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Glitch Water, i don't know if it is by the recent CC's Update
If you didn't load a save file, my best guess is a mod conflict - check to make sure you don't have anything else installed that modified bm_c3a1b .
Unlikely, since they're lifted straight from HL2 (invincible), and don't add anything fun or interesting to the game.
@Mr_Shock
Thank you both.
I just wish we could've seen that extend into Lambda Core
Glad you enjoyed.
Nothing's preventing you from deleting the BMCE FAF A and B, and swapping in BMSC FAF A and B instead, if that's what you're asking. Obviously there won't be any of the dressed up NPC corpses, but that's it. Note that BMSC LC A has very different lighting to vanilla LC, so going from this FAF to BMCE's LC might look a bit jarring.
We won't know until we get there, but a detail pass is guaranteed, same with some changes to the encounters and how the B ground battle flows.
It's just a set of maps, so as long as you don't have other mods that mess with the FAF chapter, everything's compatible.
Thank you. It means a lot to us.
A lot more was planned, but it'd have played at a snail's pace. The silly setpiece only got axed when it became absolutely apparent that there was no way to do what we wanted to do while keeping it, without performance tanking.
Maybe we'll try something else next time around?
It's in production, but holidays and life took precedent.
The old agrunts are little more than mobile turrets, and it'd be a waste to go with them when there's a much more challenging and interactive variant, especially after the resources and maps themselves were rebalanced. Stuff like Surface Tension D, when you're first introduced to a cluster that will jump on buildings, chase you down, play along with snarks and tripmines, and destroy the glass in the nearby double charger building if you try to camp it, cannot be replicated with the old grunts, and since they're so much stronger, there's less need to mass them, so you feel like you've accomplished something when you beat them.
To me, xen grunts carry the spirit of HL1's AI.
My only major-ish gripe is that some of the collision geometry (if that's the right term) keeps ruining my crossbow sniping in the surface fight of C3a1b. I've seen this before such as in ST in the place you fight the HECU after the massive weapons cache and before you blow up their Osprey. This also caused my snarks to get stuck in mid-air if I tried throwing them from a position on the big rock.
A minor issue is that the burning ambiance doesn't always play consistently in C2a5h.
The surface battle was originally gonna feature even more stuff, but it became too elaborate and lengthy, so we moved lots of the action into the garage section. Keeps you pumped and changes up the venue.
I just wish there was more of it, seriously I was shocked when I saw the tank out already, only to be followed by the LAV afterwards! Made me wanna blow more shit up (Maybe a helicopter? :P)
The topside fight meanwhile is remixed for a funner, better flowing experience than the vanilla level- though I'm still sad about the loss of the manta ray bombing setpiece.
The garage fight is less heavily scripted than the vanilla game, resulting in a less tightly-choreographed expression of the HECU's final annihilation. However, it allows for more player input in the melee- and to even use that battle to the player's advantage in progressing further. Likewise, the ceiling turrets are a good replacement for the missing Xen cannon from the original game, while not being as out-of-nowhere.