Black Mesa

Black Mesa

BMS Classic - "We've Got Hostiles" Standard Length (v2.51)
 This topic has been pinned, so it's probably important
White and Birdy™  [developer] 30 Dec, 2024 @ 11:41pm
BMSC "We've Got Hostiles" Standard Length v2.5 Changelog
=== BLACK MESA: CLASSIC - WE'VE GOT HOSTILES (v2.5) - STANDARD LENGTH ===

* General enhancements/bugfixes
- Restored from/based on earlier Black Mesa builds and/or Half-Life
+ New for v2.5

ALL MAPS:
+ Supply crate check - items are now primarily dropped from tarp crates or BM1.5 supply crates, and supply crates are using their "older" skins (more fitting)
+ Ragdoll check - added female scientist bodies for variety
+ Enemy placement/numbers and ammo/item pickups adjusted - added some health syringe pickups (item_syringe, worth 10HP) throughout the chapter
+ Added some .357 ammo throughout the map
+ Crate check - most larger crates are now immobile unless broken
+ Improved lighting in several places (better/dynamic shadows)
+ Replaced the indestructible corrugated metal panels with breakable versions for more dynamic cover

bm_c1a3a:
+ Added dynamic lighting to the security office at the beginning
+ Gave the tripmine scientist a door to run out of, as opposed to just awkwardly waiting for the player's arrival
+ Gave the tripmine scientist choreography if he survives - varies depending on his health and the status of the fire blast door
+ Adjusted the sentry room to introduce the sentry and its mechanics better
* Put a shotgun pickup near one of the dead marines in the sentry room
- Added a cot in the hallway outside the cafeteria, a la the table as cover in HL1
- Reworked the end room to be physically possible and reflect its pre-1.5 layout

bm_c1a3b:
- Added a music cue at the beginning of the map a la HL1
+ Reworked marine battles to make better use of their AI and abilities
+ General detailing and adjustments throughout the map (executed BMRF employees, more details, etc.)
+ Scripted scientist deaths to always happen to avoid them huddling awkwardly in corners with nothing to do
+ Added a shortcut to the final warehouse segment to make backtracking for supplies easier and quicker

bm_c1a3c:
- Removed the vehicle blocking the elevator at the beginning, elev doors now close behind the player
- Restored the patrol marines in the hangar itself
* Additional detailing in the hangar (executed BMRF employees)
+ Significantly overhauled the surface battle; airstrikes only begin and door to underground bunker only opens when the player has killed most of the marines
(This makes better use of the playable space overall)
+ Fixed a culling issue with the collapsing bunker walkways