The Massive Friggin' Xen Thread

Here are some ideas I’ve had for Xen. Obviously the Black Mesa team has their own ideas and they’ve made too much progress to implement these ideas; these ideas are just for fun:

1)Instead of the little cave underneath the first map activating a Xen teleporter, it actually starts the island moving. The island connects to the bottom of a larger island, with the spikes plugging into holes in the bottom of that island, and the floating platforms changing their movement pattern to allow access to that island. That island would be the second map.

  1. The first chapter, Xen, would be longer, and would consist of multiple maps. Some of them would be loosely based on the first half of Interloper, the pre-factory part, with us seeing lots of Xen creatures in their natural environment, including Gargantuas, Tentacles, and Snarks. Non-sapient Xen creatures would be much less hostile to Gordon on Xen, not being scared out of their minds by being teleported into a completely alien environment. They would still target Gordon if they perceive him as a threat or as a food source, though. No teleporters would feature in the chapter, nor any grunts or controllers, and Vortigaunts would be kept to a minimum. At several points throughout this chapter, Vorts and Xen creatures can be seen teleporting away - at some points, this even includes chunks of the Xen landscape. At one point, one of the sting rays (or are they boids? I can’t remember) is ridden through empty space in Xen to the next map. The chapter as a whole would focus on the organic nature of the Xen islands, with a lot of toxic pools of stomach acid, organically moving land structures like others have suggested, and so on. Xen Flora is actually part of a superorganism that makes up these Xen islands. There would be one particular island with a loop of several Xen trampolines in a circle that project towards each other, getting Xen creatures - and potentially the player - stuck in an inescapable loop, forced to either escape and die of fall damage or to not escape, starve, and become absorbed. (The ragdolls of many deceased Xen creatures, as well as several living ones, would be stuck in this loop to warn the player not to step on the Xen trampolines in question.)

3)At the end of the Xen chapter, Gordon is stuck on the corner of a new island, thus forcing him to walk into a half-functional - and human-originated - trap. He is pulled into an abandoned Black Mesa outpost for HEV scientists studying Xen. This would be a new chapter inserted between Xen and Gonarch’s Lair - Research Station. The station was evidently abandoned prior to the Resonance Cascade thanks to an attack by Vorts and Grunts, compounding the questionable ethics of the “in-the-know” Black Mesa scientists - they knew that there was a dangerous civilization residing in Xen that was openly hostile towards humans. The chapter as a whole would be akin to Questionable Ethics storywise, and akin to Blast Pit gameplaywise - Gordon’s goal in the chapter is to get enough of the station’s systems online to activate the central teleporter and its control panel. In doing so, he must fight his way through several groups of watch-Vorts, and eventually through the Grunt and Controller reinforcements that they call in. It would be implied and/or stated that this research station was actually the location that Gordon was supposed to be teleported to in the first place, but that the Alien Controller attack messed with the configuration process. Once Gordon has gotten the teleporter and its control panel working, he must use the control panel to select a destination. Some destinations are inevitable death, but by viewing the thumbnail and reading the description, Gordon should be able to tell which ones these are. Others are small battles, health/energy/ammo deposits, or simple pointlessness. However, a player who remembers his goal - kill the powerful entity keeping the Resonance Cascade open - will read the description of Gonarch’s Lair and assume that this is the entity he was sent for. Gordon sets the teleporter to Gonarch’s Lair and enters it.

4)Whenever Gordon uses the Research Station teleporter to teleport somewhere, he appears in a matching teleporter. After some short period of time, the teleporter recharges, allowing Gordon to return to the Research Station. However, when Gordon teleports to Gonarch’s Lair, the Gonarch arrives before the teleporter can recharge, and begins the fight with Gordon by throwing the teleporter off the edge of the island. The Gonarch’s Lair chapter as a whole would feature a sort of “headcrab drainage system” - headcrabs and baby headcrabs are all being funneled, using small holes Gordon can’t get into, to one spot at the bottom of the island. The visual style of the chapter suggests an environment that was once natural, but has been modified by the Nihilanth - the headcrab drainage system in particular was put in place by his forces. Think the Combine - a mix of organic and mechanical elements - but with more of a focus on the organic elements, with the mechanical elements clearly being quick-fix additions, possibly made with stolen Combine technology. When Gordon defeats the Gonarch, he finally gains access to this bottom bit of the map that all of the headcrabs and baby headcrabs are being funneled to. It’s a little Xen trampoline, with some mechanical alterations made to it, presumably by the Nihilanth. It projects all of the headcrabs and baby headcrabs that touch it far, far out into the distance, out of the map. Gordon steps on it and is projected into the next map, the first map of Interloper, beginning in a Vortigaunt-operated headcrab collection area.

I’ve got to go, so I’ll post my ideas for the second half of Xen later today. :slight_smile:

Whoa man, you might want to put some space in between those lines. That giant wall of text isn’t exactly easy on the eyes.

I can understand people liking achievement registry for genuine achievements that you have to go out of your way to achieve, but this stuff? You will kill the Gonarch and you will kill the Nihilanth, so what is the point in turning those into achievements? And dying is not an achievement, it is a failure.

Never really understood the obsession with achievements myself. I just play the game and if I want to do something crazy or unusual, I will do it regardless of whether the game pats me on the head for being a clever boy.

I see achievements as fun little extra goals to strive for once you’ve run out of stuff to do in the game. Adding achievements for things like dying or doing what you’re already supposed to do is pretty pointless IMO.

So, the rest of my Xen redesign thoughts. :slight_smile:

  1. Interloper would be split into two chapters. The first, Interloper, would take place on a series of Xen islands occupied by the Nihilanth’s forces, IE, vorts, grunts, and controllers. The first islands would primarily be occupied by Vorts, since the Nihilanth has only really just become aware of you and is still mobilizing attacks. They’re busy doing simple work like operating Xen thumpers unless they become aware of you. As the chapter proceeds, the islands feature more and more Nihilanth-originated technology, such as Xen teleporters, and Gordon faces more and more resistance from grunts and controllers. The idea is that Gordon is travelling from the outskirts of the Nihilanth’s temporary civilization towards the central areas. After a climactic battle, Gordon activates a Xen teleporter and gets into it…

  2. Travelling to the next chapter, Life Support. This chapter takes place inside an enormous Xen island - or several, it’s ambiguous - that is almost entirely nonbiological, having been essentially completely reconstituted by the Nihilanth. The first section is a factory, run by vorts, that transforms vorts into grunts. Breaking barrels at the end of the assembly line produces living grunts, breaking them shortly before the end of the assembly line produces dead grunts. Breaking them in the middle of the assembly line produces dead half-vort-half-grunt creatures, breaking them closer to the source produces dead vorts, and breaking them at the beginning of the line produces living vorts. Gordon begins the chapter at the end of the assembly line, where Vorts are carrying the grunt-filled barrels somewhere unknown. He must work his way backwards through the assembly line to the beginning, where he must deactivate the “conveyor belt” by destroying a Xen crystal, presumably halting the production of grunts.

7)The rest of Life Support’s content includes several Xen teleporter mazes (none of the teleporters lead to death, by the way, because that’s awful game design), an enormous reservoir of healing water that must be drained and is implied to keep the Nihilanth alive, and some combat. The Xen teleporters eventually lead Gordon to a “Xen Teleporter Central Station”, with one central teleporter leading to the pre-Nihilanth chamber.

8)The Nihilanth battle itself - well, this is the part I’ve thought about the least. I’m thinking that the overall area, and the method of defeating it, would be the same. However, I’m also thinking that the teleportation ball attack would be non-dodgeable but significantly less frequent, essentially being something that happens to you at pre-scripted points in the battle (or when the player has gotten so low on resources that the battle is no longer fun). The areas that the teleportation balls transport Gordon to would alternate between two types. The first is much more action-focused and less platform-focused, to keep the momentum going. Gordon would be teleported to these locations when he has successfully damaged the Nihilanth past a certain threshold, to indicate progress in the fight. The second kind would have very little action or platforming, and would focus instead on containing health, energy, and ammo. Gordon would be teleported to these locations in the aforementioned situations where he has gotten so low on resources that the battle is no longer fun.

  1. I don’t have any ideas for the G-Man sequence, besides “do it exactly the same way as in the original but with better visual quality”.

So, that’s all! :slight_smile:

My best achievement was in surface tension… I had hardly any health picked up the snarks and left clicked by accident… So I got an achievement for killing myself with a snark… Made me laugh and I did not go out of my way to get it either

oh yeah more snarks on xen

Why not give us a dramatic chase scene with 8 or 9 Gargantuas!

I think that during the factory sequences the vorts could deliberately prioritise breaking the barrels with the agrunts in (as opposed to HL where it only happened by accident). To balance this out, the grunts wouldn’t have their armour or hivehand equipped yet, so they’d take more damage and rely on melee attacks.

think we should see some some vorts that avoid attacking the player only to get killed by controllers. they are slaves.

why would they kill their slaves? they’re valuable

a slave disobaying orders to attack is grounds for death.

The vorts are psychically controlled, I doubt they’d be able to disobey a direct order. The most they can do is obfuscating stupidity.

there is a point in half life where the do avoid attacking the player, until the controllers come that is. then you have the point near the beginning where they “great” freeman.

yeah, but they’re working in a factory

they’re workers and not soldiers, if you will

also the part in the beginning is pretty ambiguous

Hey guys,

Since the Black Mesa team will be expanding the chapters after Lambda Core, I decided to post my layout of how the Xen chapter itself could look in game. This design is based on a piece of concept art that was submitted for a past community project (the Lambda Team on Xen gearing up for a trek toward the main island).

The basic idea is a reworking of the teleporter puzzle such that the golden leaves and the apparatuses holding them will be separated on three accessory islands orbiting the main island. Each of the apparatuses will need to be activated separately to activate the central teleporter to Gonarch’s Lair. The accessory islands would each look different to serve as a visual cue for the player and minimize the amount of backtracking.

Using this layout, the player will need to explore the accessory islands which in turn increases the content provided in this chapter. In addition, by having the accessory islands separate from the main island and accessible only via long-jump, this chapter will introduce the element of platforming, which stays true to the original HL but is also more intuitive and simplified.

Thoughts, comments?

P.S. The attached images of Xen look absolutely amazing! I really hope the chapter ends up looking like this in BMS.
Xen concept.jpg


these skyboxes doesn’t look amazing to me at all… there are stars seen, implying, that xen is located somewhere in space (with physical laws, as we know it), which doesnt make sense to me…

It kind of is in space and physical laws apply (e.g. gravity). Despite it being a supposed interdimensional border world, the original HL skybox clearly looks like it’s some kind nebula. The skybox before interloper is much cooler though and creates the effect of parallel universes.

How come no one ponied up layouts when they said they were redesigning OAR? Maybe because they were too far into development to use them.

People keep bringing up ideas about how xen should be laid out and adding extra areas and alike.

Now I know HL1 did not have Vehicles in xen and the most it could muster was track trains but would it be a good thing in BMS to add a freely drivable vehicle on xen?

I think it would greatly improve xen and make it more exciting…Obviously drawing inspiration from HL2 Vehicle travels in the airboat and the buggy for example

finding something like this by some dead scientists in HEV suits is plausible enough… I would just love to have a driving sequence in Black Mesa Source… and it would help improve the scope of the Border world too perhaps traversing a larger land mass on the border world by vehicle perhaps towards the Alien Slave factory.

Please give your thoughts and vote in favour or against the idea.

Thanks

Why not? :slight_smile:

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.