Black Mesa

Black Mesa

BMS Classic - Blast Pit
 This topic has been pinned, so it's probably important
Vassago Rain  [developer] 5 Jun, 2021 @ 5:11am
Blast pit changelog (1.0)
*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

= BLAST PIT =

ALL MAPS:
* Cut down on supplies in general to make the chapter more challenging - the number of full heals was excessive, and given WGH and PU's status as "military strongpoints" (so to speak), BP having less ammo overall balances out nicely
- Bolstered enemy numbers in general, especially when it comes to bullsquids - melee-only squids aren't as aggressive as I'd once hoped

bm_c1a4a:

- Added the 357 to the player's spawn equipment
* Added shadows to the grate in the alternate vent pathway
* Made the EAS broadcast timing a bit tighter, so the player's less likely to miss it
* Added a pack of sleeping houndeyes at the bottom of the elevator
- Swapped a group of headcrabs on the track for a group of houndeyes as well
- Re-enabled pickup on the barrels in the pipe room, so they can be stacked and used as a shortcut
- Made the crate near said barrels not self-destruct when the player grabs it

bm_c1a4b:

- Added the 357 to the player's spawn equipment
- Re-added the hungry bullsquid near the start
- The catwalks outside the silo can now be destroyed again, as per HL1
* Partial fix for the desynced scientist/tentacle drag/eat animation
- Added some crates to the silo itself, as per HL1
* Fixed missing decal outside silo on way to oxy/fuel supply (there are probably more instances of this, though)
* Fixed clip brushes on fuel/oxy pipes in silo extending further down than the pipes themselves
* Fixed crate pieces on way to bm_c1a4d transition not being flagged as debris
* Fixed zombies on path to fuel/oxy area walking around instead of playing dead if the player turned on the generator first
* Fixed the bullsquid on the path to the generator blowing up the explosive barrels for no apparent reason

bm_c1a4c:

- Added the 357 to the player's spawn equipment
* Made the giant fan toggleable, to prevent softlocking if the player doesn't react quickly enough
* Fixed a glaringly obvious softlock - if the player drops down the elevator shaft again, the door to the fan is locked and won't open. The ladder down the elevator shaft now drops so the player can climb back up if they fall down again

bm_c1a4d:

- Added the 357 to the player's spawn equipment
- Restored the electrified water "puzzle" from HL1
* Added some detail to the lower hallway reminiscent of HL1

bm_c1a4e:

* Added a global state so the ironsights hint for the 357 won't appear if the player already has it
* Fixed some clipping issues with the "xen infestation" stuff at the beginning
* Added the "radioactive" effect around the waste in the "xen infestation" area
Last edited by Vassago Rain; 5 Jun, 2021 @ 5:29am