Black Mesa

Black Mesa

Azure Sheep: Part One EXTENDED
Vagere Hein Jan 17, 2021 @ 4:10pm
Some feedback on an otherwise great mod.
Just finished it. I have to say I appreciate the hard work you put in this. I;ve played azure sheep about 20 years ago and had some fond memories so I was thrilled to see a black mesa version.

Though I remember litlle from the original, I think much of the content is redone. I like most of the level design but there are a lot of frustrating things. I hope you see this as constructive feedback, it's not my intention to be overly judgmental. I'm Dutch and we like to be straightforward in our opinion.

First: There are too many sentry guns, which arent challenging but drain your life regardless (especially the ceiling guns). I'd say get rid of half of them.
There are also too many vortigaunts going about which you are ill equiped to deal with. Especially when there are 3 or more. Only way to clear them is to hide around the corner and wait till you can kill them with a shotgun. Either put in more guns (to stay in universe maybe introduce the desert eagle and saw machine gun from Opposing Force) or reduce the amount.
Whats true for Black Mesa also is true for this mod: the marines and male blackops (which I'm happy to see introduced) are a different breed then the original as they move around and shoot at the same time. This makes them a lot harder to deal with. The lift ride after you put in 4 batteries is a real chore. Untill you get the sniper gun, which is a welcome addition, this is also a pain in a lot of sections.
Although I loved the Xen infection in the chapter "Ground Zero" I really hated the anomalies who you have to avoid. Its really trial and error. The big one that chases you once you overcharge the reactor is cool I would keep that one in but remove the others as it makes it very tedious.
The level design of the last chapter seems rushed and uninspired compared to the previous levels.



like that you gave Barnes a voice and it makes sense, most of the time.
It's easily recognisable which of the voice acting you did yourself, because the sound quality is low and the pronounciation could be a bit better.

Last some of the stuff in the game make no sense regarding the Half-Life universe. The fast headcrabs are, as far as we know, a creation of the Combine who genetically altered the headcrabs to better weaponise them (aswell as the poison headcrab) thats why you only see them in Half Life 2. I only saw a glimpse of Race X (the fast one forgot its name), it makes sense to implement them inthis mod(perhaps when Operation: Black Mesa is out) cause they invaded Black Mesa after Freeman travels to Xen. Hopefully we can see them in the future, they could bring a lot of needed variety.
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Krotow (LV) Nov 20, 2023 @ 9:25am 
Marines are definitely harder to defeat than in original game. Although now you can raise laser tripmine using skill and lure SOBs into mines. Works perfectly and in same areas hilariously :) Speedy headcrabs indeed was modified by Combine some time after humanity defeat. I too see using them in Black Mesa event time illogical.

Pay attention that collision detection glitches in this mod at today (November 2023) make hand grenades de facto unusable. On throw they disappear in walls and floors and explode God knows where. It make encounters with military and vortigaunt squads quite harder :) Sentry guns are not so big problem. At least their numbers are fine.

By the way shotgun is like 1/3 to big. Maybe use shotgun model from Black Mesa instead?

UPDATE: After game reloading at next day object bouncing and sliding stopped. Also grenades doesn't disappear in walls anymore as it happened at first day. So far till today all is good. Still curious what caused this.
Last edited by Krotow (LV); Nov 22, 2023 @ 2:33pm
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