Black Mesa

Black Mesa

82 ratings
BMS Classic - "We've Got Hostiles" (Extended)
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
174.954 MB
22 Mar, 2021 @ 2:29pm
1 Change Note ( view )

Subscribe to download
BMS Classic - "We've Got Hostiles" (Extended)

Description
READ THE DESCRIPTION BEFORE ASKING QUESTIONS!

BMS Classic - Full Download: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2378420148
BMS Classic - Chapter Collection: <to be added>

What is BMS Classic?

BMS Classic started out as a simple mod aiming to undo some of the changes brought to Black Mesa in 1.0 and 1.5, such as unnecessary railroading, insultingly excessive handholding, questionable balance decisions, and watered-down combat. Since then, it's evolved into an attempt to bring together the best parts of Black Mesa and Half-Life and expand upon them.

Bringing back HL1 setpieces that didn't make the cut for one reason or another, adding incentive for the player to explore and investigate off the beaten trail, trusting players to be able to think and reason their way through puzzles without force-feeding them the answer, expanding upon areas of the facility to make it feel more alive, and making the player have to think about how they fight to survive - that's what BMS Classic aims to do.

Many maps have also received an additional detail pass, making them more atmospheric and immersive by way of enhanced/reworked lighting and improved water visuals. Attempts have also been made to improve performance on some particularly troublesome maps, but given Source's limitations, there's only so much that can be done.

Is BMSC compatible with [insert mod here]?

It depends. Other chapter mods, such as the Chapter Overhaul mods or VOX Restoration mods, aren't compatible. BMSC extensively edits many of the game's maps, so any other mods that edit maps are going to run into conflicts. Compatibility with some of these mods (namely the VOX Restoration mods and Black Mesa Character Expansion) is something I'd like to investigate further down the line.

Take heed - BMSC We've Got Hostiles is not compatible with RK's WGH Vent Mod.

Why didn't you just make it compatible with Vent Mod? Wouldn't that have been easier?

For BMSC's purposes, no. While I did get permission from .RK to produce a BMSC-compatible version of Vent Mod, a number of factors led to me deciding to create my own WGH expansion. First and foremost is simply the fact that I don't feel comfortable editing and reuploading another modder's work like that, even with explicit permission - especially since BMSC's scope is significantly larger than Vent Mod's, and I'd rather not treat Vent Mod as just being a "footnote" of sorts in the full version of BMSC. Another major factor is that we wanted to add new setpieces to WGH, and while I probably could've modified Vent Mod to accommodate for my aims here, I feel that the end result would've felt inconsistent and slapped together.

Who's behind BMSC?

BMSC is primarily a joint effort, between Vassago Rain and myself. Some chapters also have additional support or resources from other modders, as listed in the Contributors section.

It's important to note that BMSC is fundamentally a two-man effort. There's only so much we have the time, resources, and ability to do. As such, we've had to make decisions about what does or doesn't get added/changed. We're just two people with a love for Half-Life doing what we can here, to try and realize Black Mesa's full potential. If you have specific questions about why certain changes were made, or why things were added/removed/etc., feel free to ask.

What's in this download?

This download is the BMSC edition of We've Got Hostiles, at its extended length. HECU combat has been significantly overhauled, and the shotgun has been given an explicit, intentional pickup near the start of the chapter. This allows for more variety with marine combat without the shotgun being awkwardly shoehorned in, resolves the oddity of the dead marine(s) near the beginning not having any weaponry, and mirrors the MP5's original placement in HL1.
Additionally, the vent crawl back from the surface has been extended and reworked - it's more streamlined than the vent maze in the original game, but still provides the player with more space to explore and more time to calm down after the battle on the surface.

A more detailed changelog can be found in the Workshop download folder - for this addon, that'll be somewhere like Steam/steamapps/workshop/content/362980/2432833926. The contents of the changelog can also be found in the pinned discussions.
Popular Discussions View All (1)
1
28 Oct, 2021 @ 12:23pm
PINNED: We've got hostiles changelog (1.0)
Vassago Rain
40 Comments
ЭндрюГОр 28 Sep, 2023 @ 12:51am 
add add maintenance workers and maintenance zombies from BM Blue Shift in next versia 2.0
classic gamer 17 Aug, 2022 @ 1:21pm 
I am actually glad to see you guys are hinting at plan of BMSC's own character expansion and vox restoration. I cant wait to see that come out because I wanted that in BMSC for while now.
classic gamer 17 Aug, 2022 @ 1:12pm 
I get ya. Sometimes I will resort to stupid questions like that when d esprit for certain mods.
Dante 17 Aug, 2022 @ 2:36am 
thanks
classic gamer 16 Aug, 2022 @ 6:44pm 
Yes, anything that changes maps and edits them extensively replaces them. This is why you can't use any other mod like chapter overhaul or some like that.
Dante 16 Aug, 2022 @ 3:24am 
so does this replace the map? (sorry the stupid questions)
Vassago Rain  [author] 28 Jul, 2022 @ 12:56pm 
Teleport spawns are definitely up for some changes, though, since we got way better at it over time, but overall, I really like how this chapter came out, and despite there being more HECU, that are better used, I've not seen anyone complain that they're 'cheap' in classic, whereas they're universally called cheap in vanilla.
Vassago Rain  [author] 28 Jul, 2022 @ 12:54pm 
@dmn
The vorts are featured primarily as the big bad enemy that the HECU have come to destroy, the player simply bumbling into them, and to demonstrate how much more powerful your new military weapons are compared to the pistols and explosives from office complex. The biggest fight in OC is the vort showdown, and it can be quite challenging, but then you get the shotgun and MP5 in we've got hostiles, plus you can mess around with turrets, and now 5+ vort waves melt instantly. It's a torch passing moment of sorts to the HECU, and with the vorts featured more heavily than in vanilla, it's easier to contrast the alien slaves, that looked really dangerous at the time, to the actually really scary and difficult soldiers, and then a few shows of HECU zombies.
dmn 24 Jul, 2022 @ 10:38am 
Absolutely love the additions, marines march through the facility, lighting changes and added rooms, quality stuff! Only pet peeve would be the frequency of enemy encounters this early in the game. Headcrabs appearing in vents and vort ambushes are well implemented, it's reminiscent of the action you see in ST. Actual xenian ambushes were only really a thing Gordon has to face after the rocket launch, as story-wise he gets targeted by the nihilanth from that point onwards. You can see that in Apprehension where groups of vorts start to spawn around you, often times trying to pull one over you by having backups appear right behind you. There might be the case that the ambushes in this part weren't meant for the protagonist specifically. Still, I believe it's a bit much to quite enjoy the flow/journey with little time to rest or wander, it makes it feel more videogamish rather than carved for the sake of experience. Great additions nonetheless!