Black Mesa

Black Mesa

BMS Classic - Office Complex (v1.03)
 This topic has been pinned, so it's probably important
Vassago Rain  [developer] 5 Jun, 2021 @ 5:21am
Office complex changelog (1.03)
*WARNING: these don't list every little thing that's been polished or tweaked, and Surface Tension in particular needs way better documentation*

* General enhancements/bugfixes
- Restored from/based on earlier Black Mesa builds and/or Half-Life
+ New for BMS Classic - Full game download v1.10b

ALL MAPS:
* item_crate/supply crate prop shenanigans - unsealed crates/lids are now prop_physics instead of item_crate and lids are now debris
* Swapped out some normal bullsquids for melee-only bullsquids throughout Earthbound maps to add some variety to combat

= OFFICE COMPLEX =

bm_c1a2a:

* Replaced cheap old-style water puddles with Xen-style refractive model
* Fixed the floating ripples over the puddle outside the elevator
* Made the EAS broadcast on the radio start slightly sooner
- Restored the zombies in the hall leading to the guard scene
- Replaced the shotgun with the 357
* Made the surprise headcrab vent sequence in the "armory" trigger when the player enters
* Fixed an apparent race condition in the zombie-breakout sequence that prevented the second office from opening
* Increased enemy count in the breakout sequence to up the tension
* Added some detail to the zombie-breakout offices to make them less barren
* Fixed computer monitors in zombie-breakout offices not moving
- Restored the headcrab in the flooded office
- Moved the light switch back to the far side of the office, where the sparks are coming from
* Fixed invisible NPC in houndeye office
- Removed the upper metal crate protecting the player from the turret after dropping out of the vent
* Replaced the health charger by the ceiling sentry with a suit charger, since the player hasn't seen one in a while
- Restored the two "ambush" headcrabs at the bottom of the stairs
- Removed the supply crate at the bottom of the stairs
* Removed obsolete invisible metal brushes in vents

bm_c1a2b:

- Replaced spawn shotgun with 357
- Gave the guard at the beginning his 357 back
- Replaced the shotgun ammo in the office lounge room with another battery
- Moved the vort that teleports in at the far end of the office (across from entrance) closer to the center
* Fixed half-missing bloodstain on dead guard by printer
* Fixed minor texture alignment oddity on vent scientists get dragged into

bm_c1a2c:

- Replaced spawn shotgun with 357
- Cut down on ammo/weapon spawns in general
- Added some frags by the vorts at the bottom of the car tunnel, per HL1
- Replaced shotgun/shotgun ammo in barred office with a 357
* Added a dead scientist to said office to account for the boarded door
* Replaced Glock mag with an actual Glock next to said scientist
- Opened the freezer back up again
- The freezer doors can now be opened and closed
* Fixed breaking shelf in freezer not sounding like metal when hit
* Fixed freezer door not sounding like metal when hit
- Restored the fire puzzle/event in the small vent room
* Removed one static padlock and made the other two dynamic - break them to open doors!
- Altered the hitbox of the fire jet to make it more of an obstacle
Last edited by Vassago Rain; 5 Jun, 2021 @ 5:29am