Black Mesa

Black Mesa

BMS Classic - "Forget About Freeman!" (v1.04b)
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White and Birdy™  [developer] 27 Aug, 2021 @ 7:35pm
BMSC "Forget About Freeman!" v1.04b - Update Changelog
* General enhancements/bugfixes
- Restored from/based on earlier Black Mesa builds and/or Half-Life
+ New for v1.04b

ALL MAPS:
* item_crate/supply crate prop shenanigans - unsealed crates/lids are now prop_physics instead of item_crate and lids are now debris
* Adjusted enemy and supply placements here and there
* Swapped out all old-style AGrunts for Xen Grunts
* Fixed some NPC navigation issues, they should be more well-behaved now

bm_c3a1a:
* Complete rebuild of beginning garage area - redone detailing and lighting, redone optimization, etc.
* Altered map flow to make better use of the entirety of the level
* Complete overhaul of all Xen "infestation" throughout the map
* Relit/redetailed the sewer area to make it feel grimier
- Replaced the ZECU ragdoll with a "dead" zombie NPC, as per earlier versions of BM
* Added some more steam jets in the pipe area
* Replaced ending HECU with ZECU, more appropriate that way
* Fixed a missing ceiling surface in the starting tunnel (nodraw could be seen by looking through a gap in the collapsing ceiling)
* Added some extra dialogue for the guard

bm_c3a1b:
* Reworked one-way drop from start area into main map - less exploitable, accomplishes the same goal, doesn't completely kill flow like the 1.0 version did
- Removed the Manta fly-by bombing scene, since it was a huge performance hit and made working with the surface battle much more frustrating
* Fixed a few material issues with rocks and jeep
* Fixed broken rock models appearing miles above the map in the skybox
* Significantly improved clipping around the destructible rocks - no more invisible walls blocking your aim
* Removed clip brush around massive rock outside start area since it was awkward and annoying
* Completely reworked surface fight to make it more intense, fitting for the final HECU encounter(s)
* Expanded underground area a bit to encourage/reward exploration
- Restored entering the garage via the doors instead of the vent
* Completely reworked garage fight and tunnels to make them resemble HL1 a bit more
* Tunnels now have Xen sentries hanging from the ceiling instead of HECU sentries
* Moved the tank in the garage and added a TOW to destroy the tunnel door
* Fixed exploding garage door not sounding like metal when hit
* Fixed segment of tunnel wall behind destroyed garage door being almost pitch-dark due to a material bug
- Fixed some balancing issues in the garage fight, should now play out more closely to HL1
* Fixed double-doors clipping into wall outside garage
* Fixed surface blast doors opening when touched
* Rebalanced surface fight a bit (relocated APC, removed .50 cal, fixed incorrect wave behaviour)
* Reworked intro to surface fight to discourage camping
+ Fixed softlock at end of map due to unwanted button behaviour
Last edited by White and Birdy™; 26 Oct, 2021 @ 9:32pm