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No, but the garg chase works more like it did in the mod version.
It's possible, but unlikely. We're going by what happened to the HECU in OP4, that is to say, they dug in and fought to the last, or found their way out, not break down and surrender.
Vanilla has the guys at the front, who are largely static, and the two soldiers in front of the jeep take forever (30+ seconds) before they detect the player occasionally. After killing them and crossing the hill, 4 HECU will run towards the player, with a 5th shotgunner trying to be sneaky There's no APC, no squad in formation, the medic rarely heals and likes to hide behind the chest high concrete wall. Generally, they all die before they accomplish anything.
Then you climb on top of the truck, get inside the 'base,' defeat the 4 HECU, shoot down the helicopter, and that's ST A vanilla.
The reason it's not one giant gunfight is because fighting 20 aware and psychic HECU, plus a psychic APC, simply isn't fun, so the different groups don't know what happened to each other. I believe Citizen's overhaul version of ST DOES have a big, dumb fight, but no, in BMSC, you'll go from one group to the next, as if you never fought the ones before. If there are HECU that escape and link up with the groups that should be unaware (rare), they'll not be unaware. You can see this happen if you try to snipe the soldiers patrolling the dam, but fail to kill them. They'll run through the base and alert everybody.
At the very start of the chapter, some of the soldiers far back will walk towards the hill for appearances' sake, but the two HECU in front of the jeep will spot you very quickly even if you don't fire.
The fight after, if you destroy the HECU APC very quickly, the HECU may decide to fall back to the dam, since it's actually open, or they'll stack up behind the big rock near the APC.
Me: Question who is Behind of the making maps
Vassago Rain: Bro stop bring stpuid, Read it
Me: No ask me :)
Can't promise anything, but since we've had success adding music here and there, I'll put it on the list.
Possibly? We'll see when we get to ST what upgrades/changes we want to make.
Not sure why Steam didn't bother to tell me you responded. I actually had to go back and play the original to see that my memory was wrong, because I swear I remember being able to circle back to that armory up until the garg chase in the original. Yeah, that would be a good addition.
One request: is there a chance you'd be able to open the blast door between F and G to allow for backtracking? After going to map G, it closes. It'd be nice to be able to backtrack and use up some of that ordinance in the armory like in the original game.
Like Birdy said, support for BMCE (which includes the staff overhaul maps from forever ago), is something that could potentially happen either when all of Earthbound's finished, but most likely won't happen until Xen's done.
This version of surface tension wouldn't benefit much, if at all, from the extra staff types, as it's not vanilla ST+1, but a reinterpretation of it to bring back the tension and feeling that you're in a warzone, something BM vanilla and the staff overhaul don't achieve.
A lot of the really old mod and very early BM retail stuff did end up getting put back in ST classic. Things like the garg breaking down the gate at the very end of the chapter, the small reinforcements during the fight right at the start of the chapter, the patrol past the hill afterwards, and more, but there's also tons of new and improved stuff.
Download it and have a go.
No, and BMCE hasn't been updated for over a year, so I question whether it's even compatible with vanilla BM 1.5.