0.82b critique
This might be my final critique as real life is calling and I feel that your mod is very close to final. 1-2 more releases should be sufficient as long as you don’t make any drastic changes…if I have time, I’ll stop by to critique the final beta. You are nearing the point of diminishing returns and quite frankly, if you really wanted to devote your energies to modding, it would be more worth your while to add a couple of loading screens of content to OAR, though you shouldn’t do this unless the devs give you due credit. ST is now a ridiculously long chapter and an addition to OAR would help create much more variety in chapter length plus reintroduce the element of rail switching and exploration that is absent in BMS’ version of the map.
If by chance the devs get you on the team to renovate other sections of BMS or if you decide to actually do OAR, feel free to shoot me a PM if you need some design input and a pair of critical eyes. As you are planning to do some touch-ups to ST outside of your sections, I’ll include my suggestions here, as I don’t plan on using these forums much longer. Finally, thanks for your hard work on this project…the community owes you a debt of gratitude and it’s been a pleasure working with you.
General impressions
Optimization and stability is much better and the bugs in the garage are fixed…nice work. Still numerous crashes during the tank battle for various reasons as well as crashes when using the bathroom jump pad in C2A5H. Balance needs to be adjusted for the LAV/Osprey courtyard, which favors the HECU, and the tank battle, which is tipped far too much to the aliens now…do NOT change the other battles. Health and ammo needs to be readjusted to account for the new spawns. You are still being too generous from the opening of C2A5G to the TOW courtyard but this may in part be due to your battery settings when spawing in C2A5G. The players should never be getting medkits when close to 100 health. Pickups need to be rebalanced/rearranged from gasworks to pre-garg in C2A5I (now a little too stingy). Green=ammo/health placement.
General
[COLOR=‘red’]In the readme, please use “Tian Wang” in the acknowledgements as opposed to “Wangman.” Thanks.
[COLOR=‘lime’]When spawning in C2A5G, you MUST use the following health/ammo layout to account for a realistic playthrough of ST on Hard. Otherwise, you are balancing only against your maps and not to BMS, which is bad.
- health/battery-100,15
- all weapons enabled EXCEPT snarks and gluon gun; you forgot to give players tripmine and satchel
- tau ammo 60%, shotgun 80%, MP5 primary/glock 80%, all other ammo MAXED
- when loading C2A5G, spawn the 2 medkits by the dead marine if possible; they are critical to test health balance
There is a space distortion effect (similar to a strider shot) when hitting all jump pads in C2A5G-I w/the hornet gun. This looks incredibly stupid and doesn’t make sense. Remove this effect if you added it but keep if it was already in BMS (I suspect it might be because the FaF pad does the same thing).
C2A5G
.50 cal vort shootout
Add xenofauna by the silo door (just the moss).
Move the closest spawning vorts in wave 2 further back…they are EASIER to kill now because they appear larger and the .50 cal is more accurate at close range.
[COLOR=‘lime’]Delete at least one magnum crate by the dead HECU. You’re giving too much here and the player is maxed anyway.
[COLOR=‘lime’]Re-add the battery in one of the crates.
Garage
[COLOR=‘lime’]Replace the health kit by the zombie ambush on the 1st floor w/a battery. Players are already pushing 100 health from the 2 medkits in the vort shootout.
Dead marine by the jump pad should be impaled through the chest…currently he has a giant metal dick.
All parking spaces should be delineated by simple white lines as opposed to the striped lines you’ve been using. This is consistent w/real life and is the most aesthetically pleasing. You’ve really overdone it w/the striped design element here as the garage floor looks more like a crime scene or construction zone.
On the ground floor, there’s an overlap between the large striped section and the white lines of the street which looks very sloppy. The lines should be deleted when crossing over the striped section (images 1, 2).
Vending machines on floor 1 are illogically placed (downright dangerous so close to the roads). Solutions from best to worst: 1. Move them by the stairwell door (a more logical placement). 2. Delete them. 3. Raise the section where they are currently located to make it look like a sidewalk.
This section of the road on floor 1 is poorly designed (image 3). Delete the solid white line between the roads and connect the dotted lines.
Extend this section of the road on floor 2 into the garage to keep consistency w/the other floors. Delete the solid white line (image 4).
Fix the dotted lines on the spiral driveways…for some reason they look super squiggly now.
Replace the vortigaunt on the 3rd floor w/a zombie and/or headcrabs. Realistically, he should have been helping his buddies during the garage fight. This change also reinforces your zombie attack on the 1st floor.
[COLOR=‘lime’]Delete the medkit by the dead marine. Replace w/another grenade.
Tone down or remove the opacity effect from the windows atop the carshop such that they are visible from all angles. Add a frame/grid support to the windows as they are too new for the old buildings and don’t fit.
Marines vs aliens
Place the blue crates between lots 2 and 3 such that they do not overlap the garage doors. This change not only looks better and is more realistic but also prevents the marines from using cover effectively (they still do, battle is about 50/50).
Turn off the light by the vent (on top of lot 1).
Vent drop/car shop
[COLOR=‘lime’]Delete 1 of the batteries the player drops down onto. The placement is too convenient and you don’t need so many.
Delete the flying sparks when using the lift w/the extensions. A functional piece of equipment shouldn’t be grinding against the shop’s floor.
[COLOR=‘lime’]Reduce health dispenser to 50 (never used the full amount, plenty of batteries in the shop, medkits in the courtyard).
Texture bug still present on destroyed concrete.
TOW courtyard
Delete the parking bumper where the old lamppost used to be and replace them w/a pair of highway bumpers (you used 3 of them in the garg scene), which will look better.
Delete the big ugly black mark on the Agrunt hangar door but keep the 2 little ones. Then, either 1) do nothing or 2) introduce some small cracks in the door and add a pounding effect (like the naked grunt in QE or the zombie in the opening of C2A5G, but more frequent/random) to show that the Agrunts are trying to break down the door.
“Semper fi” quote sucks…the voice acting is slightly subpar compared to the rest of the BMS dialogue. Recommend 1) delete the line and the radio or 2) if you keep it, have it go off when the player approaches the radio…having it go off mid-battle might make more sense as the marines are still alive to hear it.
[COLOR=‘lime’]Delete one medkit.
[COLOR=‘lime’]Move the deployable sentry to the back of the M35. This makes even more sense now as there’s too much shit cluttering the TOW which is confusing. The sentry also works more effectively when placed by the vehicle because it’s more accurate at close range, lasts longer w/the vehicle providing cover and diverts hornets when placed away from and off-sides to the player. Plus it prevents the turret from backfiring. Add some green crates on the vehicle and some undeployed turrets to improve believability.
Tapping the sentry lightly against a vehicle will destroy it.
Delete the cactus in the little garden. It’s abutting the rock and looks unnatural near the tree and other leafy plants.
Delete the metal railings on top of the hangar entrances. Functionally, they serve no purpose and are inconsistent w/the design in the rest of ST. Do this near the tank spawn in C2A5H as well.
Looks like you deleted the harrier takeoff…I didn’t see it on any playthrough.
Background textures surrounding the air traffic control tower are too orange and stand out. This is kind of an important issue as you’re using inconsistent textures around the landing strips. Solutions: 1) use the same textures in the courtyard for the background or 2) simply match the background color better.
Road leading to Osprey
Delete the plants growing on some of the rocks.
[COLOR=‘Lime’]Move the sentry from the M35 to the LAV courtyard and rest it on top of a green crate. As it can’t be controlled by the player and has limited ammo, putting it closer to the actual battle will give the player much more control over what and when it targets. This is very smart from a gameplay design perspective.
Osprey/LAV courtyard
Still favors the HECU 70-80/30-20 on Hard w/the LAV emerging victorious. This victory MUST favor the aliens to justify the evacuation. Solution: make the LAV fully emerge from the tunnel (looks better, allows Agrunts to kill it) and replace a vort w/an Agrunt spawn after the Osprey is destroyed. Balance from there.
Agrunts must be able to melee the LAV from ALL ANGLES. Currently they can only attack the SIDES of the LAV so when the grunts get into melee range, most of them will just stand there and look stupid.
Add a white light to the ramp side of the Osprey helipad.
[COLOR=‘lime’]Add a second battery within the same destructible crate (tank battle prep and paucity of batteries in C2A5H).
Destroyed Osprey debris causes damage to the player.
Delete the plants growing out of the pavement edge.
[b]C2A5H
Opening section[/b]
More alien corpses by the broken wall…a single Agrunt is not enough justification for an airstrike. Plus the corpse is easily missed.
Tank battle
Conti’s solution for the hut redesign and road door opening to C2A5I is a bad idea in its current iteration. What the hell is the purpose of the hut if the road door opens from the Barney security station and why would the door control panel be so far away anyway? Gameplay wise, these new changes also allow the player to bypass the .50 cal shootout by simply running away. Solution: make the hut locked from the outside (I mean it this time) and [COLOR=‘lime’]place the grenades by the .50 cal. When Barney flips the switch in gasworks, ONLY the traffic light on the hut turns green. This will force the player to fight. Afterwards, the player enters the hut and PUSHES A BUTTON to open the road door; its associated traffic light will then turn green.
Extend the swath of destruction cut by the manta beam to the tank. There’s a small segment missing.
Too many alien survivors now, anywhere from 4-8 on Hard mode which is a real pain to deal with. Solution: re-add the rooftop marine opposite the bathroom (not sure why you deleted him as he orients the player to a future script) and/or delete 1 Agrunt.
Rooftop
Explosive barrels are an incredibly stupid idea…this discourages using barrels for cover and the player is already hurt pretty bad from the tank battle previously and from the new bathroom headcrabs. Revert to 0.81b settings.
Fix the ugly hangar rooftop in the background (image 5).
Satpipe and furnace
Place the blue pipe valve holder on the TOP floor, move the sign up and place the valve on the BOTTOM floor. This makes sense as the valve fell due to gravity and gameplay wise would make players hunt for it. This is also a better alternative than placing the red valve on the top level…how did it get there anyway, especially when detached from a bottom pipe?
Attached valves on the gray pipes also have locking problems if you attempt to turn them while standing on the pipes.
[COLOR=‘lime’]Have the health dispenser give 75 units (accounts for gasworks changes).
Gasworks to end
The giant flames in the room prior to the gasworks should damage the player. The pipes generating them will need to be moved as this section is very cramped.
Improve the crossbow collision issues on the blue door leading to the gasworks. This is the only other place where this is potentially an issue.
[COLOR=‘lime’]Add some destructible crates in the gasworks room which give a total of 2 batteries (accounts for new changes).
The new Apache crash looks unfeasible as both missile pylons are within the building even though the rooftop opening is super narrow. Quite frankly, it looks like the entire chopper should have fallen into the gasworks. Solution 1) revert to 0.81b appearance 2) angle the Apache such that one of the missile pylons is on TOP of the roof or alternatively destroy a missile pylon; you may need to adjust the rooftop opening as well.
While you’ve noticeably changed the black pipe and expanded it, it does nothing to ease the difficulty of the first jump in the steam puzzle and also slightly clips into the large drum. Either 1) delete the pipe entirely and adjust the opening steam jets accordingly or 2) just leave it as is and fix the clipping issue.
Consider swapping the position of the Agrunt and the vort that spawn during the steam puzzle. Agrunt is the higher priority target because it does tremendous damage so should be in DIRECT line of sight (also prevents pathing issues).
The locked blue door on the second floor should be unlockable from the inside once players get in. This is consistent w/the rest of BMS.
Tripmine spawns in the gasworks are still inconsistent…like the new changes though.
Delete the down arrow on the “security room” logo above the door and re-center the logo. Direction arrows are only used on signs if the destination is far away.
When you modify Barney’s animation, get him to push the big red button on the security access panel…that’s obviously the correct button to unlock the doors.
Replace the downed Apache script w/a 3 Osprey evac script once Barney opens the silo door. This reduces the problem of 2 downed choppers so close together and greatly reinforces the FUBAR/evacuation concept introduced in C2A5I and FaF.
[COLOR=‘lime’]Add a medkit on Barney’s desk by the uranium to prep the player for the .50 cal spawn (also accounts for turret damage).
Hangar door to exit the gasworks should either autoclose all the time w/a shorter time to closure or the button should be able to BOTH open and close the door to improve game performance.
Fix the asymmetry of the hangar door exit to the gasworks (image 6) and adjust the sidewalks accordingly. Note that the distinctly disjointed road will also be corrected (at least partially) once you fix this. Also, add a black line in the center of the arch to show where the door retracts to. Do this for the door in the TOW courtyard as well.
[COLOR=‘lime’]Delete the medkit in the destructible crate leading to C2A5I (should have been given earlier, see above). Replace w/2 satchels or 2 MP5 grenades (FaF prep).
[b]C2A5I
Garg chase[/b]
Snark placement is still a little too close to the entrance. It might work better if it were placed AFTER the 90 degree turn once you enter the pipe (midway between the long segment).
Give Barney a line of dialogue if he survives to the snark vent as it seems kind of stupid that he can’t just jump on the pipe. Something along the lines of “I’m gonna wait here and see if I can find any survivors” or “I’m gonna sit this one out” should do.
There’s a dead red light in the snark tunnel…not sure if this is intentional but it might look better if it actually illuminated.
The garg entrance should happen ONLY when the player drops on the pipe vent. Currently, the script can trigger when you are still in the pipe. You can hear the garg coming out and the marines reacting to it, but the silo door is still intact. Then when you drop down, the garg appearance gets really messed up.
Now that players can run into the garg’s entrance site, there should be a large hole in the wall that’s inaccessible to the player because of debris to show where he came from. This doesn’t need to be scripted if it’s placed really far back by the hangar door.
Remaining garg troubles: 1) garg can frequently pin the player in many places, forcing a noclip; perhaps you can get him to back up a bit when this happens 2) when standing on the pool walkway, the garg makes a small circular patrol path instead of patrolling the perimeter 3) when standing on the fence side of the long reservoir, the garg also patrols circularly; he does seem to patrol the perimeter when he’s not in this area though.
There are plants growing on a rock near the fence. Delete them.
Destroying the explosive crates by the radar tower should trigger it to fall if the detonation is near the tower.
Use simple white lines to delineate the parking spaces in the entrance to FaF. Rotate the handicap sign 90 degrees such that the wheel faces the parking space’s exit.
Add some occasional airstrike or artillery effects WITHIN the FaF tunnel as well. Some falling debris and a cracking ceiling would be nice. Consider making the garg killable with the artillery fire outside the FaF entrance.
At the very end of the tunnel to FaF, there is a distinctly disjointed appearance of the central white line in the road between the segment before the white stripes and the segment after. Fix it by extending the whites stripes to the garage.
ST Touch Ups
Hydroelectric dam: Just have 1-2 Agrunts spawn and be taken out by the Apache. It’s nice to preserve the sense that the area is firmly under military control. This adds to the player’s surprise once they get to your sections. If the aliens spawn by the cracked area of the dam, it will make sense why the Apache targeted this section for destruction (this was unclear in BMS).
Apache harass: Use a variable accuracy model for Apache attacks similar to the HL2 chopper chase. Something like 80% when the player is still, 40% when walking, 15-20% when running.
Tentacle scene: I submitted these changes to the devs and while most fixes revolve around interactions w/3 tentacles, some of this still applies to you:
Tentacle-Unfortunately, the most problematic AI in BMS because it is missing several scripts from HL. This video highlights some of what’s missing (https://www.youtube.com/watch?v=PkeKfqRo2Uw). The following should help fix the tentacle and make it behave more realistically:
A. Needs the idle animations back after it does not hear sound for a prolonged period of time (tentacle sits up and growls or gently taps at the floors).
B. The two closest tentacles need to focus on the site where an explosive has been detonated; the third tentacle can also attack or idle as seen in the video. This adds far more purpose to their movements compared to them always clacking away 120 degrees from each other.
C. Greater independence between tentacles until it is stimulated by sound (e.g. one tentacle idles, another clacks away at a lower level).
D. As in HL, tentacles should retreat into the ground when their base is hit with an explosive or when the neck area is hit with firearms. This is a good emergency tactic when the creature is agitated.
Osprey courtyard: I would also like to add this area to your to-do list. The design here is sloppy for several reasons but the main problem is that the Osprey drops infinite marines. Not only is this extremely unrealistic but is also confusing for first time players, who may not realize that the Osprey needs to be killed. Several players, including myself have brought up this issue before. The simple solution is to have the Osprey drop 6-8 marines and then fly away. This will give the player sufficient time to kill the Osprey but is forgiving enough that the player is not punished w/death if he fails to realize that it can be killed. This area is also sloppy because the 2 vorts and Agrunts that spawn initially are meant to divert the HECU’s attack on the player so he can kill the Osprey but they usually end up attacking the player anyway. Once the player deals w/the aliens, they are stuck trying to kill wave after wave of HECU and their extreme accuracy prevents the player from running out of the tunnel and actually seeing the Osprey.