use a overlay wormhole effect before reaching xen

Burrowing headcrabs should have a dust effect when burrowing.

Headcrabs and grenades should have the same physics as HL2 this can be easily achieved by replacing the .phy in the model with the original

Finally Hecu zombies… somehow someone can add these in for ST uncut if this would be integrated into the release

What overlay effect in Lambda Core?
How about a very faint Vortessence effect at the vortigaunts in the teleport scene in AM when they did their chanting?
(faint because of the shackles)

screen overlay (video) of a wormhole after you jump and before you reach xen like this

https://www.youtube.com/watch?v=6GtgxUBHLA0

fade to white

fade in from white

Oh i am now in xen

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.