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ALL MAPS:
* Cut down on supplies in general to make the chapter more challenging - the number of full heals was excessive, and given WGH and PU's status as "military strongpoints" (so to speak), BP having less ammo overall balances out nicely
- Bolstered enemy numbers in general, especially when it comes to bullsquids - melee-only squids aren't as aggressive as I'd once hoped
bm_c1a4a:
- Added the 357 to the player's spawn equipment
* Added shadows to the grate in the alternate vent pathway
* Made the EAS broadcast timing a bit tighter, so the player's less likely to miss it
* Added a pack of sleeping houndeyes at the bottom of the elevator
- Swapped a group of headcrabs on the track for a group of houndeyes as well
- Re-enabled pickup on the barrels in the pipe room, so they can be stacked and used as a shortcut
- Made the crate near said barrels not self-destruct when the player grabs it
bm_c1a4b:
- Added the 357 to the player's spawn equipment
- Re-added the hungry bullsquid near the start
- The catwalks outside the silo can now be destroyed again, as per HL1
* Partial fix for the desynced scientist/tentacle drag/eat animation
- Added some crates to the silo itself, as per HL1
* Fixed missing decal outside silo on way to oxy/fuel supply (there are probably more instances of this, though)
* Fixed clip brushes on fuel/oxy pipes in silo extending further down than the pipes themselves
* Fixed crate pieces on way to bm_c1a4d transition not being flagged as debris
* Fixed zombies on path to fuel/oxy area walking around instead of playing dead if the player turned on the generator first
* Fixed the bullsquid on the path to the generator blowing up the explosive barrels for no apparent reason
bm_c1a4c:
- Added the 357 to the player's spawn equipment
* Made the giant fan toggleable, to prevent softlocking if the player doesn't react quickly enough
* Fixed a glaringly obvious softlock - if the player drops down the elevator shaft again, the door to the fan is locked and won't open. The ladder down the elevator shaft now drops so the player can climb back up if they fall down again
bm_c1a4d:
- Added the 357 to the player's spawn equipment
- Restored the electrified water "puzzle" from HL1
* Added some detail to the lower hallway reminiscent of HL1
bm_c1a4e:
* Added a global state so the ironsights hint for the 357 won't appear if the player already has it
* Fixed some clipping issues with the "xen infestation" stuff at the beginning
* Added the "radioactive" effect around the waste in the "xen infestation" area
= POWER UP =
ALL MAPS:
* Cut down on the excessive amount of magnum ammo
bm_c2a1a:
- Opened the blast door to the office area again
* Blocked it off with some crates and fiddled with vort spawns a bit
* Added some stuff in the secondary 1.5 passage, as well as some other minor changes
* Removed the headcrab table scene, since it doesn't really fit anymore
* Fixed minor geometry clipping in c2a1b transition area
- Doors to starting area no longer close and lock by themselves
- Walkway to control room office collapses on approach, like in HL1
* Some weird behaviour around the collapsed walkway on changing levels has been fixed
- Garg kill console reverted to its original, less squished model
* Changed up the zombie HECU scene a little bit
* Fixed trams sometimes not sounding like metal when hit
* Added missing rear lights to trams
* The guard should no longer warn the player about the Garg after it's killed
* Garg ambience should no longer play in the starting area after the Garg's death
* Removed some static padlocks
bm_c2a1b:
* Fixed exploding gas tanks not sounding like metal when shot
- Restored the marines using the ledges on either side of the main room (TODO: Investigate this)
- Added back some satchel charge pickups
* Fixed some silly houndeye visibility stuff
* Fixed a silly oversight where the player could jump back up the broken stairwell very easily, which could probably cause all sorts of bugs
* Added a few more houndeyes for flavour
* Added some crates as intuitive tripmine mounting spots near the elevator
* Replaced cheap old-style water around generator with Xen-style refractive prop
* Removed a clip brush that made the player stand off the floor in the water - this made the zombie look shorter than intended and didn't seem to serve any other purpose
* Cleaned up the blocked generator a bit so the crate isn't obtuse and indestructible until the player gets close enough (though it's still immune to houndeyes to prevent accidental sequence breaking)
= ON A RAIL =
ALL MAPS:
* item_crate/supply crate prop shenanigans - unsealed crates/lids are now prop_physics instead of item_crate and lids are now debris
* Fixed tram sometimes not sounding like metal when hit
* LIGHTING OVERHAUL - The entire chapter is now darker and colder, to bring it more in line with its HL1 incarnation
* Enemy placement has been rebalanced and increased a bit
bm_c2a2a:
* General detailing throughout the map - some grime and muck here and there
* Added/expanded a side area as a callback to HL1 and to encourage exploration
* Fixed NPC pathing on rails and houndeyes getting hit by the tram
- Restored the "pipe machine" from HL1 in the bridge room, based on an unused version found in the BM map file
* Turned crate piece in the water in the big uphill room into debris
- Restored the dangling wire over the tracks from HL1
- Restored old plug puzzle - platform in water, two buttons, etc.
- Restored vorts teleporting in when the player lowers the bridge
* Fixed tram always stopping at the bridge, even when it's lowered
* Replaced one of the stairwell barnacles with a zombie to prevent clipping issues
* Made turntable elevator collision actually sound like metal
bm_c2a2b:
* Added an extra sentry near the beginning
* Added/expanded a side area as a callback to HL1 and to encourage exploration
* Moved the tripmines above the track a bit
* "Fixed" the first two marines not charging out to meet the player properly
* Fixed some minor texture alignment quirks in the workshop
* Overhauled the .50 cal area and standoff between the player/vorts/marines therein
* Fixed marines visibly spawning in the hallway and getting stuck in the doorways
* Attempted some optimization on the rocket silo
* Addressed an oddity that'd make the office guard react as if taking damage when jumping on the player's tram
* Fixed some clipping in the vents at the bottom of the silo
* Made the marine at the top of the silo a commander for consistency's sake (MP5 grenades)
* Attempted a fix for ragdoll physics tanking the framerate
* Fixed invisible walls blocking player's bullets over railings in silo
* Fixed NPCs running through the railings entirely
* Fixed the guard changing appearance when dying and turning his head to look at the player post-death, somehow
* Implemented improved death scene choreography, courtesy of Citizen⁵
* Attempted fix for some softlocks throughout the rocket silo
KNOWN BUGS:
* RAGDOLL-RELATED PERFORMANCE HITS. I've done what I can to try and eliminate the huge perf drop that happens in the silo sometimes, but I'm not sure it worked. Will investigate further.
bm_c2a2c:
* Fixed .50 cal "ambush" marines getting stuck in doors
* Fixed the starting chargers resetting to full charge on map transition
- Completely overhauled the launch pad fight to prevent cheesing - it now bears more resemblance to its 2012 iteration, but with 1.5's visuals and some of its additions. An overview:
-- Closed off the 1.0/1.5 entrance path in favour of the main gate opening
-- Removed the .50 cal in the launch control pad bunker, moved the other one to the far right corner - same effect, but with a clearer sightline to the marine on it
-- Cut down on supplies a bit and rearranged the ones that are left
-- Adjusted "wave" timing to try and make the fight line up with the music a bit better (though this is obviously very dependant on the player's actions so it's not perfect)
-- Removed some foliage on the launch pad to improve sightlines
* Removed one marine and added some extra cover/health kits to improve player guidance
* Attempted some optimization in the rocket silo - removing unseen/disabled lights, etc.
* Fixed some railing backfaces being visible outside the launch pad
* Fixed satchel charges nearby being unusable to the player
* Fixed exploding gas tank not sounding like metal when shot
* Edited some weird ceiling geometry on entrance into launch pad area
* Removed the random frag grenade behind the glass
* Added a slight delay to the HECU's reaction time when the player breaks the glass
- Replaced the HECU in the control room with a commander and shotgunner, as per HL1
* Rotated door status lights so they're "upright", as opposed to sideways
* Some changes to the Apprehension connection room, as a callback to HL1
* Fixed the Apprehension train not sounding like metal when hit
* Removed a static padlock
* Lowered the Apprehension train's max speed to try and mitigate clipping issues
KNOWN BUGS:
- Marines lose their weapons when they get off the .50 cal, and one guy seems dead-set on jumping on it near the end of the fight. I'm putting these down to BM limitations, I can't figure out what the hell's going on here.
= APPREHENSION =
ALL MAPS:
* Enemy placement/numbers and ammo/item pickups adjusted, as per usual
* Lighting adjustments - colder in some places, dimmer overall
* Crossbow ammo adjustment - I strongly recommend installing my Ammo Pickup Fix plugin, as the map's ammo placement has been designed with it in mind. Ammo counts will still (hopefully) be reasonably balanced without the plugin.
bm_c2a3a:
* Lowered the train's max speed to try and mitigate clipping issues
- Recreated (roughly) the barrel puzzle from HL1
* Removed the invisible wall preventing an obvious shortcut in thee reservoir area
* Raised the water level in the first half of the map
* Changed the route into the ichthy room to go through the security office
* Prevented the player from taking physics damage when the cage falls into the water
* Fixed the scientist beginning his standard "did you see it?" dialogue if you kill the ichthy before entering the office
- Restored prop planks as barriers in all of the underwater areas
* Attempted fix for clipping issues in the falling shark cage - not sure if this works perfectly or not, but it seems to be okay in testing
bm_c2a3b:
* Significant optimization pass
* Adjusted the broken walkways in the big ichthy room
* Big detail pass in the underwater sections - they now actually have some purpose to them!
- Restored ladder climbing up into piston room
* Altered the layout of the cryo room to make it a bit longer and slightly increased the damage taken while inside it
* Fixed the first bullsquid in the piston room appearing out of thin air
- Allowed the player to open the cryo room door while the scientist is talking, a la HL1
bm_c2a3c:
* Significant optimization pass
- Put the blast door controls back in the office
* Adjusted the guard death scene to give the assassin a bit more cover when retreating
* Adjusted the layout of the assassin hangar, to give the assassins more verticality
* Some other layout adjustments to improve the combat flow in general
- Made the assassins drop their Glocks again, kinda
bm_c2a4a:
- Control room door now always open
* Made the crates in the trash compactor sound like wood when hit
* Fixed some visible nodraw/very bare faces on the building right above the start
* Replaced cheap old-style water in the reservoir with Xen-style refractive model and xog
- Removed awkward 45-degree twist in pipe into main building
- Removed the window showing off the fire valve to encourage the player to explore
* Better pipe detailing around where said window used to be
* Fixed the awkward endless alarm bug from BMSC v1.00
- Restored old acid vat walkway/ladder layout
* Fixed unbreakable vent grates not sounding like metal when hit
- Unlocked doors again to allow backtracking
* Some minor expansion and detailing to encourage exploration
bm_c2a4b:
* Fixed scientist leg by the walkway cache not being flagged as debris
- Unlocked doors again to allow backtracking
* Fixed some displacement seams in the water
* Added Xen-style refractive model on top of cheap old-style "clean" water past the fire jets
* Fixed lights in bullsquid room having wires sticking up through beams
* Added a locked door to the primary floatation room to explain how employees reach it
* Added some extra detail to the bullsquid area to make it feel less empty
* Some minor additions to encourage exploration
KNOWN BUGS:
- Potential crash issue in the bullsquid area towards the end? I ran into this a few times during development and tried to work around it. If you encounter any crashes on this map, please let me know ASAP
bm_c2a4c:
- Moved music trigger forward a bit, hopefully should be timed a bit better now
- Opened up some of the conveyor belts again, to allow for exploration
- Broke the ladder in the conveyor crane room
- Unlocked doors to allow for explorations
- Restored old conveyor crane puzzle setup with separate buttons
* Fixed missing railing along edges of incinerator room
* Fixed the conveyor crane doing a 180 when changing directions
* Fixed one of the incinerator warning sprites being yellow instead of red
* Adjusted incinerator timing/trigger placement, to make it less annoyingly precise
* Added some detail here and there
* Fixed permanently retracted barnacle tongue in last room before QE
* Some minor additions to encourage exploration
= QUESTIONABLE ETHICS =
ALL MAPS:
* Replaced the old-style Alien Grunts with Xen Alien Grunts
bm_c2a4e:
* Fixed draw distance bug with the power switch in the storage room
- Reworked the AGrunt room a bit to mirror HL1 better
* Adjusted chapter title timing
- Reworked the Snark room to provide a combat intro, as well as recreating the headcrab pen room from HL1 and providing some snarks for the player
* Minor expansion to encourage exploration and mirror HL1 a bit more (try taking the security guard around the map)
- Made the dangling light in the bathroom a physics object again
* Fixed stoves in canteen not sounding like metal when hit
* Adjusted the end of the map to make it more sensible story-wise
bm_c2a4f:
* Fixed guard shooting at alien grunts from control room
* Fixed softlock wherein autopsy room doors could close and lock the player in the room with the scientists if they backpedaled
* Attempted fix for scientists/guard getting stuck and softlocking the player after the surgery machine is turned off
* Fixed zombie visually spawning in if the player breaks the tarp crate before entering the normal spawn trigger
* Moved a gib in the autopsy room that was getting in the way of the off switch
* Added one of the Gonarch flame spout plants to the xen habitat room
* Overhauled the lobby fight considerably - more cover, no marines running around on the roof being ♥♥♥♥♥♥♥♥, etc.
bm_c2a4g:
* Added sounds to the aux laser generator buttons for feedback
* Fixed transparency issues on some of the pipes in the laser rooms
- Reworked the HECU vs. bullsquids scene in the hallway to make it flow better
* Fixed the breakable TV by Dr. Welsh's desk (possibly?) not sounding like metal when hit
* Fixed portrait in Dr. Horn's office not sounding like metal when hit
* Gave the Tau Cannon a bit more time to shine, even if the player picks it up last
bm_c2a4h:
* Some detailing here and there
* Attempted fix for 50 cal gunners having no weapon after leaving the emplacement
* Fixed 50 cal's default direction being a bit too far right
= SURFACE TENSION =
ALL MAPS:
* Supply (health, batteries, ammo) and enemy placement has been adjusted
* Added Knockback Houndeyes from Xen chapters
* Swapped out almost all old-style AGrunts for Xen Grunts (some old AGrunts are still in use in some places where the Xen Grunts didn't work properly)
* Fixed numerous issues with items/NPCs clipping through the terrain and either not spawning or ending up outside the map
* Clipping pass - fixed a few rocks with particularly bad physics meshes here and there
bm_c2a5a:
* Minor performance enhancements
* Completely overhauled combat throughout the map - fuel dump at the start, down the road to the dam, on the dam itself, etc.
* Replaced old fake water brush trick with new Xen-style refractive water to prevent visual artifacts at bottom of dam
* Fixed music looping until mapchange if the player goes down the intake pipe without fighting the apache
* Added a switch to reopen the gate at the start of the dam
* Added an intro for the Knockback Houndeye at the end of the map
+ Improved line-of-sight to .50 cal on the bridge
+ Fixed broken skybox water
bm_c2a5b:
* Added a locked door to the charger tower that can be opened from the other side - improves map flow and makes backtracking less arduous
- Restored some detail throughout the map from unused visgroups in the file
- Restored the second minefield area with the Tentacle
* Added a few more frag grenades in the broken crate just before the minefield
* Fixed (ish) a bug where a headcrab in the minefield would be invisible
* Minor detailing around the storm drain hatch for better guidance
KNOWN BUGS:
* The tentacle *may* occasionally disappear entirely. I've done my best to work around this, but I doubt it's been eliminated entirely, and I don't think there's anything more I can do to improve it.
bm_c2a5c:
* Fixed alpha sorting issues with fake skybox fog and smoke from crashed helicopter
* Fixed rock material used on the cliffs - colour is now more consistent with the rock models and it's no longer shiny
* Adjusted animation speed of the bunker getting destroyed in the skybox
(Thanks to Citizen⁵ for inspiration/help on these)
* Attempted to improve NPC pathing on the cliffs - this seemed to be responsible for the majority of the assaults in the map not working correctly
* Made the RPG resupply crates refill 10 rockets at once, thus ensuring the player will have max ammo (unless they have an edited skill.cfg)
* Re-detailed the storage area where the RPG is found to make it a bit less claustrophobic
bm_c2a5d:
* Overhauled both the drainage area fight with the tank and the encounter with the APC shortly thereafter
* Marines (should) now become aware of player when the falling barrels drop into the drainage area
* Fixed a bug where multiple tanks would end up spawning
* Enhanced the appearance of the gate control buttons, since they were pretty bare before
* Removed some foliage to improve combat sightlines a bit
- Removed the health charger from the map transition area since it really didn't serve much purpose
* Fixed the gun cabinet in the transition room changing places between maps
bm_c2a5e:
- Removed the health charger from the map transition area since it really didn't serve much purpose
- Replaced hapless teleporting Vorts at the start with a bombing run and reintroduced the AGrunt appearance afterwards
* Detailing/expansion in a few places outdoors
* Adjusted tripmine placement a bit to make them less obvious/more hazardous
* Adjusted sniper behaviour and positioning
* Cut down on the ridiculous number of explosives/tripmines inside the ordinance building, in an attempt to counteract a bug where tripmines wouldn't do damage
* Moved the Hivehand and AGrunt corpse down to the bottom of the elevator, so the player's more likely to hear the guard's reaction
* Partial fix for the guard interrupting/preventing his own reactions to the Hivehand pickup (TODO: investigate this further - I suspect this might only be fixable via script editing, which is something I don't really want to do to ensure max compatibility with other mods)
bm_c2a5f:
* Reworked the APC "arena" a bit to improve combat and player mobility
- Restored(-ish) the building bombing scene from HL1
* Made the RPG resupply crate refill 10 rockets at once, thus ensuring the player will have max ammo (unless they have an edited skill.cfg)
- Restored the armoury lights
- Moved the "hungry Vorts" in the osprey lot to the top of the road right after the player drops down, so they're a more immediate threat
- "Supply door" leading to stairs to TOW can no longer be closed
- Unlocked multiple doors throughout the map to allow for backtracking and improve the map's flow overall
bm_c2a5g:
* Expanded the HECU vs. Xenians battle in the parkade
* Opened a door outside the parkade to allow for backtracking
* Fixed wrongly-textured clip brush in cinephys vent
* Fixed batteries getting deleted as soon as the cinephys vent breaks
* Fixed HECU shooting player through intact wall of broken vent
* Fixed invisible walls staying after the vent was destroyed
* Fixed (?) an invisible wall in the lot outside the garage
- Replaced the .50 cal in the garage lot with a TOW launcher and improved AGrunt behaviour
* Fixed helipad battle starting long before the player got close to it
* Changed helipad entrance - removed watch tower sniper spot, opened up the gates instead, replaced the xen launchpad with a healing pool
* Adjusted AI settings so the Xenians and marines will focus on each other before the player
bm_c2a5h:
* Optimization attempts
* Fixed HECU grunt that gets thrown through wall having a gasmask sometimes
- Bathroom door no longer locks behind player to trap them with snarks
* Improved clipping on pipe outside bathroom
* Fixed light in hallway not sounding like metal when hit
* Removed an invisible wall above the fence around the rocket area - yes, it was to prevent skipping the ZECU stairs, but it was obnoxious
* Restored the missing sniper (Tree Frog) radio conversation on the rooftop
* Made the RPG resupply crate refill 10 rockets at once, thus ensuring the player will have max ammo (unless they have an edited skill.cfg)
* Opened up one of the furnace building doors to prevent a softlock due to backtracking
* Added some detail to the ZECU stairwell
* Fixed pipe collision in furnace room not sounding like metal when hit
* Fixed a potential softlock at the end of the map
* Fixed the guard getting distracted and softlocking the game due to encountering enemies towards the end of the map
+ Fixed the radio conversation continuing to play when it shouldn't
+ Fixed the guard AI breaking and softlocking for real this time
bm_c2a5i:
* Raised EAS announcement's volume and made it start sooner, so it's less likely to be missed
* Attempted to turn down intro music's volume slightly so the EAS is more audible
* Attempted to make the Garg start chasing the player sooner
* Added railings and clip brushes to walkway along road where the Garg can't reach the player
* Fixed fuel truck not sounding like metal when hit
* Replaced old-style cheap water in canal/pool with Xen-style refractive model and xog
* Turned down air-raid siren volume slightly
- Restored Garg chasing the player if they try leaving without killing it
- Restored incoming mortar strikes once the player enters the hallway
* Added a one-way barricade into FAF - this does unfortunately prevent the Garg from chasing you all the way down to the door, but this was the only way to maintain compatibility with the regular game without breaking the AI
KNOWN BUGS:
- The tactical map can still be spammed to the point of crashing the game. Can't fix - there are no delay settings on the map entity, nor do it or the launcher itself take any inputs that I can use to address this.
* General enhancements/bugfixes
- Restored from/based on earlier Black Mesa builds and/or Half-Life
+ New for v1.02
ALL MAPS:
* item_crate/supply crate prop shenanigans - unsealed crates/lids are now prop_physics instead of item_crate and lids are now debris
+ Adjusted enemy and supply placements here and there
+ Swapped out all old-style AGrunts for Xen Grunts
bm_c3a1a:
+ Complete rebuild of beginning garage area - redone detailing and lighting, redone optimization, etc.
+ Altered map flow to make better use of the entirety of the level
+ Complete overhaul of all Xen "infestation" throughout the map
+ Relit/redetailed the sewer area to make it feel grimier
* Replaced the ZECU ragdoll with a "dead" zombie NPC, as per earlier versions of BM
+ Added some more steam jets in the pipe area
+ Replaced ending HECU with ZECU, more appropriate that way
bm_c3a1b:
+ Reworked one-way drop from start area into main map - less exploitable, accomplishes the same goal, doesn't completely kill flow like the 1.0 version did
+ Removed the Manta fly-by bombing scene, since it was a huge performance hit and made working with the surface battle much more frustrating
* Fixed a few material issues with rocks and jeep
* Fixed broken rock models appearing miles above the map in the skybox
+ Significantly improved clipping around the destructible rocks - no more invisible walls blocking your aim
+ Removed clip brush around massive rock outside start area since it was awkward and annoying
+ Completely reworked surface fight to make it more intense, fitting for the final HECU encounter(s)
+ Expanded underground area a bit to encourage/reward exploration
- Restored entering the garage via the doors instead of the vent
+ Completely reworked garage fight and tunnels to make them resemble HL1 a bit more
+ Tunnels now have Xen sentries hanging from the ceiling instead of HECU sentries (no, I don't currently plan on recreating the stationary xen turret from HL1, don't ask me to)
+ Moved the tank in the garage and added a TOW to destroy the tunnel door
* Fixed exploding garage door not sounding like metal when hit
+ Fixed segment of tunnel wall behind destroyed garage door being almost pitch-dark due to a material bug
KNOWN BUGS:
- One set of double doors in hallway clips into the walls when opened - minor bug, will fix soon(tm)
= LAMBDA CORE =
ALL:
* Adjusted supply/ammo drops and enemy placement to increase difficulty a bit - still a work in progress
* Fixed the large upward-sliding doors not sounding like metal when hit
bm_c3a2a:
* Fixed some shipping crates in the assassin room not sounding like metal when hit
* Fixed the "garage" door in the assassin area not sounding like metal when hit
bm_c3a2b:
* Fixed blast doors forced open by AGrunt not sounding like metal when hit
bm_c3a2c:
- Restored drain cap button
- Unlocked the door to the main core access room before both reactors are flooded
- Added some more debris back in the orange tunnel
* Fixed missing collision on vent outside orange tunnel
* Replaced old-style cheap water in orange tunnel with Xen-style refractive model
* Moved ragdolls in coolant hallways to hopefully prevent them disappearing between maps
* Made the guard deliver his "sight for sore eyes" line so long as at least one reactor is unflooded
* Fixed glock ammo embedded in the counter in the maintenance station
bm_c3a2d:
- Added some more debris back in the orange tunnel
* Replaced old-style cheap water in orange tunnel with Xen-style refractive model
* Replaced old-style cheap coolant fluid with Xen-style refractive model
* Fixed vorts being able to zap the player through the railings
* Fixed some z-fighting issues with brush model replacements
bm_c3a2e:
* Edited zombie torso scene a bit, now features zombie security guard
* Added a headcrab dropping into the maintenance area to echo the falling torso
* Replaced old-style cheap coolant fluid with Xen-style refractive model
* Fixed vorts being able to zap the player through the railings
* Fixed some z-fighting issues with brush model replacements
KNOWN BUGS:
- The guard zombie sometimes has issues getting up the stairs into the control room; not sure what's going on here
bm_c3a2f:
* Restored the core-flooding sequence from HL1, with Xen-style refractive model and xog - s/o to SEELE 01 for the idea
- Restored some vorts that were removed from the core-climbing sequence
bm_c3a2g:
- Restored rising/lowering platforming ring in the teleporter core
* Attempted fix for spinning platform death in reactor core (not perfect, but I haven't been able to replicate the death in testing except right at the edge of the platforms)
* Added a Tau Cannon and Hivehand pickup so the player has another chance to get them if skipped earlier
* Repositioned crate in final corridor for compatibility with SEELE 01's Map H Overhaul mod
* General enhancements/bugfixes
- Restored from/based on earlier Black Mesa builds and/or Half-Life
+ New for v1.05
ALL MAPS:
* item_crate/supply crate prop shenanigans - unsealed crates/lids are now prop_physics instead of item_crate and lids are now debris
* Adjusted supplies, ammo spawns, and enemy placement to increase difficulty
* swapped out some normal bullsquids for melee-only bullsquids here and there to vary up gameplay a bit
+ Swapped out all old-style AGrunts for Xen Grunts
* Fixed big upward-sliding doors not sounding like metal when hit
+ Lighting touch-ups - gave the main LC labs some slight colour-tinted lighting
+ Replaced coolant liquid throughout the chapter with refractive Xen-style props and Xog
+ Fixed loads of incorrect lighting and z-fighting on detail-brushes-turned-props
bm_c3a2a:
+ Fixed missing title card/music if player surfs down the elevator shaft
+ Fixed numerous floating crates from BMSC LC v1.0
+ Added distant mortar effects from FAF
+ Replaced the one-way drop into the hall outside the assassin hangar with a ladder
* Fixed some shipping crates in the assassin hangar not sounding like metal when hit
+ Improved navigation in the assassin hangar - opened up to make the fight a bit more dynamic and less frustrating
+ Reworked assassin fight in general
+ Made the assassins drop their Glocks again
+ Made elevator to c3a2b two-way
bm_c3a2b:
+ Made elevator from c3a2a two-way
* Fixed blast doors forced open by AGrunt not sounding like metal when hit
+ Fixed blast doors forced open by AGrunt using old 2012 door models (this will also affect BMSC ST if it's installed)
+ Reworked AGrunt fight outside LC lab proper to resemble its HL1 counterpart more
+ Replaced some phys props with static props for navigation purposes
+ Removed unnecessary "essential" flag on gluon gun scientist
* Removed barricade in hallway by firing range
* Fixed chargers clipping into wall at the bottom of the stairs
bm_c3a2c:
- Restored drain cap button
- Unlocked the door to the main core access room before both reactors are flooded
- Added some more debris back in the orange tunnel
* Fixed missing collision on vent outside orange tunnel
* Replaced old-style cheap water in orange tunnel with Xen-style refractive model
* Moved ragdolls in coolant hallways to prevent them from disappearing between maps
* Made the guard deliver his "sight for sore eyes" line at any point before both reactors are flooded
* Fixed glock ammo embedded in the counter in the maintenance station
+ Moved the crane in the aux pump room back to its pre-1.0 position (fixes clipping with ceiling beam)
+ Restored/re-enabled some extra encounters/spawns per earlier versions of BM
+ Made the coolant liquid rise depending on pump status
+ Boosted the guard's health to 200 to increase his chances of survival
+ Gave the guard a glock instead of a shotgun, since it's honestly more useful
+ Added nodes to hallways to coolant pumps so guard can be brought with player
bm_c3a2d:
+ Fixed player spawning without equipment when using the map command
- Added some more debris back in the orange tunnel
* Replaced old-style cheap water in orange tunnel with Xen-style refractive model
* Fixed Vorts being able to zap the player through the railings
* Fixed some z-fighting issues with brush model replacements
+ Completely overhauled layout to improve player guidance - now resembles bm_c3a2e more closely
+ Added some more debris in the upper tunnel, a la HL1
+ Fixed main pump machine not casting shadows
+ Gave the guard some dialogue if brought with player
bm_c3a2e:
* Fixed some z-fighting issues on the windows of the first control room
+ Restored the pit elevator in the coolant tank room
* Added a headcrab dropping into the maintenance area to echo the falling torso
* Fixed Vorts being able to zap the player through the railings
* Fixed some z-fighting issues with brush model replacements
+ Fixed main pump machine not casting shadows
+ Gave the guard some dialogue if brought with player
bm_c3a2f:
* Restored the core-flooding sequence from HL1, with Xen-style refractive model and Xog
+ Restored the destroyed hallway at the end of the map from HL1
bm_c3a2g:
- Restored rising/lowering platforming ring in the teleporter core
+ Reworked flow a bit for the sake of guard's dialogue
+ Gave the guard a glock instead of a shotgun, since it's honestly more useful
+ Added a backtracking portal from the top level, a la HL1
+ Fixed some potential performance issues in the reactor core that could cause disappearing geometry (would flood the console with "too many vertex format change" messages)
* Hopefully fixed player getting crushed randomly by spinning platforms for good
bm_c3a2h:
+ Implemented destroyed tunnels from Lieutenant_America/SEELE 01's Lambda Core Map H Overhaul Mod
+ Fixed teleporter lab doors not sounding like metal when hit
+ Added a Hivehand spawn and Snarks outside the lab, as well as a Tau Cannon in the armoury
+ Added a reference to the shotgun scientist from HL1
bm_c3a2i:
+ Fixed player spawning without equipment when using the map command
+ Added another ladder on the other side of the portal jump platform
+ Added some crates for the player to climb to improve combat flow
+ Reworked pre-teleport combat so player can't camp and wait out the portal timer
bm_c4a1a:
* Fixed missing winch outside entrance cave
* Fixed missing satchel charge when transitioning from LC
* Fixed railing next to said satchel charge not sounding like metal when hit
bm_c4a1a1:
* Added some Snark pickups in the labs
bm_c4a1b:
* Added a hacky workaround for xen trees not staying dead when saving/loading a game
* Added some Snark pickups
* Fixed catwalk not sounding like metal when hit
bm_c4a1b1:
* Added a hacky workaround for xen trees not staying dead when saving/loading a game
* Added some Snark pickups
* Fixed headcrabs setting off tripmines in pumpkin tunnel before the player even enters the area
* Fixed stalactite clipping through side of wall in bullsquid canyon
= GONARCH'S LAIR =
bm_c4a2a:
* Fixed shattering rocks/crystals not sounding like rocks when hit
* Made transition to c4a2b look a bit more consistent
bm_c4a2b:
* Adjusted that one fire jet so player can get past it unscathed
* Added a hacky workaround for xen trees not staying dead when saving/loading a game
bm_c4a2c:
* Fixed player being able to shoot and destroy the mortar during the intro scene (possibly fixed by 1.5 as well? oh well, can't be too careful)
* Adjusted music timing so it doesn't (or shouldn't) fade out immediately after the gonarch's death
= INTERLOPER =
bm_c4a3a:
* Prevented player from backtracking to c4a2c/empty void where it should be
- Restored the scrapped tentacle island
* Moved the floating islands around so the restored tentacle island is part of the main path
* Fixed closed areaportal issue in Vort village
* Added clip brushes to the LC supply pods to prevent the player from getting stuck in them
* Fixed broken scaffolding having an inappropriate sound towards end of map
* Removed an unused trigger outside the playable area
bm_c4a3a1:
- Restored old bounce pad behaviour
bm_c4a3b:
* Restored missing brush console at first scripted sequence (vortigaunt plug)
bm_c4a3b1:
* Made the ammo supply drops a bit more varied - shotgun, MP5, 357, crossbow, etc.
* Added some physics clip brushes to prevent potential softlocks in the plug puzzle area (though there may be more I'm unaware of?)
* Attempted a fix for what I suspect is a physics-related crash
* Fixed missing water and river not touching the ground near end of map
* Added Nihilanth's unused "he is not man" line near end of map
bm_c4a3b2:
* Transition area edits from b1
* Made the ammo supply drop a bit more varied - shotgun, crossbow, etc.
bm_c4a3c:
* Fixed missing water in corner
* Repositioned one teleporter exit to fix minor clipping issue
* Refined some clipping here and there
* Fixed inactive sprites/lasers in laser machines
* Adjusted timing on AGrunt pods in final pod ride to prevent some clipping
bm_c4a3c2:
* Made secondary return teleport only activate when the first destination teleport does, to make its purpose clearer
bm_c4a3d:
* Added Nihilanth's unused "the truth" line at beginning of map
* "Fixed" softlock by saving/loading once the Controller's picked up a barrel at the beginning of the elevator segment (NOTE: this solution is very inelegant, I'm aware, but short of a code-based fix, I think the only real elegant solution would be something involving cinematic physics, and I'm just one guy who doesn't have the ability to do that kind of thing. this also doesn't fix a similar softlock at the end of the map, the I/O around that one is more intricate and I still need to figure it out)
bm_c4a3d1:
* Attempted fix for beginning softlock
* Moved stasis tubes around to lessen alpha sorting issues
* General enhancements/bugfixes
- Restored from/based on earlier Black Mesa builds and/or Half-Life
+ New for v2.00
ALL MAPS:
+ Supply crate check - items are now primarily dropped from tarp crates or BM1.5 supply crates, and supply crates are using their "older" skins (more fitting)
* Ragdoll check - added female scientist bodies for variety
+ Enemy placement/numbers and ammo/item pickups adjusted - added some health syringe pickups (item_syringe, worth 10HP) throughout the chapter
* Fixed awkward physics on chrome garbage bins and nitrogen tanks
* Physics prop check - made numerous small props debris so as to prevent them blocking player movement
* Crate check - most larger crates are now immobile unless broken
* Pipe check - fixed a number of wrap labels on pipes having collision
bm_c1a1a:
+ Lowered player's starting health (70 -> 45)
* Fixed strange/broken reflections in test chamber at the beginning
+ Replaced the healthkit in the hallway by the guard with a health kit and health syringe
* Removed some invisible walls
+ Edited the timing on the Eli/Kleiner scene - they now start talking earlier and pause until the player approaches
+ Removed auto-locking door behind the player after entering the overlook office
* Fixed some strange shadowing issues in the overlook office after the servers explode
* Fixed phys props being able to clip through the fallen railing under the headcrab warp
bm_c1a1b:
* Removed collision from the wall-mounted handrails throughout the map for ease of navigation
+ Replaced the Glock by the dying security guard in front of the ending airlock with a Glock magazine and a stun baton
* Fixed numerous clipping issues with flares throughout the map
* Fixed the bin thrown by the zombie in the lobby not being on fire as intended
* Fixed issues with the guard shooting door/window frames instead of zombies
* Fixed the glass in the computer room not actually sounding like glass when struck (confirmed this time)
+ Reworked the hallway zombie sequence a bit
+ Made the slamming door near the end not lock behind the player automatically after passing through
bm_c1a1c:
* Fixed xog volume not actually following the drainage water when rising
+ Restored the TEMPERATURE CONTROL sign in the cryo room area; removed some excessive and noisy signposting lights
* Expanded trigger volume for sliding doors so they open a bit more readily
* Fixed some alpha sorting issues on the signage around the water valves
+ Added some alternative methods of navigating through/past the cryo room puzzle
* Fixed an issue where some headcrabs/a zombie wouldn't appear if the player sequence broke
+ Adjusted lighting in the Vort hallway
* Fixed some oddities with the behaviour of the door the Vort punches out
+ Improved the sewer water appearance, as well as the sewer itself
bm_c1a1d:
* Door back to previous map no longer automatically closes
+ Adjusted map start a bit
+ Fixed some floating cable props in the Akira elevator shaft
+ Reworked teleporting crate houndeye sequence a bit
+ Replaced the houndeye bridge scene with a scene featuring a bullsquid, a la HL1
+ Replaced static water in the canal with a flowmapped water texture
* Fixed a bug where some parts of the broken bridge would float up out of the water after the animation finished
bm_c1a1e:
+ Removed obtuse backtrack prevention if taking the vent through from c1a1d
+ Replaced static expensive water in canals with flowmapped water textures
+ Adjusted the bullsquid scene in the canal a bit
+ Restored the shortcut door from the big canal to the far side after getting through the hanging crate room
+ Restored swinging crates in the hanging crate room
+ Replaced an impossible locked door with one that can be opened for the player to explore
+ Reworked the end houndeye scene significantly
KNOWN BUGS:
bm_c1a1d: Backtracking via the vent from c1a1e may cause some odd behaviour - investigating
bm_c1a1e: Saving/loading causes all swinging crates to reset to default position and can cause the player to get stuck on them - this is an unfortunate side effect of how the swinging crate effect was achieved and I do not know if it can be fixed; investigating. For the time being, stay away from the hook holding the crate when saving/loading