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Adrian Shephard (Opposing Force)
Justin Barnes (Azure Sheep)
Jack Sohn (Residual Point)
No problem.
It's unlikely that we'll add expanded universe stuff like Shepherd in LC, since the mission statement is to improve the base game itself. A cameo, maybe, but even that's far into the future.
The standalones were originally made so people would be able to do mods of their own. Contact Birdie and ask him for permission if you've got a project in the works.
I also wanted to ask if you would be fine with using your mod as a base for implementing some of the changes added in Half-Life: MMOD to Lambda Core? I think your mod, plus that, would make Lambda Core a very challenging, very good final chapter for the earth section. Just wanted to ask before I started planning anything.
Standalones will be made once we go over Xen like the rest of the game. The full BMSC download includes many changes to Xen, but it's primarily bug fixes, slight rebalancing, and fixing some broken stuff.
Those are elite grunts, and use their own model. They also have the ability to throw snark mines.
The original plan was to rebuild the whole thing, because it's a truly garbage 'fight' that you can win by running out the clock, and there's no realistic way for the player to lose, but we didn't have enough time, so an anti-laming version that required fighting was devised, created, not tested enough, and uploaded. We instantly realized we'd made a huge mistake, so we hurried to make a less anti-fun teleport battle, but we were even shorter on time by this point, so heavily limited in what we could do.
Not in the near future. Updates to the earthbound chapters should be due before the first xen chapter.
i have a question! when BM clssaic xen is release
Not sure, but it won't be out in the near future. Lots of work needs to go into it, but the full download already has a significantly changed Xen included.
I think you misunderstood me… I could get into the room, but after I killed all the enemies I couldn't swim through the access door to the next map. But I think I found the problem – I had run out of the Pump 1 area so fast that the level change triggered before the door closed (so it was open into the void) – a revisit of Pump 1 fixed that. That, and I hadn't killed all the enemies in the main corridors.
The aux room door is always unlocked and open in BMSC, regardless of how far you are in the pumps mission. If it's locked, then you might have a map conflict, or some outdated mods to LC specifically
For those who don't know, vanilla is based around a very short version of A.
That only happens if:
a) you were reloading the shotgun will passing over.
b) you're trying to mix BMSC with another map pack. There are ways to do this successfully, but they're not 100% reliable.
c) you're playing on a beta or old version of black mesa.
Yeah, we definitely went overboard on teleportation. An upgrade's due in time.
There's a security guard that informs the player that it's a frickin' zoo up ahead...and it isn't. Yes it becomes one, because of aliens teleporting in, but it isn't when he's claiming it is.
I believe we should have thought a bit more about ammo supplies. The amount of enemies feel right, but they're not used as well as we should have /too much teleportation some places, too little other places), and some of the pseudo-hidden supplies could stand to be in more visible spots.
Adding one or two more explorable caches probably wouldn't be that bad an idea.
I'm taking concerns about the difficulty and pacing into account, too. It sounds like I missed the mark this time around, so I'll see what I can do to correct that.
Pumping in more enemies is not a good idea when there were too many to begin with. This is easily and by far the worst of the Classic maps, up to now I had loved them all including LC up to this point.