Black Mesa

Black Mesa

BMS Classic - "We've Got Hostiles" Extended (v2.51)
30 Comments
classic gamer 13 Jul @ 5:05pm 
@Agentkenny, I'm excited about vox implementation. Keep up the good work love these mods.
Fritxyz📺 13 May @ 1:23pm 
It would be nice to have the source files of these maps downloadable somewhere. I'd like to tweak some little stuff here and there. Great mod, the little set pieces like having more HECU equipment scattered about and the subtly improved lighting really elevates the experience.
Bonk Man 3 Apr @ 10:32am 
I'm getting a ton of missing textures and missing models.
The Mindful Moron 19 Mar @ 7:38am 
For the most part I love it, but I think the warehouse(?) ambush during the surface shootout on map B is a little too demanding for the average player. It's a big jump in difficulty and puts WGH up there as one of the most challenging chapters in the game, which seems wrong for the third real chapter. I say add a few more health packs or take out one or two of the marines firing from the catwalks, the rest of the encounter is fantastic, great work. I love the extensions and modifications, well worth the wait
Colonel Orange  [author] 12 Feb @ 7:52am 
@AgentKenny I know the implementation of VOX announcements is planned for Office Complex and Questionable Ethics, not sure about LC atm.
AgentKenny 12 Feb @ 1:45am 
I was wondering if you could bring back the vox announcements in Lambda Core, Questionable Ethics and Office Complex? I really miss them.
sunbearingCats 23 Jan @ 7:43pm 
cant wait for the rest of earthbound to be overhauled by 2032 lol (take your time its fine)
Lieutenant_America 11 Jan @ 3:08pm 
Yeah, that was a lot of fun! Two things:

-I think the first fork in the vent maze (the one that determines if you join the zombie/HECU fight or bypass it) should have a bit more time between vent breaks to let the player escape the drop. Even when you know what to do, it's hard to actually make it out before the second vent falls.

-When you re-enter the final warehouse segment of bm_c1a3b from the vent, the ambient noise doesn't seem to start unless you walk back up the stairs to the balconies, making the room feel weirdly silent.

Otherwise I quite like the use of the space, the reworking of the first few HECU fights, the delay of the artillery, and little scenes like the HECU escorting scientists without them realizing what's up.
Tromingus 6 Jan @ 11:00pm 
As someone who's been accustomed to playing BMSC - Full Game on hard, without hud, I gotta say. This was a reality check, two-fold.
Losing my mind 3 Jan @ 4:58pm 
I really love replaying this. It is the best bmsc chapter at this point in time, no question
Vassago Rain  [author] 2 Jan @ 7:56am 
@vlad bro
Maybe, but it's also possible that there'll be a BMSC complete 2.5 download at this point. The newest chapters are quite different from what's in the full download now, and things will likely keep deviating as we work on the rest of the maps.
Winter Ranger 1 Jan @ 10:09pm 
(3/3)

c1a3c:

- After dropping down from the surface, I feel like the vent by the chargers should be made into an actual door. As it stands, you'll get blasted by marines roping in as you try to use them right now.

- In the hallway where marines are fighting zombies that you drop into after the burning vent shaft, I'd say make the doors at the end of the hall completely open. As it stands, they block line of sight, but not gunfire. This is great for the marines, that don't need to rely on the human eyeball to see targets, but sucks for players.

- In the vent shaft after leaving the burning shaft, there's a barnacle to the right of the lower entrance that has a ladder behind it. It can't be climbed, so I'm not sure if this is a bug or intentional. If it's intentional, I'd recommend making it visibly broken so the player can tell at a glance it isn't usable.

That's my only real constructive / negative feedback. Like I said, I really enjoyed this new version.
Winter Ranger 1 Jan @ 10:09pm 
(2/3)

c1a3b:

- I think the marine fight before the surface lift needs a rework. As it stands, they notice you as soon as you come around the corner from the hallway, meaning the player is pushed backwards and is incentivized to camp the hallway, rather than utilize the combat area. This was an issue in the base game as well.

- I liked the scene of the marines escorting the group of personnel towards the end of the map. After all, what exactly was the HECU's plan? Shoot everyone? How'd they think that was going to work?

- I'm sad you removed the maintenance crawlspace from the bullsquid room. Not sure what it was about it, but it was always one of my favorite areas in the 1.0 version of this mod. RIP weird tunnel, you will be missed.
Winter Ranger 1 Jan @ 10:08pm 
Just played through the newest version and have to say, I love it. Much more difficult than the old version, though that might just be because I don't have the enemy positions memorized in this one.

A few thoughts I had going through it:

c1a3a:

- Can we possibly get a scene where, if we saved the silo door possessed farmer, he shows up in the security office with the other survivor once we loop back around? This has always bugged me.

- You can see a zombie eating a guard through a door in the first turret room. However, you can't shoot it. I'd either make it vulnerable to gunfire, or make the glass in the door unbreakable.

- The shutter immediately to the left after leaving the vent and getting behind the cafeteria counter should probably be raised to the same height as all the other ones. While you can shoot through it, it's at the perfect height to block player visibility, meaning you can get hit without being able to see the enemies.
Colonel Orange  [author] 1 Jan @ 7:22pm 
During my personal play-testing I had noted the amount of vortigaunts being overbearing on the return trip so the amount has actually been cut a fair bit from what it once was. That said, the amount seen in the cafeteria *specifically* on the return trip can be a bit much 3 or so by the tables, and a handful on your side of the counter, it can be a bit overwhelming and may require some balancing in the future.
Losing my mind 1 Jan @ 6:38pm 
Would it be okay if I used the broken door models in my map I'm making? I really love the whole zombie breaking the door down thing, and wanted to include it in my map. I will provide credit
FlaFsteR 1 Jan @ 11:25am 
The scene with the Zombies breaking down the doors is just amazing (especially great with the mod for running zombies) and overall I'm very glad that you added a lot of enemies and new places. I did not expect that, thanks for continuing to fill the levels with events and entities/enemies
FlaFsteR 1 Jan @ 10:30am 
Oh yes! You're back!
Vassago Rain  [author] 1 Jan @ 6:45am 
@rgawsome231
You can open the hangar door again by interacting with the button on the wall.

Zombies in the vent section probably could do with a touchup, or some adjustment? I'm a little unsure of this one myself. I feel there's not too many, and the groups aren't too big, and it's the last point in the early game where groups of zombies feature as anything other than distractions, so they feel like they're in the right place. The vorts are a constant balancing project, but I don't feel there's too many of them in that one spot. Maybe? I'll think about both of these

There are a couple solutions to the electric water hazard.

You'll find a bunch of MP5 grenades around the chapter if you explore a little. For instance, in the room where you get the first MP5, the 'secret' stash of frag grenades behind the big wooden crate has been changed to MP5 grenades.

That turret bug seemed to be fixed when we tested the map. Do you have mods for the turrets?
rgawsome231 31 Dec, 2024 @ 8:56pm 
Overall I like it, this is an improvement, I hope to see this either updated or remade with community input taken into consideration.

Happy New year! Thank you for your hard work!
rgawsome231 31 Dec, 2024 @ 8:54pm 
The closed door in the siren and bombing area, requiring you to kill every marine, feels excessive, especially on hard mode. Consider tying it to an unlock system (like a guarded button in the watchtower), reverting the door to being accessible from the start, or reducing the marine count.

The vent section has too many vortigaunts and zombies. Four vortigaunts appear suddenly when entering the café back rooms, and another pops up in the freezer with one already there.

There's a glitch with the turrets near the zombies and explosive barrels, as they continuously target the zombies.

The HECU escort scene with the guard and scientists is great, but perhaps make it behind glass to avoid the potential for Gordon shouting.

I passed the electric water floor by jumping on red pipes, but it felt unsatisfying as I expected something with wires.

I also noticed there are no MP5 grenades on the map, and the grenade launcher message is untestable.
White and Birdy™  [author] 31 Dec, 2024 @ 1:50pm 
I'm not sure why the background map is crashing - except that it only seems to happen when mounted via the Workshop - but for now I've removed it from both the standard and extended versions. Hopefully the rest of the mod works correctly - if not, I'll start looking at a better, non-Workshop method of installation in the new year. Apologies for the inconvenience.
Losing my mind 31 Dec, 2024 @ 8:46am 
this causes a crash to desktop if the background map in the menu is wgh, with the error CModelLoader::FindModel: NULL name
Gamer Awesome 31 Dec, 2024 @ 6:34am 
the vents were all pretty cool, though there's a pit right after you finish the surface fight you can't see even with the flashlight on. wasn't very fun to fall there.
the puzzle solving bits were both great, made me have to think about things for a bit but i never got frustrated at what the solution ended up being.

overall quite enjoyable, i think better than vanilla. just a few things that i think could be improved
Gamer Awesome 31 Dec, 2024 @ 6:33am 
unsure if i played normal or extended so im say my stuff here
i think this does a bit too much zombies at once, they should be spread out but it feels like there's often 4 in quite a narrow corridor
early revolver is great, but the delayed vorts after that was a bit annoying.
though i like the added music sync to the surface fight, i really didnt like how you're forced to stay outside until a guy breaks through the door that lets you back down. there's not much cover and with the guys on the tower, i was constantly surviving at just 15-30 health despite being on the easiest difficulty.
character limit
Gamer Awesome 31 Dec, 2024 @ 6:09am 
there actually is a hint! look for where the beam of electricity hits the water, it leads to a cable that can be traced to the door
tpd1864blake 31 Dec, 2024 @ 5:15am 
I love the non-linear design in this vent rendition, but I got stuck on the electricity puzzle, so maybe you should add a hint there. For example, a wire leading to the closet with the breaker box. And the squad that is just waiting to rappel behind you on map C feels a bit unrealistic (why are there a bunch of guys on the roof waiting to ambush you?) and unfair. Especially since they only do so if you approach the health station to heal, and you’re completely surrounded with no cover. My favorite part of this was the group of scientists being escorted by the marines, and all the vents that peek into previous areas
vlad bro 31 Dec, 2024 @ 4:17am 
will this be added to "full version" of bmsc like the office complex was?
Vassago Rain  [author] 31 Dec, 2024 @ 3:07am 
I hope it was worth the wait. Happy new year, everyone.
0bx1 31 Dec, 2024 @ 2:19am 
just got to the end with the scientist, this rendition is a great enhancement for WGH