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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.
HECU AI is a magical thing. If they were already moving when they pulled out the RPG, they often forget that they're wielding a rocket launcher.
It's BMSC's own implementation. Less focused on crawling through vents, and more on exploration and bonus loot, like in HL1.
After replaying, I do agree that there should be at least one more medkit or a low cap health charger somewhere. Amazing we got it as right as we did, since this is the first chapter we went all out and tried something new and a bit more transformative.
Thanks for the feedback. It's greatly appreciated.
As for the darkness in the shafts, well, you're in ventilation shafts. You expected anything more than the occasional red service light? Use the flashlight, like you would in HL1 or 2. BM even has unlimited juice for it, so no reason not to.
1. Never seen that trigger fail, but I'll note it and see if it can be reproduced/fixed.
2. There should be 2 medkits and at least one battery in that area, which is 50 HP+15 armor if you didn't mess with skill.cfg. I believe there was either an extra battery or a medkit there at one point, so explore around a bit. You're close to the end of the level, so use frags to clean out the headcrabs in the box and zombie corridor, or bait them out and kill them one by one.
3. That happens if there's an active turret in the area, the scientist from the start's still in the room and alive, and from any of hundreds of mods clashing. Nothing major, really.
1. Headcrabs sometimes dont spawn in vent after vortigaunt room with the zombies banging on the double door. 2. i reccomend adding more health after the vortigaunt kitchen part in the extended section, i got cornered due to me getting pushed out of the way of a spawning vort and lost quite a bit of health, resulting in me dieing to crabs plentiful of times. 3. not sure if this is being caused by one of my mods but marines who are talking about stupid scientists not fighting back dont talk at all.
Good Job
An in-depth update of BM On A Rail is in the works, yes. I don't have an ETA on it at the moment, though - the launch pad fight on map C is proving to be troublesome, in part because Black Mesa's marine AI is temperamental and inconsistent. I'm also working on a version that has colder lighting, to make it a bit more faithful to HL1.
An OaR update that adds Uncut support or otherwise extends the chapter isn't currently being worked on - frankly speaking, Black Mesa's version of On A Rail is just as flawed as the original, and I think the only way to properly address it is by rebuilding the chapter from the ground up. I've got plans for that, but I probably won't get to those full-time until after all the standalone BM:C chapters are updated.