The new version is uploading, I’ll link it when it’s done. Warning: It replaces the scenes.image present in your scenes folder, meaning that it will conflict with any other mods which replace that too. Back up your scenes folder before installing this next version.
Two pretty minor issues:
First, when you press the button on the far car’s lift, this happens.
Second, when you enter the area with the harrier for c2a5g, it doesn’t work quite right. The soldiers all seem to spawn in the same place just after you enter, so a crowd of them ran to the harrier’s position just as I moved in.
Then the tank coming out afterwards seems a bit misplaced (though sorry for being vague). Is it supposed to survive?
On c2a5i, I got stuck on the antenna (though not sure if you can fix that) and had to noclip out. I also couldn’t work out how to get through the second concrete door (after you use the valve to open it). Did you intend for that just to load into the next level?
Anyone who was using the unlinked version (the supported one) should download this and replace their old versions. It fixes the fucked up C2A5H, which I messed up while I was zipping it into an archive, along with the Barney being messed up.
For those of you using the linked version, download this one, it fixes Barney’s choreography:
I’ll make another playthrough with the fixed files, and demo it, and give an assessment here. I already gave ya a few bugs (and balance issues) that stood out to me.
I got another problem all my backround maps no longer come out of the blured view and start moving behind the menu… Don’t know why this is…
I can always re-install the game but something went wrong here
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Leaving the destroyed garage (1st fight) brings u to those second fight between the Xenians and Marines (in fact, when I had a look the fight was already finished), there u have a big door with a keypad, maybe make this broken, cause it’s possible persons think u can open this big door…
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Next is those garage where a car is on the lift, where u need to higher the lift, when u lower the lift again, those two ramps stick go in the ground instead of gliding back on the ground
Ok, I managed to play through it all, so here is my feedback:
First of all I noticed missing textures at 2 places.
https://imageshack.us/a/img837/7149/2012111100001.jpg
It’s the pipe you leave, to get to the room with the gas “maze”, where you meet the Barney.
https://imageshack.us/a/img854/2950/2012111100002g.jpg
It’s the door outside the Room to Barney, both entrances had the missing texture.
https://imageshack.us/a/img191/9739/2012111100004.jpg
Just something small, but hard to miss.
Since the Gameplay is much more combat oriented then in other BMS maps (and there are much more enemies to fight), you should really add quite a bit more health and energy packs in the maps.
One other small thing I noticed is the scene, where the Marines shoot you out of the vent. If you can, try to make them face in your direction, >before< you drop out of the vent. Right now it seems awkward that they are just as surprised, as you are.
uh think I got a messed up DL on teh linked version, missing the big door that enters the garage, no clue if anything else is missing crashed as soon as I pushed the button.
- a bit difficult to get grom ladder into vents after second fight between Xenians and Marines
Ok There are 2 major things i noticed on my first run:
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Every time you jump / nudge on (osprey parts?) at the end of bm_c2a5g, you take damage.
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Gargantua is very unresponsive
EDIT: As above poster said: ladders are very strange there
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Jumppads maybe a bit too far from the ceiling to jump on
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Don’t illuminate the EXIT sign on the first floor where u cannot use the door
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Orange doors mean u can use them, those in garage is not useable
Text, edit your open beta post with these updated links and put them on the first post of this thread as well. You’ll get more testers that way. I’m going to make a single post w/all my feedback later today. I suggest you copy/paste all the feedback you’re getting from the testers in a Word doc so you can keep track of everything.
Hi!
Played all your maps, The links work!
Major issue
First ladder in c2a5g that allows you to reach the snark vent.
It’s almost impossible to jump into the vent.
I tried it 100 times and I was able to get into only once.
it seems too short.
It’s a blocker, you should fix it ASAP.
Here’s some missing textures in c2a5h, unlinked version:
I’ve found other issues and exploit but I’ll write a thorough testing report via mail.
Just a last thing there’s a ladder in c2a5h in the water, You should remove it:
it doesn’t allow the player to move in the water, especially when you’re trying to avoid the explosion.
It made me die 3 times.
About links:
You should update the first page of this thread.
Have you thought to open a moddb page of your project?
It would help you to reach a wider audience.
hello, first off, I would like to say that I’ve been following your progress for a while, I even stopped playing once I got close to the cut off until you released your maps, progress has been very impressive (would have said this stuff earlier but didnt feel like making an account so i just lurked lol)
and now issues, this is with the linked versions (you say unsupported, I’m not sure if that means you dont want bug reports from them or anything, but Im gonna assume so). so this issue is probably minor (though its quite a big graphical issue) the door to enter your maps seems to be missing, all you see is the skybox, once you open the door the maps load up, aliens can also shoot you when the door is closed, heres a picture to help:
also a missing texture in the first room:
My battery for my controller has just died though so I shall start giving more criticism later
Ok played through once and here is what I think.
1st off the begining of “G” is great and the jump pads and evrything works ok in here but I still fell ot’s only cosmetic but the girders on the top floor need to be girders with a see through truss like structure.
When dropping into the alley it seems even though all the npc’s are dead the map has an optimisation problem here and lags me out also the vent is too difficult to get in to from the ladder and is a problem.
Garage is better and Improved with the vent not falling but felt that a bit more space to retreat back inside could have been given and that the piece of vent directly in front blocks the drop down into the room.
The window can be a see through window here there is no way until you get on the lift that you will see or the soldiers will see you…perhaps the one on top of the building I think the shatter glass still would be an improvement here.
Tow scene was fine but the battle had too many aliens and although I noticed little slow down there was too much enemies, better to leave the LAV alive and retreat perhaps here also I suggest grenades as ammo here no rockets as a tactic but it’s ok. The Osprey destroyed debris causes damage when you touch it and blocks the ramp and the door to the next level suggest moving it to the right of double doors
ok now “H”
The marines are way to powerful in this area I suggest decreasing there numbers… The aliens spawn in a cross fire which is bad. The Jump pad round the corner made me die so many times because it’s too hard to reach the pipe or you bounce into the bottom and slam down losing all your health… I suggest redesigning this so that their is a broken stairs walkway that can be reached by the jump pad and from the walkway on to the pipe.
The toilets are fine but the jump pad is too high here and caused me problems… The sniper I felt was awkward and he could not be killed and at this point I switched to god mode to ease frustration…I suggest stairs access to the roof and a door out onto it. The ladder which falls away in the service hatch got in the way of getting into the pipe with the satchel scene… The door to the pipe also opened automatically after the satchel pipe scene instead of the player having to open it themselves after the scene happened.
The furnace room is greatly improved and have to say I like it now… but the valve that turns of the gas supply did not work correctly and spent quite some time turning this with no effect to switching off the flames… But eventually it did work but bugged out and gave up some error message.
The room could be improved that has the damaged pipe and should have no door on this section but a opening yes
Missing textures already noted previously…
Everything ok now until the second snark vent… Please cahnge these to headcrabs… Also optimisation trouble in this area…
The Garg Entrance wowed me and I shit myself as he came out the smoke good call I really like this…
The Garg did follow me about be he bugged out… yes it’s better but he got confused between me being on the tower and when I jumped off… He stood there like a lemon and then when I got back on the tower he reacted… But he shakes the tower much better as he shakes it from different positions and this makes him harder to hit so well done… Doors on the road need to stay shut…
Overall Brilliant work but I am sorry to say but it’s mot there quite yet but your real close and was a pleasure to play it… You have done a great job!!
I did however have 2 crashes and had to restert because I don’t have the best pc in the world but I managed to get through it by turning settings down
First of all, thank you for your amazing work. I played at c2a5g_uncut and c2a5i for now and I noticed this :
c2a5g_uncut
https://i.imgur.com/GlZXr.jpg
It’s difficult to use the jumping pads in the garage, especially the first one. You just jump in the air and can’t reach the next floor. you should put them closer to the ceiling.
https://i.imgur.com/DNKa8.jpg
There is no plateforme to fall on. You just jump on the ground and lose health.
https://i.imgur.com/qvmUW.jpg
You should display validation or error message on these pads. Also some validation or error sound.
https://i.imgur.com/xnRBQ.jpg
I fired a rocket in this vent, and the rocket sound keep working forever.
https://i.imgur.com/4HPHK.jpg
https://i.imgur.com/Z7ON8.jpg
I had a weird bug where my grenades and the dead bodies go through the floor in this aera. You also should remove the rails on the pictures above : they go through the floor.
https://i.imgur.com/LQE4I.jpg
I noticed that the engine is searching for captions for every sound ! Did you pick up them in ambient ?
https://i.imgur.com/ghZuW.jpg
https://i.imgur.com/izPQj.jpg
The fence protecting the soldier is too high, I can’t touch it with my crossbow as the fence is like a wall. However, I can touch with any other weapon.
https://i.imgur.com/VmTe6.jpg
The texture seems misplaced at the top. I also suggest to extend it to the window as it point where to go.
https://i.imgur.com/8dsY0.jpg
Bug with texture after I jump from the garage window
https://i.imgur.com/GjvkD.jpg
The animation of the harrier and the manta following it is very good but they are always too slow. It seems weird. You should make them faster.
https://i.imgur.com/AgA5q.jpg
The tank doesn’t fire when it move which is not realistic and not fair for him… There is also the wheels which are keeping turning a few second after the tank stopped.
c2a5i
https://i.imgur.com/cKCtX.jpg
There is no ladder or access to get back upper. You have to jump on the truck do to it. Is it normal ?
https://i.imgur.com/7QQxN.jpg
The gargantua is blocked if you explode the antenna without killing him. He does nothing.
https://i.imgur.com/oXSRU.jpg
As you said before, the garg wake up if you go behind the door and open it, but he doesn’t follow you.
I also suggest to had more destruction script with the mortar in this aera (do it only if you have the courage to, I imagine it takes times).
PS : sorry for my bad english
I made a video of my playthrough.
https://www.youtube.com/watch?v=NT2Vev4uOy4&feature=youtu.be
Maps definitely still need some work (Very bad fps spikes and low framerate)… Bad computer must have something to do with it, but still fps is lower than usual
Finished. A few things stood out to me. warning long post
Let’s start with my system specs:
OS (operating system): Windows 7 Ultimate 64-bit
RAM: 8 gig
CPU: Intel i5-3570K (3.4 GHZ clock, normal – The thing can be overclocked to about 4.5 GHZ)
GPU: NVIDIA 9600GT 900 mb of vram… I think. (thing’s old – looking to upgrade)
Settings are maxed out (with the exception of AA and I forget the other, but they’re on 4x I believe).
Demos of my playthrough (uncut version):
c2a5g
c2a5h
c2a5i
Please note I had godmode on the entire time for the sake of spotting bugs and/or pointing out balance issues.
Simply open up your Black Mesa client and type “playdemo” into your console and the map name (remove the quotes).
Eg: playdemo c2a5g
Type out net_graph 1 (or 2) to get a read on your fps. I didn’t have any performance issues, but that’s because I have a high-end machine (at least where this comes to par). At the most, the only performance issue I had was with the hornet spam from the Alien Grunts (that’s the devs fault not yours).
Playing a demo someone else recorded may screw with some of your settings, make sure to backup your cfg folder in BMS, just in case… previous experience.
- Balance:
[b]Please note I do not play with the original Skill config[/b]
- First battle (the one outside the parking structure) is also one-sided.
Suggested fix: Reduce the alien count by a few (there’s no need for more than one Alien grunt if there’s just 2-3 marines there) 2-4 aliens is enough.
- APC battle is terribly one-sided as I pointed out in my earlier e-mail. The Agrunts will make short work of the APC sitting there. If the player doesn’t thin down the aliens beforehand, they can become quite overwhelming to them after the last HECU unit has been cleared.
Suggested fix: Spread out the marines a little more, have a few more do some covering fire while the others run for the Osprey on the helipad.
- A distinct lack of Health & Armor on my first playthrough (that I didn’t bother to record)
Suggested fix: Add hidden stashes of “rare” ammo (uranium, .357 ammo, crossbow bolts, that sort)/health/armor in off-to-the-side locations. It would encourage more exploration for the player to find the goodies too (and plausibly may introduce more puzzles for you to add).
Nothing else in that department, all in all, pretty damn good for having a hell of a learning curve.
- Bugs/Exploits (this is just general):
- Some of the aliens ignore you during the battles (watch the demo) while you start hacking away at them.
Suggested fix: Have them read the last entity that did damage to them (if possible) if it’s not an env_ entity, if they get damaged by the same thing a number of times in a number of seconds OR the damage dealt is above a certain threshold have the npc retaliate the entity in question (provided they’re still alive).
- Map-specific bugs/architecture/aesthetics:
-C2A5G:
- Parking structure, dropping from the hole in the wall onto the ventilation unit then to the floor, you still take 2-3 damage from the fall.
Suggested fix: Lower the ventilation unit a few units.
- Going on from that:
Maybe turn ^ that area into a collapsed roof access? It being just a bland wall doesn’t look right.
- Besides the balance issues, the harrier in the backround at the TOW scene isn’t very noticeable unless the player actually pays attention and is looking for it (not recorded), it might be best to move wait for the sequence to be started till after the last grunt is killed. It also suddenly jumps a little higher on its ascent path, but that may have just been me. I haven’t bothered looking at it closely.
I would also recommend adding in some sound for the engines, it silently taking off makes it look awkward.
That’s it for c2a5g.
- C2A5H:
- missing textures in c2a5h:
- The roof (and the sniper) what if the player lacks an RPG round? It would be a good idea to put a dead grunt with an rpg next to him and a couple of rpg rounds here:
… it’s behind the AC unit.
A little physics issue with getting down the shaft, perhaps make the ladder there clippable by the player?
- The furnace. The lay outlooks pretty good, but it could go for a little clutter, some random physics props, tools, etc laying around. The Valve that is off is sitting out in the open, perhaps put it in here? (after turning it into a closet or something of that sort, it could also be used as a small stash):
Not much else I can find in that section.
C2a5I:
-The garg… it’s still a problem child. If you watch my demo, you’ll see it shake the tower then not do anything (with the exception of a scripted sequence) after you drop off. I suspect it has something to do with the nodes being deactivated prematurely.
That’s it, hope you get those issues resolved.
Man,You’re HLDM pro:
- bunny hopper
- rocket jumper
wow!
IT WORKS ! WITH THIS CHOREOGRAPHY FOR LINKED VERSION ALL SEQUENCES ARE WORKING FOR ME ! THANKS TextFAMGUY1