The idea isn’t to force players to crouch by the explosives it’s just that if they do to take cover not knowing that the sniper will target them and then he shoots it that it’s supposed to be cool. Was that not the entire point of having him target the barrels? By your logic you yourself should be arguing for the removal of the entire mechanic instead of adding larger explosive boxes? I never said anything about making every crate in the game explosive or removing the markings of all explosive crates, you pulled that out of nowhere. I think turning the barrel so the hazard sign is facing the player will give a smaller hint for them to possibly avoid it then having the big explosive boxes. That is why I brought up rotating it so it’s sort of a compromise of the two arguments. You get the chance to notice it, and yet it’s subtle.
What I was pointing out about the satchel pipe scene is that the satchel doesn’t act like every other satchel in the game. You have those same satchels yourself and when you throw them in any other vent/pipe you crawl through it never sends a shoot of flame down the other end so a player that has never seen that part of half-life might just move back a little to dodge the explosion radius and not turn around and crawl out the entire pipe and then crouch in the water. I only made that connection to try to show you that sometimes players will die to something the first time not knowing what’s going to happen, but it’s OK if it’s something interesting and is tastefully done.
Tossing them off the roof is a moot point, but I do think if it’s extremely obvious that it’s a big explosive nobody will ever go near it and at that point you may as well remove them completely. Also there’s the whole “who put those crates/barrels of explosives up there anyways?” thing. They serve no clear purpose for the environment other than to be shot by the sniper. Can we at least agree on that much? Maybe we could come up with a more tasteful way for them to be implemented like a dead hecu up there that was setting some kind of trap or something.
Anyways overall it’s a very minor issue and I don’t want to clog up the thread arguing over it any more than we already have as TEXT probably already gets the idea by now haha. More clipping issues coming soon I am going to do another run and take some screenies.
Edit: run finished. all small issues nothing game breaking except for something at the very end which was already in BM, but maybe you should consider trying to fix TEXT.
https://i.imgur.com/LK9NV.jpg
After taking another look at him I really don’t think the impaled marines current placement makes sense. The idea is supposed to be that he got impaled onto the rebar while using the jump pad right? When you use that jump pad you don’t go anywhere near where he is. I think he should either be moved up onto the ceiling directly above the jump pad with the same type of impalement as he has now, or do as wangman said earlier and make the rebar coming from beneath him and going up so it’s as if he went up and then landed on a piece of metal sticking up. Either way he needs to be moved over closer to the pad. Also sharpen the end of the piece of rebar it looks really weird how flat it is.
https://i.imgur.com/dnWyA.jpg
Clipping issue with the road in the alley outside the parking garage. The curb on either side seems to go into the bunker door. This is true for the other end of this road as well. If it isn’t a ton of trouble consider widening the road on both sides so the curb is beyond the bunker doors.
https://i.imgur.com/xX5MU.jpg
I think it’s time to delete this ladder and make it a box jump puzzle kind of thing, but not as obvious. Also put an end on the vent that you have to break to get into. This would fit in a lot better with how the other vents are in black mesa and half-life in general. The way it looks now is a little silly. Why would there be a ladder going into an open vent into a mechanic garage? By the way conside adding a vent cap for the vent that goes into the gargantua area as well and if possible cut off the few inches that poke out past the wall making it awkward to get into from the pipe you’re on. Gordon is being sneaky crawling through the vents to get through the facility, it shouldn’t look like they are things people have been crawling through even before the disaster.
https://i.imgur.com/6nTsY.jpg
Inside the mechanic garage the car lift that you use to jump out the window isn’t aligned with the drive in marks and thus the door to the outside that cars come into at all. Obviously this one is moved over so you can jump out, but compare it to the others which are lined up and it looks odd. Maybe move it back to where it should be and see if you can still make it out the window somehow?
The other two:
https://i.imgur.com/T9Gxi.jpg
https://i.imgur.com/5bbte.jpg
Also note that on the one with the truck there is an un-movable console thing right in the path that they would drive in on. For the other two lifts this un-mobile console with the computer screen on top is on the side next to the cars. Move the one for the truck out of the drive path and onto the side opposite the console for the car. This would make a lot more sense.
https://i.imgur.com/O5XzY.jpg
This is the spot I mentioned earlier that you can get wedged into and stuck. Jump on the truck closest to the vents and raise it and then simply fall between the truck and the vent and you can’t get out.
https://i.imgur.com/2wcge.jpg
Clipping issue with the door that you blow open with the TOW. The entire ceiling and walls are metal. How was the door even supposed to open, it had nowhere to go.
https://i.imgur.com/nW8xu.jpg
Consider removing this AC/Heater. It looks a little odd where it is.
https://i.imgur.com/DRvz5.jpg
Again there is no place for the door to open into. We know this type of door opens sideways because it’s the same type as the one that you open to leave the level, but it doesn’t look like there’s enough room.
https://i.imgur.com/k4hk8.jpg
Consider removing this AC/Heater as well. There are a lot in this area and this one seems to be going into a cement wall.
https://i.imgur.com/AaZhg.jpg
Could you make the broken glass on the floor here the same glass that you used for the mechanic garage window that breaks? It looks so much better. Also put a player blocking thing above those stalls as well so you can’t get stuck in them.
https://i.imgur.com/e4dD7.jpg
This is exactly how the barrels look when you get onto the roof. If you do decide to keep them or the mechanic of the sniper shooting the explosives at all consider making it look like this:
https://i.imgur.com/ChvWG.jpg
Also to be honest I never liked that pipe/beam that you have to jump over. It makes fighting the sniper a little bit awkward. Maybe remove one or both of those pipes and add some other form of cover yet keep the roof cleaner so it isn’t so awkward to move around while fighting him.
https://i.imgur.com/Ih46N.jpg
https://i.imgur.com/vkyVg.jpg
Clipping issue with the gas works door. Again the top and sides are completely solid and when you watch it open it looks really silly because it just goes up through the metal and disappears.
Lastly for the most important part. When the gargantua gets gibbed by the mortar you target him with his corpse pieces will often fall onto the jump pad. This causes the game to crash almost every time it happens. This same thing happened in the BM version. I would highly recommend toying around with this error by gibbing him and then pushing some of the pieces onto the jump pad to recreate it if you can’t get it to happen naturally and then doing all you can to stop that physics error. Maybe make his body parts have no possibility of being effected by the jump pads if you can. This was a pretty popular bug reported when BM came out and likely one of the last crash to desktops left in your maps.