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-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.
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.
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.
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.
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.
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?
Happy New year! Thank you for your hard work!
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.
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
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