Black Mesa

Black Mesa

BMS Classic - "We've Got Hostiles" (Extended)
 This topic has been pinned, so it's probably important
Vassago Rain  [developer] 5 Jun, 2021 @ 5:19am
We've got hostiles 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

= WE'VE GOT HOSTILES =

ALL MAPS:
* Added/replaced shotgun ammo and magnum ammo throughout the chapter, plus gave some of the marines shotguns instead for variety
* Integrated expanded version of We've Got Hostiles.

bm_c1a3a:

- Replaced spawn shotgun with 357
* Added some more detail by the first dead marines, and left a shotgun next to one of them
* At long last, you can drop the crate on the first HECU grunt where you get the MP5
* Some extra detailing here and there, particularly on the return path
- Restored shotgun HUD hint on pickup in security office (or from dead marine)
- Security booth door is now unlocked after player enters the booth, instead of after the scientist's speech

bm_c1a3b:

* Adjusted ammo and enemy placement throughout the map
- Replaced spawn shotgun with 357
- Removed the MP5 grenade from the player's spawn weapons when using the map command
- The surprise marine near the end has his shotgun once more, though he's also less likely to try and camp the player
* General detailing and adjustments here and there
* Added a slight delay between the end elevator lights turning on and the elevator starting to move

bm_c1a3c:

- Replaced spawn shotgun with 357
- Removed the MP5 grenade from the player's spawn weapons when using the map command
* Delayed the intro effects slightly to make them less abrupt
- Removed the vehicle blocking the elevator area at the beginning - elev doors now close behind the player
- Restored the ambush squad in the hangar itself
* Additional hangar detailing and ammo/item placement
- Replaced the two healthkits on the hangar wall with a health charger once again, plus a low-charge suit charger
* Fixed the exploding M35 brushes not sounding/breaking like metal
Last edited by Vassago Rain; 5 Jun, 2021 @ 5:27am
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slug-ish 28 Oct, 2021 @ 12:23pm 
What are the new combat mechanics?
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