Black Mesa

Black Mesa

Chapter Overhaul: Surface Tension
 This topic has been pinned, so it's probably important
Citizen⁵  [developer] 22 Jun, 2021 @ 8:35pm
Full Feature List
(*) Denotes changes to features introduced by BMS Classic - all other BMSC features are presented in this mod in their original form!

General
- BMCE staff models added throughout the chapter
- Various ragdoll corpses which didn't have a preset appearance (i.e guard corpses with only helmets) have been fixed to have proper accessories
- Many prop_physics crates have been converted to item_crates with preset contents - empty crates are now far less common!
* Removed the knockback houndeyes - having them in this chapter didn't add much in my opinion, and it lessens the impact of them appearing in Xen
- Adjusted the attenuation and volume of radio conversations to make them a bit more audible

Map A
* The LAV and its soldier escort now move towards the player upon spawning, to act as "reinforcements" for the squad at the fuel dump
- Moved one of the soldiers in the dam building into the gate control booth so that the gate closing has a logical explanation

Map B
- Enabled "transition damage" on the Apache at the start of the map (if you fought and damaged it in the last map it will be damaged here too)

Map C
- Removed fake fog plane in the skybox to fix transparency sorting issues with various particle effects
- Restored fog from earlier game builds
- Slowed down animation speed of exploding bunker in the skybox
- Fixed flickering rock model at the far end of the cliffside
- Fixed squad of soldiers near the rope bridge potentially spawning in the player's line of sight
- Ammo crate hint now appears when you approach either such crate in the map, instead of only the one in the maintenance shack

Map D
- Added some extra supplies to help balance the initial fight for Hard difficulty
- Fixed guard corpses in the map transition airlock from having inconsistent appearances after the level change

Map G
* Removed several combatant NPCs from the car park's second floor to lessen performance impact
- Fixed glow of batteries in the maintenance garage being visible from the outside
- Changed a line during the explosive trap scene to something more fitting
* Added a few extra missiles to the TOW emplacement
* Removed healing pool and restored original orange Xen infestation in its place
- The Osprey on the helipad is now destroyable by the player
* Fixed NPCs at the helipad not becoming hostile to the player even after wiping out the opposing side
- Reduced potential number of Alien Grunts in the second wave of the helipad battle from three to two

Map H
- Fixed player being able to, if quick enough, see inside the room with the "Alien Grunt throwing soldier" scene before it completes
- Fixed rappelling soldiers using invisible ropes
- Added a docile soldier in the RPG nest
- Multiple adjustments to the satchel pipe setpiece so that the player can prevent the scene altogether by quickly killing the soldier

Map I
- Added two docile soldiers towards the start of the level
- IFAK radio conversation now only initiates when the player is near the radio
- Implemented dynamic music system to allow the soundtrack to transition smoothly during the Garg's introduction, complete with suspense crescendo from the OST!
- Added sounds to the Osprey and Apache helicopters flying past
Last edited by Citizen⁵; 25 Jun, 2021 @ 5:25pm