Black Mesa

Black Mesa

BMS Classic - Blast Pit
12 Comments
Pavel Nov 18, 2023 @ 12:59am 
Is there a way to make the tentacle(s) more intelligent in how they are attacking? In the original game they would search around for prey using their feelers instead of constantly smashing the catwalk.
ARQON Dec 15, 2022 @ 8:32am 
i'd love a mod that'd make black mesa maps look more like hl1.
Vassago Rain  [author] Mar 17, 2022 @ 7:48am 
@Sardes
How would you extend it? It's pretty self-contained, in my opinion.
Sardes Mar 11, 2022 @ 1:22am 
A bit challenging, but still enough supplies to keep it full. Damn, whish someone makes extended blast pit chapter...
dallaslı ibo Feb 27, 2022 @ 9:13am 
@Vassago Rain @White and Birdy™, I have a question. Will you redesign Silo D entrance like Half Life 1 in c1a4a map? (first Blast Pit map) This area looks extremely bad. Wall textures are concreted cement wall texture. Elevator belongs 1950's but I guess, this place order service to mid 1980's. Because there is SPAS-12 shotgun in security room where in the railway tunnel.
Lieutenant_America Oct 26, 2021 @ 5:58pm 
Blast Pit in Black Mesa is oddly gutted compared to HL1, and this mod does a lot to restore what was missing: destructible catwalks, the setpiece with the wet floor that electrifies after the power is restored- plus more melee bullsquids, which the base game almost totally lacks.
Vassago Rain  [author] Sep 23, 2021 @ 3:05am 
We're usually all for stuff like that. I'll put it into my notes and see if it's something we'll want to do later. There's a bunch of disabled NPC reactions, like when the elevator falls and the scientist nearby walks out and reacts to it, that I want to turn back on, too.
Colonel Orange Sep 18, 2021 @ 6:48pm 
I had asked if it could be done within this mod to avoid getting BMCE as it adds character types I wasn't fond of it BMCE and I feel overcrowds the population. It won't sacrifice gameplay given it's a brief npc interaction between the guard who tells you to be quiet and the guard who shoots the tentacles. Most it changes is just the location of the guard who fires at the tentacles to demonstrate to attack based on noise so it alters not so much gameplay but rather visual feedback but not adversely. I don't believe it'll require base map alteration but then again i don't know how map edit so who am I to really say I suppose. With that said if it can't be done without the overhaul you don't have to.
Vassago Rain  [author] Sep 17, 2021 @ 1:06pm 
@Colonel Orange
If it's possible to do it without sacrificing gameplay, and it doesn't require messing with the base map/behavior/stuff, then absolutely, but more often than not, NPC behavior tends to be skipped by players to get to said gameplay, and since this whole project is based around making base BM's gameplay better, stuff like that tends to take a backseat. If it's already in the overhauls, it's not out of the question that there could be some kind of collaboration, since the work's already done.
Colonel Orange Sep 13, 2021 @ 7:01pm 
For whenever the EB maps get looked at again, Citizen had redone the scene when Jenkins gets killed by the tentacles in a manner where the guard who tells you to "be quiet, if this thing hears us" witnesses Jenkins run out and get killed and reacts to it by telling him to stop and then mourning his loss. DO you think you could do something along those lines as well, I enjoy those kinds of npc interactions, I just don't like the overhaul maps as they require me to download BMCE
Jimmy McBeltbuckle May 17, 2021 @ 2:04pm 
What if the main Blast Pit chamber where the first Blast Pit theme plays had toxic waste surrounding it like in og Half-Life
Gewisser Jemand Mar 8, 2021 @ 7:41pm 
Nice.
How did you get the Mod Version weapons into your game?