Black Mesa

Black Mesa

bm_quest
22 Comments
Avant-garde 28 Mar @ 7:44am 
Not bad! - Army base was a little bit challenging! (We should utilize revolver at long range & shotgun at close range to save our health)
Itami 7 May, 2023 @ 5:38pm 
it's interesting, there's not much health and the ending is not so good
AnomalousBob 24 Aug, 2020 @ 4:50am 
This was... something .

The building is okay, it's what you'd expect from amateur map makers (that is in my opinion, I am not a map maker!!), the concept opens up a comedic perspective that, at least for me, later on is not well fulfilled (I mean, an underground town with 4 dorms connected to a monster cave and a secret military base?) apart from the fact that, for me at least, there are way too many enemies for way too little ammo, especially at the military base. I kept trying until the frustration was so high I just cheated my way, it'd be useful to have something to combat them! :egon::stream::stream::bms_headcrab:
vodkins 21 Jan, 2020 @ 9:19am 
Too simple and short...
ShadowDeathBlade93 27 Aug, 2017 @ 12:27pm 
I did two videos of your maps to show how hard you worked on them I hope you don't mind that too much man
Flammable 26 Jun, 2017 @ 1:15am 
Well, what could i say. That was pretty fucking booring. But hey, maybe it's your first maps, maybe in the future you'll make high quality maps.
Magnuzera 25 Mar, 2017 @ 8:00am 
MEIO CRAP
u b i l λ m b d λ 18 Nov, 2016 @ 10:34am 
I agree with other criticisms. Definitely better than prequel.

I hope you can improve AI and put more medkits in your maps :)
JCGemX 2 Nov, 2016 @ 3:51am 
@Joy: well said, I agree,and like they say"Variety is The Spice of Life".
CrackISwack! 24 Jun, 2016 @ 7:26am 
I notice a pattern in a lot of your maps, compared to bm_bravado or Communications detour, maps made by others, your maps need to follow "Valve's philosophy" of gaming like those other two maps I mention.

You seem to focus WAAY to much on flat areas and corridors, be more crazy with the terrian! add multple floors players can see, high areas to give the illusion of a large map, and add enemies above and below to increase that illusion even more!

Why do you think Valve ad barnacles? or love elevaters, cliffs, and tall buildings for soldiers to stand above you or far below you?

Immersion! :D
Rednev444  [author] 15 May, 2016 @ 2:42pm 
@Lvl. 26 potato hate Glad you enjoyed the map. This was one of my very early maps so didn't know how to use ai nodes at the time. My later maps are better made. Thanks for the advice though.
:D 7 May, 2016 @ 6:11am 
Nice map!:D The ending was pretty bad tho!:/ but anyways it is a verry good map and if you have black mesa you should play it!:DDD
Z.A.H.A.R. 13 Jun, 2015 @ 5:51pm 
I like this map, but I have some suggestions for you:

- It seemed to me that there were enough medkits in the cave and in the military base. But I think that's a good idea to put some batteries OR remove all medkits and place HEV chargers in the village.
- AI is really bad. I don't know if it's related to bad Black Mesa code or navigation meshes, but... try to fix it
- Mark the place where weapons lie in the village. I didn't find it at once. It's also nice to put more props in the village or to make scientists walk and talk, it would be more interesting.
- What about grenades? Thet can be very useful there.
- The map should have ending. Screen fades are enough.

Thank you for reading. Good luck!
J. Rush 9 Jun, 2015 @ 10:34am 
You should add the tag "Singleplayer" to all your maps.
activa44 6 Jun, 2015 @ 8:30am 
Cool map, but:

1) The Grunts aren't very smart, and have got really slow reactions. When I heard ''Probably he's here, keep attention!'' I thought they were moving so I hid, but apparently they just stay there, saying stupid things.
2) The Cave part has got a very appreciated chose of enemies, that constrict you to keep changing to pistol for headcrabs, shotgun for the strong ones and the magnum for the strong ones in distance!
3) You should make Medkits respawn.
4) You should add something inside the cases.
5) ''The Village'' is very cool... it gives a RPG feel to the map, and I guess that what you wanted. Though, you should put some cool conversations to engage, because the ''I'll stay here'' is very trivial and boring. Everyone said that. When I've beaten the map, I killed everyone because I hated them.

Anyway, I enjoyed it! It's pretty harsh too, so it's really cool!
SoF{GR} 6 Jun, 2015 @ 12:08am 
what's wrong the hecu grunts ? very poor reactions :/
JohnnyPescado 5 Jun, 2015 @ 11:54pm 
better... not great but better ------- Captain Price
Extragamer 5 Jun, 2015 @ 2:34pm 
Maybe I'm wrong. But some place looks not realistic. Maybe its because doors too wide and ceilings are not high.
Rednev444  [author] 5 Jun, 2015 @ 2:22pm 
Thanks for the feedback Extragamer. Which textures do you think are stretched? :)
Extragamer 5 Jun, 2015 @ 12:58pm 
Its cool, that you started use more models and even sounds entity. Maybe next map will be more detailed :squirtyay:
Extragamer 5 Jun, 2015 @ 12:35pm 
Hey man. Your second map really better. Keep it up
What texture scale you have? I think some of them stretched. Perfect scale for X and Y sides its 0,25 - 1,0.
ViCViC 5 Jun, 2015 @ 6:48am 
relly cool map bro