Black Mesa

Black Mesa

Lambda Core More Alien Grunt and Alien Slave appearance
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Update: 12 Jul, 2021 @ 1:38pm

Added more alien grunts and alien slaves in the return trip after activating the reactors, and also after killing the curious vorts.

Improved the ai pathfinding in c3a2e, so the xen grunts can move freely around the map

The level transition from the blue room(c3a2e) to the main hall (c3a2c) has been altered (so now you can carry over items from the blue room back to the main hall just in case you want to manage supplies). The enemies will also no longer magically disappear when you transition back to the main hall (most apparent with the newly created alien slave added by me).

Added a "little" something in the alien grunt barrage in C3a2c after defeating them all and sticking around for a while.

Adjusted the last wave of the assassin fight so they can be aware of your presence attack you much earlier (instead of just showing up when you are very near them and can just kill them easily).

Added 2 More alien grunts second part of lambda core (c3a2b) as a part of reimagining their spawnpoints in the original half life. The blast door in there is now also initially closed and must be opened with the button near it.

The ammo supplies in the controller room fight has been completely removed. Healthkits and batteries in that room has also been reduced further.

Added 1 more headcrab in the beginning of the segment with the lab full of scientist just like in the original. The hivehand and tau cannon is now also provided in the armory room. (I also plan on adding snarks but that can be destroyed and unleash a bunch of snarks that can kill the scientists and the annoyed guard so i decided not to include it.)

Update: 4 Jul, 2021 @ 11:32pm

Update: 4 Jul, 2021 @ 11:31pm

Update: 4 Jul, 2021 @ 11:29pm

Update: 4 Jul, 2021 @ 11:27pm

Update: 4 Jul, 2021 @ 11:21pm

Update: 4 Jul, 2021 @ 11:15pm

Update: 4 Jul, 2021 @ 10:48pm

Update: 4 Jul, 2021 @ 10:29pm

Added more xen grunts and vortigaunts (in tandem to alien grunts since they are incredibly easy to deal with without support) in the c3a2c alien grunt room. Also remove some boxes in the far end of the room to avoid easily killing alien grunts due to poor ai and them being stuck to those boxes.

Improved the ai pathfinding (added some ai nodes and moving some of the poorly placed ones) for alien/xen grunts in c3a2c and c3a2d to make them more efficient in flanking the player.

Reverted the health/suitchargers to their default amount (50 and 75) and removed more health/batteries. Ammo (especially energy ammo) has been reduced. No more gluon supremacy

Improved the vortigaunt's accuracy to near perfect (instead of easily sidestepping their zap attacks and make it go through weird directions), although they can sometimes miss. Try not risking it though cuz like i said (almost perfect)

Added a gib system for assassins (all credit goes to Chukcha_Halfer for the model and adding gibs to assassins)

Update: 1 Jul, 2021 @ 12:12pm

ALL Xen Grunts now have the same health as alien grunts to tone them down a bit (except for the last one in the corridor leading to the teleportation room). That Xen Grunt act as a mini boss and has significantly higher health than any other normal enemies in the chapter.

The c3a2c grunt ambush now has an additional wave.

Replaced one vort with a grunt in c3a2g.