Suggestions for the final Steam BM version

It’s possible for the first live guard you encounter to drop his gun, so it’s also possible to get the Glock before the crowbar.

Also, it’s a glitch, but the if the dead guard in the laser hall is disturbed with a prop, sometimes he’ll pop up to shoot you and the laz0r will kill him, dropping his gun.

But you’re supposed to encounter the Glock within minutes of the houndeyes.

yeah think the guard going for the health station should have a near empty glock near him (just enough ammo to kill the hound eye in the next room)… thing is I think there is still 2 mags in the locker room so doing so would be moot for an exploitative player.

I’ve noticed that people unfamiliar with source engine have trouble figuring out duck-jumping. I suggest putting the “auto duck-jump” option in options, which would use alias similar to this (found it somewhere on BM forum) Despite me being used to duck-jumping, I still found it really comfortable with no need to press ctrl all the time:

bind “space” “+jumpcrouch”
alias +jumpcrouch “+jump; wait 5; duckON”
alias -jumpcrouch “wait 5; duckOFF; -jump”
alias duckON “+duck”
alias duckOFF “-duck”

//fix jump from crouch state
bind “ctrl” “+normalduck”
bind “c” “+normalduck”
alias +normalduck “+duck; alias duckON; alias duckOFF”
alias -normalduck “-duck; alias duckON +duck; alias duckOFF -duck”

They’re already modifying jump height, what more do you need?

It’s not just about the jump height, it’s same as in HL2, yet in HL2 you can climb on most obstacles without using crouch jump while in BM you have to use crouch jump to climb on obstacles of the same height. It’s something about jump physics and how they changed them.

We really need an auto-crouch-jump option. It’s a pain for new players and it takes a while to get right.

Holy crap, we’ve established years ago that crouch-jumping will be addressed, why is everyone still bringing it up?

Because not everybody is caught up with all info that surfaced throughout these years?

It was mentioned two pages ago.

Hey guise, you should fix the crouch jump.
[COLOR=‘Black’]I’m kidding. Please don’t kill me.

Fix the weird faces of the normal scientists and guards: Eli and Kleiner stick out like sore thumbs among all the other, mostly dead-faced people.

Dead faced? I actually thought the face animations were pretty good.

I also think they were a bit …dead faced …

I don’t get the dead-faced vibe from the character models.

The whole we did the facial creation system is so that we could have lots of variety in the NPCs you encounter. Just look at the pics from early in development. What we have now is tons better and a lot less work. With out mo-capping facial animations and/or hand animating each line of dialog you aren’t going to get much better with out a huge outlay of time and money something we don’t have.

https://youtu.be/lZji8CScSyY?t=20m35s

  • how many times does the game display Crouch-Jump reminder? While I agree that the player in this video is a total idiot, I can imagine few others having a similar problem.
  • is the Crouch-Jump instruction (displayed on the screen) ABSOLUTELY clear? Because just by looking at the name (Crouchjump), it would suggest first crouching, then jumping; in reality, you need to jump first, then crouch).

I’d even recommend placing few more obstacles where the player MUST use Crouch-Jump immediately after the first occurence, just to solidify the skill. Kinda like Super Meat Boy’s Long-jumping, which is introduced in a simple map where you absolutely MUST do the long jump.

Crouch-jump has been addressed.

Indeed.

The jump height was increased, this makes most small obstacles like crates or railings less of a bother. Just hitting jump will get you over them rather than having to crouch jump (I’m looking at you infamous video by a certain someone)

An Auto-crouch jumping feature was added and can be disabled like any other BM specific option (on by default I think) Allows the player to only need the use of the jump key to overcome obstacles, rather than needing to hit both jump and crouch. I’ll have to try and do a video for it at some point.

Question: are there any plans to (optionally) restore jump mechanics to the HL2 system?

Not that I’m aware of.

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.