Black Mesa

Black Mesa

Chapter Overhaul: Anomalous Materials and Unforeseen Consequences
 This topic has been pinned, so it's probably important
Citizen⁵  [developer] Jun 4, 2021 @ 11:18pm
Full Feature List
(*) Denotes changes brought over from BMS Classic

General
- BMCE staff models added throughout both chapters
- Slumped zombies are now "gagged" and will not make noise until alerted
- Fixed the metal trash bins to have proper mass and physics properties
- Fixed typo in the Anomalous Materials announcements script preventing a specific announcement from playing
- The announcement addressing Gordon is now more likely to be heard sooner

Anomalous Materials

Map A
- NPCs now audibly type on keyboards
- Restored tech support "call and answer" dialogue between the characters at the front desk
- New security cam placements consistent with security bank feeds
- The checkpoint guard can now speak an alternate line instead of the ponytail comment (there's a 50/50 chance of hearing either line)
- The "highly unstable" test tube rack now breaks more easily
- Fixed network room actbusy nodes - the female scientist in this room should no longer stand idle after the lunch bet scene
- FIxed broken animations on the blinds in the G-Man room
- The lightswitch in the research office from HL1 has been restored, complete with irritated reactions from the other scientists if you mess with it
- "Finger smudge" dialogue in research office now triggers only when the player enters
- The Ridiculous Ties scientist sits down to tie his shoes once the player acquires the HEV suit
- The scientist in the bathroom stall will be gone in the next chapter if he receives his toilet paper
- Restored the "Always Laughing" scientists and their dialogue
- Added an administrator character who walks around and checks up on the various departments

Map B
- Restored previously broken VOX announcements
- Lighting in the test chamber control room is now brighter and more fine tuned
- Restored the vacationless scientist's idle dialogue. "I've always wanted to visit... Cleveland!"
- The test chamber control room crew puts on goggles once the experiment starts
- Most sound effects in the test chamber sequence now use their soundscript entries
- The player now retains camera control during the Vortigaunt scene

Unforeseen Consequences

Map B
- Added VOX announcements to this map
- Sprinklers can now be triggered in certain areas
- The companion guard's intro scene is now triggered by script conditions - the scene won't start unless he's able to see you
- The companion guard is no longer invincible, and picking up his pistol will show the secondary fire HUD hint
- The bathroom stall zombie no longer snaps to standing upon taking damage
- The bin thrown at you by a zombie now damages you like it's meant to, thanks to the previously mentioned fix to the bin prop
- The tram guard now calls out for help if the player is near - this was previously implemented but broken
* Fixed the glass in the computer room not actually sounding like glass when struck
- The "spaz" zombie in the research office will no longer snap to standing when burned with a flare
- Replaced standard spot light illuminating the *other* research office zombie with a dynamic light
- Computer monitors in the research office are now breakable
- The windows of the conference room are no longer breakable, and the scientist vs. headcrab fight in this room is now muffled
- Revamped the coolant guard's offscreen zombie fight
- Improved lighting in the coolant airlock room

Map C
- Various crate props have been turned into item_crates that use prop presets
- The cryo tank in side room next to the first Barnacles has been moved slightly to allow for an alternate path
* Closed the trap door by the jammed doors across from the cryo room (other side is still open)
* Added batteries to said tunnel to reward exploration + compensate for removed water pipe goodies
* Unlocked the door underneath the HOT WATER pipe
* Removed trigger to lock door behind player until they finished cranking the first wheel
- The sitting scientist's intro scene can now be interrupted by enemies or damage
- Script conditions now determines if it's safe for the scientist to use the retinal scanner
* Unlocked door leading out onto G-Man catwalk
- Fixed a headcrab in the security station hall not being woken when approached
- Added a few player/NPC clips to the walls in the coolant puzzle area
* Added secondary fire HUD hint to the Glocks in the security station and Vortigaunt room
* Replaced cheap old-style sewer water with Xen-style refractive model
* Removed Glock and grenade by dead guard in the sewer (first aid kit still present)

Map D
* Door back to previous map no longer automatically closes after transitioning from it
* Reduced Glock ammo drops from crates at bottom of elevator
* Fixed broken walkway not sounding like concrete/metal when hit
* Fixed some bugs with the guard vs. houndeye sequence, it should now play out more naturally
* Readded the falling pipe
* Replaced cheap water below walkway with expensive water

Map E
* Fixed broken walkway not sounding like concrete/metal when hit
* Replaced cheap water below walkway and crate room with expensive water
Last edited by Citizen⁵; Nov 13, 2021 @ 11:17am