Black Mesa

Black Mesa

BMS Classic - "We've Got Hostiles" (Extended)
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!
Vassago Rain  [author] 9 Jul, 2022 @ 10:27pm 
@tpd1864blake
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.
tpd1864blake 4 Jul, 2022 @ 8:21pm 
lol I'm not sure if the game's AI is just bad, but it seems really weird that the soldier with the RPG at the end of the 2nd map runs directly up into your face before deciding to shoot a rocket at you
Vassago Rain  [author] 17 Mar, 2022 @ 7:50am 
@Phantron
It's BMSC's own implementation. Less focused on crawling through vents, and more on exploration and bonus loot, like in HL1.
Phantron 20 Feb, 2022 @ 8:11am 
so for this version, you made a similar attempt as the Vent mod, of your own?
White and Birdy™  [author] 5 Jan, 2022 @ 2:42pm 
Not in BMSC. In BMSC, the revolver is found in Office Complex instead, as per pre-1.0 versions of Black Mesa.
Shiro 4 Jan, 2022 @ 2:50pm 
eh whats about shotgun "shoehorned in"? it is found in Office Complex as in the original, no?
Lieutenant_America 26 Oct, 2021 @ 5:44pm 
Big improvement to the vanilla level. The biggest plus is definitely the vent maze (different from the vent mod), which is the most atmospheric, detailed and elaborate version of the sequence to date, while keeping to the feel of the HL1 maze. The slight remixing of the topside firefight also has better flow to it as well- and dropping a crate on the first HECU soldier is just plain fun.
Vassago Rain  [author] 20 Aug, 2021 @ 2:41am 
No, but it'll clash with other mods that modify maps in the We've got hostiles chapter, like enemies+, and etc.
yaco 19 Aug, 2021 @ 6:08pm 
Do I have to be on an specific version of the game t play this?
Vassago Rain  [author] 2 Jun, 2021 @ 6:55am 
@Classy Houndeye
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.
Vassago Rain  [author] 2 Jun, 2021 @ 6:12am 
@Classy Houndeye
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.
W.D. Gaster 2 Jun, 2021 @ 12:29am 
ok so ive basically decided to go put all my suggestions into one big paragraph to prevent the comment section from just being my comments, here's what ive got too say:
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.
W.D. Gaster 2 Jun, 2021 @ 12:15am 
also the slightly open double door that the zombie is banging on seems to open in a odd fashion, causing it too do an entire 390-ish rotation when it opens
W.D. Gaster 2 Jun, 2021 @ 12:10am 
this is pretty great from what ive seen but ive got too nitpicks with it: 1. in the extended part you have no clue of what is just additional supplies and what is the path forward, and it is a lot more darker than the rest of the WGH, making it just feel like its own chapter
MR.SUPERIOR 26 Apr, 2021 @ 3:47pm 
this is the most proper wgh uncut i have ever seen :steamthumbsup:
Good Job
White and Birdy™  [author] 12 Apr, 2021 @ 7:09pm 
The full download includes the extended version of WGH and the cold version of OaR. Thanks for reminding me, I should make a note of that in the description for it.
Anschluss 12 Apr, 2021 @ 6:45pm 
Does the full download include this version or the standard length? Warm or cold OaR lighting for that matter?
HeliosDrive 7 Apr, 2021 @ 7:11pm 
*limited enemy types
HeliosDrive 7 Apr, 2021 @ 7:10pm 
A bloody fantastic take on this chapter. Your take on the vent maze is impressively novel, even with the limited enemy count.
THE FRICKIN' CLOWN 5 Apr, 2021 @ 2:45am 
A good mod, but the only thing that bugs me is how you get the shotgun, I mean it makes sense but it somewhat makes it a bit too easy.
Vassago Rain  [author] 31 Mar, 2021 @ 6:11am 
No.
LordAinzalot 30 Mar, 2021 @ 4:11am 
it doesn´t have any effect on textures and models right?
MR.SUPERIOR 28 Mar, 2021 @ 1:05am 
i know i'm asking for too much but can you fuse lambda core with uplink(further data) just like in freemans mind ?
ronster 25 Mar, 2021 @ 12:03pm 
Something that might be worth considering is the Half Life Alpha rooms cut from we've got hostiles... the spaces of most consideration is the Vent room with the Houndeyes and the flooded Warehouse with the Bullsquids and the lift jumping puzzle although not in the game it is from this part of the game but cut.Obviously the flooded warehouse lines up with the lift shaft that is open spilling water down to the warehouse below. not really sure how it should fit together but it did at one time. Be good to see a walkthrough keep up the good work! I guess you'd have vent maze route and then warehouse puzzle route as the alternate from the main vent shaft. 2 ways to get back.
ninthlyokowarrior 24 Mar, 2021 @ 7:24pm 
If you’re open to suggestions, I got a few ideas for what to do with Questionable Ethics.
Melperto 24 Mar, 2021 @ 11:36am 
This mod is great, but that's too many vortigaunts in small space areas, dude.
Vassago Rain  [author] 23 Mar, 2021 @ 6:42pm 
Remember that the full download's been updated to include this, as per the usual.
filmtoaster 22 Mar, 2021 @ 10:54pm 
Awesome, will try this out.
White and Birdy™  [author] 22 Mar, 2021 @ 4:24pm 
Depends what you're asking, exactly.

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.
frutiger aero fish monitor 22 Mar, 2021 @ 3:13pm 
alright, now what about on a rail?