Chapter One meaning the first level? Or is Chapter One the title of this campaign?
Chapter One meaning the first level? Or is Chapter One the title of this campaign?
It almost looks like an old chess computer, which would be an amazing reference to The Thing if that was so :D
The original version was SOOOOO much better guys!
first one looks weird, second one looks kinda generic. I'd have to go with second one though.
Ok so the next part is a bit confusing. Once you find the key on the ground in the small room with bodies hanging next to the walls (which is actually the fan room that you can see from the room with the hand in the wall w/ baby), use they key on the small box in the area with the manaquin missing two arms. This shows you a note that reads something like no body below, close; left, open; northeast, open; down and right, close; no body above, open. This comes into play in the morgue room. Just go over to the side of the room that has two doors with no body behind them. I'm not sure exactly how it works, but all I did was close all except for the two without black body bags in them, then start by closing the bottom one without a body bag in it, opening the next one on the bottom left, then opening the one up one and to the right one, then opening the one down one and to the right one. You'll hear a click and a new area will open where you can find the second arm.
I believe you have to jump down the pit in the room with the note that talks about how the guilty people jumped there as well.
Thanks for the answer. I'll get back to you when I have a chance to play again!
You need to do the opposite of what is in the picture, so open all the doors that are closed in the picture and close the ones that are open.
I'm near the end of the game in the otherworld that mixes various places you've been and is covered in blood and tissue growth. Anyone know the password to the locked door with the keypad? I gave the woman back her child (gave doll to hand in wall) and the book next to it updated, adding the symbols triangle, circle, square, circle.
The only thing I could think of was how this was similar to playstation controller layout, and so therefore triangle meant up (8), square meant left (4), and circle meant right (6). This code doesn't work though.
Anyone get this far yet?
This looks great. It does. And I love that you're adding some nostalgic and atmospheric fixed cameras. That said, the fixed camera is gonna seriously screw up your accuracy and force you to waste lots of rounds or not hit the proper areas on your enemies. Maybe you should edit the aiming mechanics or use closer fixed cameras?
I kinda feel like the gun should have more of a violent kick to it. Guess I'd have to see it in game to know.
I know the Black Mesa devs recently brought TextFAMGUY1 to their team after his work on his fantastic On a Rail Uncut and Surface Tension Uncut mods. Maybe you guys should contact them about getting on the team if you haven't already!
The Leviathan DLC was very underrated. A must have for me!
Great job on the TexMod free edition! The skins look amazing and there's almost no performance loss! I'm just wondering why more people don't release TexMod free versions, like the HD skins for ME2 & ME3. It looks like a much simpler and preferable way to get custom skins into the game. Again, fantastic work!
One more! Sorry!
11) The guard with the turret just outside the 'zombie ambush' seems a bit too close. It might be better to put it further down around the corner like it was in the original so the player doesn't get chewed up climbing through the window.
Ok I'm done I promise :D!
9) It would be nice if the broken tram would fall if the player jumped on it like you did. As you said, it's barely hanging on.
10) The sniper might be better placed somewhere closer to the center of the outside area, possibly in a guard tower near the control booth. This way he's pinning you down and forcing you to use the cover around the whole map.
I know it seems like I'm bashing your map, but you really have done fantastic work. As much as I'm sure you'd like to be done with it, and you certainly could be, it would benefit greatly from some more time and work. Great job, and I can't wait to see the final release!!!
7) Add more detail. I've already touched on this in my first point but some areas seem to be lacking detail or character. It you could find a way to get past the limits of these maps and add more to them, it'd go a long way.
8) You seem confident that the skirmish between the grunts and the guards is completely one-sided, but unless you add some usefulness to the guards, make absolutely sure they lose. Make sure that if you turn the game to easy difficulty and rush in to save the guards at all costs guns blazing you still can't save them. Also it seemed in the video that the guards were attacking the grunts, not the other way around. The grunts had the higher ground, larger numbers, and bigger guns. If I was a guard I'd be taking cover not charging at them. It would make more sense if the guards were being attacked against the wall, perhaps behind more cover.
5) The cave is wonderful, but it seems odd that the giant doors are just left open. I think it would be a cool idea to have them closed off with aliens trapped inside. The soldiers closed the cave because it was filled with them, or maybe they were waiting for reinforcements to help clear it out. My thoughts are that if the doors were open the aliens would simply walk out and expand, not group up in the cave waiting for no reason. Who knows, maybe a Gargantua was locked in there? Food for thought.
6) If it's possible, why not make the crane more important? If the crane can be made to be used like it was in HL2, why not use it to help clear something from your path or open a new area? I realize that could simply be too much work or just not possible, but if it could be implemented it would give the player more time to spend in the area, doing something unique to the map, and a further rest from combat.
Figure I'd give my 2 cents as well. Let me start first by saying congratulations on graduating, and thank you so much for your continued work on the Black Mesa mod! Now, to the critiques:
1) This is actually just a question. You made the point that your reaching your limits for these maps and having to cut some very interesting ideas out. But couldn't you just make your map into two maps to allow for more details and content? I would prefer having an extra loading screen for more content and details in the maps.
2) The models you're using for the workers are a great idea, but I saw one that looked like a scientist model just painted orange. He even had an orange tie. Nobody where's an orange tie, that's just ugly :P.
3) The music that comes in when you go outside is fair enough, but imo it cuts off too early. I suggest making it longer. If, however, you decide to add more action to this section, I'd suggest changing it entirely. I can't help but think that in that case something sounding similar to The Thing's theme would sound good. Youtube.com. A deep simple bass line like that would create a perfect atmosphere to combat a squad or two of soldiers. Which brings me to my next point:
4) You should add some more action. Nothing really large like in Surface Tension, but maybe a squad or two of soldiers would be nice. It seems weird that such an open space is almost void of soldiers, while the interior spaces seem to be almost crawling with them. It seems like that area would make a perfect area to set up camp and expand from for the soldiers. Perhaps making the control booth a larger building or adding a couple smaller ones would help add more cover and better flow for the combat.
This mod is gonna be so ******* good. This screenshot proves it. You're making the game much more cinematic and I LOVE IT!
Oh I didn't realize you were working on ST again. That's exciting! Thanks for the update.
As far as general sound should go, you should aim for dark, moody, industrial feel, using hints of deep electronica. It would create a very eerie mood that still sounds slightly military. Perfect example is the music from the first Resident Evil movie by Marilyn Manson.
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I don't want to pressure you or anything, but can we get a small update on any progress?
Oh they finally fixed that twitching speech problem? About time.
Mod looks great btw!
I found that part to be lacking as well. As much as I enjoy the new graphics, there are some small things they took out which I just really miss like that.
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