Black Mesa

Black Mesa

Black Mesa: Route to Evacuation - Part 1
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Update: 6 May @ 4:30am

Patch Version 1.1 Changelog:

Critical issues:
-Fixed a softlock on rte_map05 that caused the final battle to be started sooner than needed
-Fixed a softlock on rte_map03 that caused the stuck door to be un-openable if you break the glass cover first
-Fixed a softlock on rte_map04 with the fire door not being openable from the inside of the room

Minor issues/improvements:
-Fixed mat_specular 1 not being initially on which caused cubemaps to be off
-Recompiled all the problematic models that caused the mod to not launch on default version of the game
-Removed selfillum mask from a burned flare
-Added proper optimization for rte_map02 & B
-Improved optimization on all the maps
-Improved env art in several key areas
-Deleted some unnecessary glowsticks
-Added a wire indicator for the door puzzle on rte_map03
-Made all the soda machines be breakable for healing
-Fixed orientation of double doors to make them more readable
-Replaced the deadly steam on rte_map02b with fire for better indication of danger
-Fixed minor texture alignment & brush smoothing groups issues
-Fixed some scientists models showing up in game as ERROR SUCCESS
-Improved overall balancing
-Fixed a "MULFUNCTION" misspelling on the elevator ad screen
-Added a wake up trigger to a sleeping marine on rte_map05
-Fixed a situation where on rte_map05 you could ease the final battle by going into the elevator first (stealth route), making the battle play out without music and additional vorts spawning in
-Fixed a situation where on rte_map04 you couldn't pass the commander marine near the radio in a stealth route
-Improved the HUD (Credit to AdrianDogmeat)
-Overall improvements and bug fixes

Update: 26 Apr @ 7:55am