Black Mesa 2012 media campaign
#211 Posted 03 October 2012 - 12:48 PM
#212 Posted 03 October 2012 - 01:55 PM
HL had an in-game menu for mods, I forgot about it...
#213 Posted 04 October 2012 - 11:27 AM
#214 Posted 04 October 2012 - 02:52 PM
I loved absolutely everything about the game. Except that maybe it was a tad too easy. Maybe I'll play on hard next time. Just some of the sections that I remember being rather difficult in the original and/or longer were easier this time around. But other parts were even better and more challenging this time around too. So overall I was very pleased.
#215 Posted 04 October 2012 - 03:18 PM
Bloodshot, on 02 October 2012 - 06:54 PM, said:
I always thought of that song as the "theme from Water Hazard", as it always stood out as the best represenative of the level. Fun but serious just like the level, and a gritty sound just like the gritty urbanisc feel and concrete-against-the-sky vista's of Water Hazard.
This post has been edited by Blue Lightning: 04 October 2012 - 03:20 PM
#216 Posted 06 October 2012 - 04:44 PM
A few points:
1. Not enough combat, especially in Questionable Ethics. I love taking in the atmosphere, but at some point it got to where I noticed "gee, there's a whole lot less enemies than I expected." This is on hard difficulty, too.
2. The physics engine seems to have gone haywire at this point in the game too. Barrels, ragdolls and chairs are flying around and falling into the floor when they are bumped into, kind of like what happens when you mess up the GTA4 physics files. This is a serious bug, especially since it removes a bit of tactics from the game.
3. Health and HEV charge is concentrated in very specific areas, e.g. after a big combat or at the beginning of a chapter, as opposed to interspersed throughout the levels as in the original game. The enemy mechanics sort of demand this since a single human grunt can take out a large portion of your health, but still...
4. Perhaps this game is too easy for me since I've already played through the original Half-Life several times, so I haven't really been caught off guard. Oh well.
I have been playing this game over the course of three days, and I'm still only midway through Questionable. I would pay real money for this game. At least $20.
This post has been edited by Achenar: 06 October 2012 - 04:47 PM
#217 Posted 06 October 2012 - 06:01 PM
Posting this here since it's a mod about Half-Life, but I don't feel like making a new thread
I think it's awesome that OF2 is putting things from Raising the Bar in their mod, like how the citadels actually arrive on earth.
This post has been edited by Bloodshot: 06 October 2012 - 06:02 PM
#218 Posted 06 October 2012 - 06:29 PM
Since I named my file "Black Mesa" (instead of BMS) and dropped it in my Sourcemods folder, it wont give the chapter names in-game, just numbers (Chapter 12_title). It also doesnt show achievments, which I'm grateful for.
This post has been edited by Blue Lightning: 06 October 2012 - 06:31 PM
#219 Posted 06 October 2012 - 08:29 PM
This post has been edited by Bloodshot: 06 October 2012 - 08:33 PM
#220 Posted 07 October 2012 - 06:08 AM
Also, I dont want acheivements, that is kind of kiddish to me...like consolish or something. Well, when you name it "Black Mesa" appearantly what happens is it keeps tracks of your achievments as you go, but never shows them to you in-game!
This post has been edited by Blue Lightning: 07 October 2012 - 06:09 AM
#221 Posted 07 October 2012 - 06:41 AM
#222 Posted 07 October 2012 - 09:12 AM
Blue Lightning, on 07 October 2012 - 06:08 AM, said:
Quote
Most of the achievements in BM you have to go out of your way to do. Unlike most games with achievements, the mods made it a point to have no achievements that show your progress, or are incredibly obvious.
#224 Posted 07 October 2012 - 06:56 PM
Anyways, I think the Source Engine has more efficient physics since the beginning compared to every other engine. OMG, the Cryengine physics bugs. nightmares
#225 Posted 11 December 2012 - 08:41 PM
Black Mesa...the graphics here are top notch, the fun factor also tops. Surface Tension is not only one of the longer levels (probebly the longest level), but I am discovering some pretty cool secret places in this chapter. I even located a few "secret routes". The people who designed this game, in my opinion, have mod of the year.
This post has been edited by Blue Lightning: 11 December 2012 - 08:42 PM
#226 Posted 11 December 2012 - 10:50 PM
#227 Posted 12 December 2012 - 06:35 AM
On Steam after a few posts by others doubting it will ever be released, I posted that I wish the team would give us some word on Xen. Then stormseeker, a BM team member, posted this:
[quote name='stormseeker;33543283]We are definitely working on Xen' date=' as well as our deathmatch component and bugfixes. [/quote']
This made me smile
This post has been edited by Blue Lightning: 12 December 2012 - 07:57 AM
#228 Posted 12 December 2012 - 07:45 AM
With these parts re-inlcuded the story will make sense again.
EDIT:
It will even make more sense, once they have balanced out the XEN vs. HECU balance. Currently earth forces are kicking every single ass of the XEN creatures to the moon, back and then to Uranus. But still the earth forces retreat for some unknown reason. With the missing parts reincluded where it is shown how the soldiers getting their butt kicked and a bit of rebalancing of the other encounters in it all will make sense, finally.
This post has been edited by fuegerstef: 12 December 2012 - 07:50 AM
#229 Posted 12 December 2012 - 08:03 AM
fuegerstef, on 12 December 2012 - 07:45 AM, said:
With these parts re-inlcuded the story will make sense again.
EDIT:
It will even make more sense, once they have balanced out the XEN vs. HECU balance. Currently earth forces are kicking every single ass of the XEN creatures to the moon, back and then to Uranus. But still the earth forces retreat for some unknown reason. With the missing parts reincluded where it is shown how the soldiers getting their butt kicked and a bit of rebalancing of the other encounters in it all will make sense, finally.
I dont know about Uranus...mabye to Jupiter and back, mabye even Saturn and back, but Uranus? That's giving the HECU a bit too much credit isnt it?
Seriously though, I don't see what the gripe is. I see where the HECU is starting to lose big time in "Forget about Freeman". Mabye it isnt as prolonged as in the original HL1, but it's there.
This post has been edited by Blue Lightning: 12 December 2012 - 08:04 AM
#230 Posted 16 December 2012 - 12:22 PM
Surface Tension Uncut RC1 download
Quote
The first floor of the parking lot has been "grunged" up, darkened, and significantly expanded from its Half-Life 1 variant. It has an extra floor now too and some side areas to explore.
The Garage remains consistent in appearance with the other garages you find throughout Surface Tension. It's very different to the original, but for the better (I feel!)
The TOW courtyard you come to after breaking free from the garage. I made it an outdoor area consistent with the rest of Surface Tension. A DRAMATIC thematic improvement from the original, which was boring, bland and generic.
Another view of the TOW courtyard. You can see JUST how much I've changed it from the original, but you can still recognize traces of the original's spirit here.
Remake of the warehouse war between HECU and Aliens. I replaced it with an outdoor area which provides a much nicer aesthetic and allows for usage of aerial vehicles for dramatic effect. It's been replaced with a helipad and contains a very nice scripted scene with a Manta destroying an Osprey.
Another shot of the same scene, a bit later on. The LAV bursts out alongside some marines and cuts down the aliens.
From C2A5H, another scene with a large scale battle between the HECU and Aliens. Also quite changed from Half-Life 1's version. Contains more impressive aerial scripting.
Another view of the same area. I tried very hard to make the area look war-torn.
View of the roof the player must climb onto to progress. Note the 3d skybox in some ways looks like the original.
My re-imagining of Black Mesa's Gargantua chase. The Gargantua now bursts through the door, and crushes 2 marines with a tank, similar to the original.
This guy is really good. He's taken a lot of feedback and the maps are leagues ahead of what they were in the testing phase
This post has been edited by Bloodshot: 16 December 2012 - 01:11 PM
#231 Posted 17 December 2012 - 12:48 PM
#232 Posted 18 December 2012 - 07:19 AM
s.b.Newsom, on 17 December 2012 - 12:48 PM, said:
Talking about the surface tension maps or of the whole mod?
I haven't played the additional maps but the full mod (while very good overall) has too many issues to be considered "professional quality". Just one of many examples: In a professional game you wouldn't get stuck on screws that stick 2 mm out of the wall. And you wouldn't autowalk onto really small ledges that are at the bottom of walls (I am missing the English word here and am too lazy to look it up).
A professional product would have blocking volumes for those so that bullets correctly hit the wall and screws but the player isn't affected by the.
There is other stuff. But overall I like it and look forward to the fixed version and the full version.
And this is the first thing that jumped on me in the additional maps:
Seriously, no user made DN3D map would get away with that. Not even 15 year ago.
This post has been edited by fuegerstef: 18 December 2012 - 07:24 AM
#233 Posted 18 December 2012 - 09:05 AM
Anyway, a guy recently released an addon for BMS which is a remake of the Half-Life demo called Uplink.
http://www.moddb.com...ack-mesa-uplink
Played through it yesterday, it's pretty good but it's not on the same scale as BMS. It also reuses sounds from Half-Life so there's no custom voice acting.
#234 Posted 18 December 2012 - 10:58 AM
#235 Posted 18 December 2012 - 11:09 AM
#236 Posted 18 December 2012 - 12:09 PM
As said. It is awesome mod quality. But not professional.
#237 Posted 18 December 2012 - 12:14 PM
fuegerstef, on 18 December 2012 - 12:09 PM, said:
Isn't that the point of mods anyway?
#238 Posted 18 December 2012 - 12:16 PM
Burnett, on 18 December 2012 - 12:14 PM, said:
No. The point is to try to make professional quality. Which usually is not achieved, though.
A mod that doesn't try is bound to fail completely and completely uninteresting.
This post has been edited by fuegerstef: 18 December 2012 - 12:17 PM
#239 Posted 18 December 2012 - 12:22 PM
fuegerstef, on 18 December 2012 - 12:09 PM, said:
If it was professional quality, it probably wouldn't be free. That is what "professional" means.
The subtext here is "Now, Interceptor Entertainment's mods, those are professional quality."
#240 Posted 18 December 2012 - 12:35 PM
Achenar, on 18 December 2012 - 12:22 PM, said:
Professional quality does of course not mean that it is professional, but has the same quality as a sold product. But that is probably too complex to understand for some.
Look, my maps I made for UT2004 were rated as "as good as the retail content" by some people. But was it retail? ... guess, please ... nooo, Achenar, it was not retail. But it had the same quality (according to some players, I used assets from the retail product, of course)
And why does everybody here think that this is linked to ROTT or Interceptor from my part. That's more than ridiculous. But not that I expected something else fom some people here. Idiots.
This post has been edited by fuegerstef: 18 December 2012 - 12:36 PM