Black Mesa

Black Mesa

BMS Classic - Unforeseen Consequences (v2.0)
34 Comments
tpd1864blake 12 Jul @ 5:51pm 
Regarding the potential softlock in c1a1e with the crates, have you tried using trigger_teleport_relative in conjunction with logic_auto with OnLoadGame output to teleport the player upwards a few units?
Tuxflop 11 Jul @ 7:37pm 
The maintenance access beneath the freezer puzzle in c1a1c has a broken ladder. I've just turned the two valves, gotten the Glock, and I went down there out of curiosity, but it seems like the func_ladder is just missing. I can't seem to mount it.
Dingus 17 Dec, 2023 @ 1:40am 
yeah probably
TCMOREIRA 7 Dec, 2023 @ 9:37am 
Chapter Overhaul states that the changes from this Mod are included in their Mod.
Does it mean that by downloading that other version I get all of their changes plus yours?
ЭндрюГОр 26 Sep, 2023 @ 6:18am 
it would be nice to integrate NPC models, some from the blue shift and others from the BMCE - Black Mesa Character Expansion, and add adjustable wrenches for workers as non-pickable weapons, similar to batons for guards and crowbars for scientists, and give knives to soldiers
Vassago Rain  [author] 14 May, 2023 @ 6:03am 
@LilLawlFaze1
That's just black mesa for. BMSC is extremely optimized in comparison to the vanilla game, but certain spots are unfixable.
LilLawlFaze1 5 May, 2023 @ 3:40am 
The strangest one is on a rail near the rocket. It starts lagging and on the way up the fps go from 120 down to 50. the wierd thing is it doesnt look like that there is much to render at that point its just a few soldiers and zombies
Vassago Rain  [author] 28 Apr, 2023 @ 9:47am 
@LilLawlFaze1
What sort of performance problems are you running into?
LilLawlFaze1 15 Apr, 2023 @ 10:50am 
i hope the mod team can do something about the performance problems, but there is only so much that can be done
Gonçalo Balinha Dentinho 2 Feb, 2023 @ 5:06am 
@Vassago Rain
Thank you for your answer. On this new 2.0 project, will be included more enemies and "puzzles" as some people called it on it? As for Xen the only thing I say I await for the big surprise :)
Vassago Rain  [author] 1 Feb, 2023 @ 10:42am 
@Gonçalo Balinha Dentinho
We're aiming to make 2.0 versions of all chapters. Xen is still really hard to work with, but the full download of BMSC made a lot of important changes, bug fixes, and other adjustments to Xen right when it released. We intend to build upon those changes.
Gonçalo Balinha Dentinho 26 Jan, 2023 @ 3:21pm 
I have a question (multiple questions sry xD): All the chapters will be upgraded to 2.0? and what about Xen Classic? Any future chance to have it or not yet? If not, Its possible to add more enemies just to get harder and harder?
Vassago Rain  [author] 25 Jan, 2023 @ 3:29pm 
All noted, and a slight upgrade/patch is in the works, but will probably not be out until OC 2.0.
Any new players got some critique, suggestions, or praise?
Colonel Orange 1 Jan, 2023 @ 10:43am 
2.0 Unforeseen Consequences is amazing, the ability to pick up health syringes is an excellent addition and makes pickups unique in from Gordon's perspective, whilst Barney gets strike pads for his vest. having the crowbar have time to shine as Gordon's only weapon was an excellent way to pace out weapon acquisition.

I can't really think of any criticism off the top of my head but a couple of wishlist items I do have is to see the scientist who opens up to security door have some act_busy stuff, or just have him sit down in a chair or on the floor instead of standing there upon leaving him. With the only other thing being reciprocating what Lieutenant_America said and have some way of utilizing Citizens AM overhaul alongside your UC classic mod, or if somehow his overhaul utilized the 2.0 revisions. Looking forward to Office Complex
Lieutenant_America 31 Dec, 2022 @ 9:57pm 
2.0 is good! I do miss the dying guard having the glock like in HL1, but upon reflection it makes a bit more sense given the pacing of weapon procurement. At least now with the stun baton there's an explanation for how he killed the zombie (though I'm not sure why he has ammo and no gun). Other touches, like the swinging crates and the bullsquid in the Box Smashing Room, are quite welcome.

As far as critiques go, the water in the canal room (where the bullsquid fights the headcrabs) seems a bit wonky. The water level you *see* doesn't seem to match up with where it physically *is*.

In terms of wishlisting, not much really worth mentioning besides BMCE integration. Also, because Citizen 5's overhaul of AM and UC are lumped together, it's impossible to have their AM changes with your UC changes. I suppose it'd be nice if either you or them released a standalone AM overhaul, for the sake of not having to sacrifice one level's mods for the other.

Good to have you back.
Vassago Rain  [author] 30 Dec, 2022 @ 5:40pm 
How do you all feel about the changes in UC 2.0? Criticism, praise, wishlisted stuff - anything, really.
J.H. Brewster, Byzanium Master 29 Dec, 2022 @ 1:59am 
@Physics Prop it is Black Mesa *Source* classic
White and Birdy™  [author] 25 Dec, 2022 @ 4:29pm 
Yeah, the lack of pickup sound for the syringe is a vanilla bug/oversight. I've been poking at it with Sourcemod, I'll hopefully have a plugin up to fix it soon.
Vassago Rain  [author] 25 Dec, 2022 @ 4:15pm 
The syringe is similar to the berets dropped by the HECU commanders, but heals 10 HP, rather than 5. Like the beret, there's no pickup sound, but one could probably be added using sourcemod.
Crash_Trooper 25 Dec, 2022 @ 2:49pm 
this is very epic one thing i dont like is that the syringe does not make any sounds that is it cool mod
finlandslim 25 Dec, 2022 @ 11:09am 
Also the guy that opens the room with Glock and grenades refuses to sit down once in the room like in vanilla, not sure if it's intentional. Syringe pickup has no sound.
finlandslim 25 Dec, 2022 @ 8:56am 
Just ran this through, had no issues. A few nitpicky notes:
bm_c1a1c sewer, water with flow seemed a little out of place and janky with all the props speedily flowing away. Static looked better imo.
Guard's stun baton texture is too shiny, might use a slight correction in that part.

Overall greatly enjoyable. Major thumbs up for restoring the swinging crates!
White and Birdy™  [author] 25 Dec, 2022 @ 12:08am 
Merry Christmas all! We're happy to present v2.0 of BMSC Unforeseen Consequences!

There's a full changelog in the change notes tab. I've been plugging away at it over the last few months, and I'm quite proud of what we've managed to accomplish.

The full download has been updated as well (though there may be some blips here and there due to asset conflicts - probably nothing major, but). Keep an eye out - we're working on updates to the rest of the Earthbound chapters as well, and Office Complex should be ready in the near future. Cheers!
Vassago Rain  [author] 6 Dec, 2022 @ 5:31am 
We used the name first.
Physics Prop 18 Nov, 2022 @ 10:26pm 
black mesa classic
(not to be confused with black mesa classic)
Karl3000 28 Dec, 2021 @ 11:28pm 
for some reason it doesn't work for me
The Mindful Moron 7 Dec, 2021 @ 2:13pm 
I'd say a few things could be adjusted. Personally, I think later sections of the chapter would do well with darker lighting, forcing the player to rely on the flashlight more, and honestly I think some of the earlier sections are still a bit too bright with the ambient lighting. I mean, you did liken Half-Life to survival horror.

More than anything though, the zombie during the scientist headcrab moment should be reverted to being behind the glass like in Definitive. It 100% improves that moment since so many new players never even see it when the zombie is outside the glass. Also, most players instinctively break the glass on the other windows trying to get in and save the scientist, and unintentionally make the moment much harder to see. Might be worth just having the glass already be completely shattered by the time the player gets there. That way it'll always be visible.
DayDay 10 Nov, 2021 @ 2:32pm 
Relatable
originalname 12 Jun, 2021 @ 8:03am 
The Last Screenshot: Me when i stand up too fast
John "know'nt" Palinody 30 Apr, 2021 @ 6:28am 
how name is first map in this mappack
THE FRICKIN' CLOWN 15 Apr, 2021 @ 7:32pm 
Oh okay, thanks for telling me.
White and Birdy™  [author] 15 Apr, 2021 @ 11:53am 
I'm not entirely sure, but it's probably not going to work well, at least. BMSC doesn't edit bm_c1a1a (where the crowbar is found in RCI/HL1), so that part will work fine, but both mods do edit bm_c1a1b, so they're going to conflict with each other. I can't tell you what exactly that entails, but I wouldn't recommend trying it.
THE FRICKIN' CLOWN 15 Apr, 2021 @ 2:10am 
Is this compatible with the Restored Crowbar Introduction addon?
notchjohnson 22 Feb, 2021 @ 7:35pm 
The removal of the hand-holding alone is amazing. I hate when developers cater to idiots