They could sea me?
As opposed to earth me?
Can they lake a player also?
They could sea me?
As opposed to earth me?
Can they lake a player also?
the most annoying thing about playing hl1 and 2 was and is that i always know every map by heart. so no NPC could ever surprise and scare me, i know always what to do, and never go into traps,
this things didnt bother me for the 2nd and 3rd time but now it starts getting boring
the only challenge now is the hardmode…
“Hey guys, our engine fucking sucks, so we need a ridiculous workaround that will surely turn out more complicated, but whatever”
Which in and of itself isn’t very challenging anyway. That’s what mods are for.
So does that mean trigger_hurt was inspired somewhat by animated flats?
rofl
Hello.
Although I don’t post here, I check the site quite regularly. This topic instantly caught my attention, because of my own views on the Half-Life difficulty.
I must say I didn’t like how Valve handled difficulty settings in both HL1 and HL2. Increasing difficulty resulted only in lower ammo supplies available to the player and more damage-resistant enemies. I didn’t like it, because it just felt like my guns are totally ineffective, while the same weapons in the hands of the enemies are much more powerful. Still, the game wasn’t really hard to beat.
I’d really love the approach to high difficulty setting that some other shooters took - realistic mode. Instead of simply making the enemies have more hit points, this mode makes them smarter and limits your HUD. Weapon damage may also be increased, but it will effect both the player and the opponents in the same way - they can die quicker.
I don’t know how easy or hard it is to modify NPC behavior in Source, but I suppose it wouldn’t be very difficult to make Marines more accurate and give shorter reaction times to all enemies.
To make this more organized, here are my ideas for Black Mesa Realistic Mode:
Both NPC and Player weapon damage increased.
Limited HUD - the player must rely on the HEV suit’s voice messages to judge the level of damage sustained, power level and ammo count. Gordon doesn’t wear his helmet after-all, right? The crosshair has to stay due to the lack of iron-sight aiming function.
Smarter NPC’s - this depends on coding difficulty. Ideally they should be even better at seeking cover then they already are (humanoid opponents) and be more accurate. Some advanced maneuvers like flanking and team cooperation would also be great.
Realistic reloading - reloading your weapon while still having ammo in the clip results in losing the ammo or having a half-full clip in your inventory for later reload.
Random enemy spawn points and/or more enemies.
I think that a difficulty setting utilizing my proposed features would be truly challenging. However, I do understand that the mod is already quite far in its production cycle (nearing completion, dare I say) so those changes may be currently impossible to implement. I just hope the hard difficulty setting will be more creative than Valve’s.
When referring to the helmet issue I meant that Gordon will not have his helmet on in Black Mesa.
Whether Mr. Freeman used his helmet in the original games remains an open question. It shouldn’t be discussed here, however.
Not really an open question. He didn’t have a helmet. It’s been discussed. back to the topic at hand.
It’s been discussed, but no conclusion has been reached. Probably because it’s pretty much a non-issue.
Gordon has Xray optical zoom scratch/impactproof liquidproof bulletproof glasses bolted to his head surgically with an included Heads Up Display. How about that?
you forgot lasergazer
Thank you for your answer, Raminator. Although I would argue about some of your points, I understand your point of view. From the little mapping experience I have in Source, I know how hard it can be to limit the number of entities in a map to reasonable numbers and that scripting can be a pain in the ass.
I’m happy that you decided to increase weapon damage on higher difficulty levels. That should make the battles more intense and demanding.
Looking forward to playing your exceptional mod!
Avoid them? As in you can actually stealth your way passed the enemies?
I think so someguy. I’ve done it before but I prefer leaving a sea of destruction in my wake. I have the means, why not use it?
saving ammo for something worse?
When is ammo conservation ever an issue in anything but shitty custom maps?
Here’s how to implement this feature.
Theoretically, if the devs were to release the code, we’d be able to modify it to do that ourselves. But I’m pretty sure they aren’t, according to the FAQ. But hey, why spoil the HL gameplay with those kinds of add-ons to a full release? It just wouldn’t be the same game.
I’m pretty sure reloads in this vein were coded into “Insurgency.”
Ammo conservation should be an issue in all games, to make it more realistic. It does not make a map shitty.
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.