Black Mesa

Black Mesa

Black Mesa: Military
Somewhat Organized Thoughts on BM:M Alpha
Moving here because comments aren't the best way to convey walls of txt.

This got a bit rambly because I've been up for a couple of days and had a bit of a toke, so I'm going to have to split it up into chunks. I'm gonna orient them top to bottom for ease of reading. Please do forgive me in advance!

It's been a long while since I last touched this mod, and it's come a long way. Sorry I never followed through on my offer to do art passes; you know how life is. I was really excited to see that it had updated when I picked Black Mesa back up, though, and it was a fun ride the whole way through. So, some thoughts in no particular order:

I legitimately did not know whether I was actually expected to be able to kill Freeman at the end (would you expect a random Marine to be able to do that in Half-Life?), so seeing him turn that no-knock on its head was pretty horrifying in a good way. Putting the player at the scene of his Apprehension tram accident was quite amusing, too.
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I really enjoyed the bit at the ransacked field hospital, having to stumble around while you get your bearings. It was pretty unique to see in a Half-Life game, the chosen music fit it perfectly, and it didn't outstay its welcome when the Black Ops showed up. I'm not gonna lie, I got a bit emotional seeing all the other HECU grunts crawling around.

It feels like the more you accomplish in wrangling the Marine AI into being friendly, the more apparent it is that it was never meant to be used as an ally, but aside from that bit with the dark tram tunnel where my Combat Buddy™ kept spraying automatic fire into the back of another Marine who was in the way, the worst there was to contend with was a bit of cat-wrangling in Questionable Ethics. If you decide to extend the mod's story or make more content from the point of view of the Marines, it might be worth investing in some custom-scripted NPCs.
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On the subject of the tunnel, it could use some better signposting as to where you actually have to go - I think I bumbled around for a solid five minutes before I found that out-of-the-way exit behind the boxes.

The Garg fight was clunky; the other Marines aren't too good at holding his attention, and the TOW launchers on the catwalk can't reliably hit him unless he's distracted by one of the IFVs. With a tighter arena that has better firing lanes for the TOWs, it'd be a really neat setpiece.

The Barracks opening was a really cool idea and the VA for the Staff Sergeant did a great job. The custom fatigues were pretty swank, as well. Otherwise, it kind of lacked direction (there were a few points where I thought I was supposed to stop and wait for somebody to speak, but that's really about it) and could do with some incidental dialogue from the other Marines if you talk to them.
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I didn't feel like ammunition was ever a serious problem, given the low enemy density in the first half of the mod and the tight design of the Black Ops fight, but a bit more shotgun ammo and a couple more SMG grenades would smooth over a couple of minor rough patches in the alien fights - particularly whenever Alien Grunts are involved.

The sniper rifle had some texture issues, and overall was kind of confusing and a bit frustrating to use, since it still functioned identically to the crossbow in spite of its appearance. I don't know if you guys have a proper rifle script in the works, but an alternative solution to keep it all sleek and...Black Ops-y? Could be a simple sort of black polymer skin as opposed to a model swap.
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I wasn't sure at first how I felt about the Nightvision, but I actually warmed up to it pretty quickly when I realized it was meant to be the infrared light from the goggles; not enough games do that. It could benefit from a slight global brightening effect outside of the light's radius (and, if you wanted to get crazy, making NPCs' eyes glow when activated), but it was perfectly serviceable and did a good job of maintaining the tension in dark areas.

The connection between areas that the Marines have locked down and areas that are an uncontrolled firefight tended to be a bit abrupt (in particular, the nighttime fight right outside the big camp full of soldiers who didn't really seem to want to get involved), but it's nothing that a couple of filler hallways couldn't fix.
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I'm probably running out of space here, if I don't already have to make this a Discussion, but TL;DR is you guys did a really bang-up job and in spite of a bit of jank that's just the result of Black Mesa's inherent scripting and AI quirks, this mod has no game-breaking bugs that I saw, and a lot of damn heart and soul to it, and I wholeheartedly enjoyed playing it again. I'm looking forward to more content from y'all.
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H.E.C.U soldier  [developer] Feb 10, 2020 @ 2:06am 
An interesting read. Thanks for the feedback!
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