ashecitism
Member
Note: Have been updating the OP frequently. Please read it, and you might find answers to your questions.
latest update: Crossfire
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http://store.steampowered.com/app/362890/
launch trailer: https://www.youtube.com/watch?v=zVYJ9o6Bddo
announcements page on steam for any current and future announcements: http://steamcommunity.com/games/362890/announcements/
news and dev updates section on the BM forums: http://forums.blackmesasource.com/index.php/Board/4-News-Developer-Updates/
edit: Regarding the free version, what you get in this paid version and Xen:
http://forums.blackmesasource.com/i...ee-vs-Steam-version/?postID=591325#post591325
http://forums.blackmesasource.com/i...ee-vs-Steam-version/?postID=591591#post591591
http://facepunch.com/showthread.php?t=1266077&p=47448830&viewfull=1#post47448830
Regarding the Source 2 rumor:
http://facepunch.com/showthread.php?t=1266077&p=47385784&viewfull=1#post47385784
edit2:
Dev said regarding the price
http://facepunch.com/showthread.php?t=1266077&p=47663952&viewfull=1#post47663952
so, it should stay $20
and regarding OaR and ST uncut:
http://facepunch.com/showthread.php?t=1266077&p=47663981&viewfull=1#post47663981
edit3: regarding the removed link
devs on the removed link for the free version (edit5: they put it back, for 3rd party sites)
http://facepunch.com/showthread.php?t=1266077&p=47664222&viewfull=1#post47664222
edit4:
Here's an older post where one of them expands on "why do MP in the first place?"
http://facepunch.com/showthread.php?t=1266077&p=47435519&viewfull=1#post47435519
regarding the uncut chapter
http://facepunch.com/showthread.php?t=1266077&p=47391418&viewfull=1#post47391418
edit6: http://forums.blackmesasource.com/i...-early-access-title/?postID=607071#post607071
edit7:
http://facepunch.com/showthread.php?t=1266077&p=47672224&viewfull=1#post47672224
edit8:
Introducing The Test Chamber, The Black Mesa Livestream Show
latest update: Crossfire
---
http://store.steampowered.com/app/362890/
launch trailer: https://www.youtube.com/watch?v=zVYJ9o6Bddo
announcements page on steam for any current and future announcements: http://steamcommunity.com/games/362890/announcements/
news and dev updates section on the BM forums: http://forums.blackmesasource.com/index.php/Board/4-News-Developer-Updates/
Why Early Access?
Making a game with the scope and scale of Black Mesa is a massive undertaking. Back in 2012 we made the decision to release what we had completed up to that point, and were blown away by the communitys response, feedback and improvements to our work. We want to keep that relationship alive and well by using Early Access as a tool for allowing our community to participate in the final phase of Black Mesas development.
In addition, we simply didn't have the resources to create Xen as we would like it. Our ambitions go beyond the original Xen section found in Half-Life. We have a standard of quality that we have to achieve. By using Early Access, we are allowed the resources to bring you the remaining chapters with the quality that you expect.
Approximately how long will this game be in Early Access?
We currently have the first ~85% of our single player campaign completed. For the last 15% we want to not only recreate it, but improve upon it to make it an enjoyable and memorable experience. We feel it will take us considerable time to get the last 15% up to our standards, and putting a time estimate on it would be a total guess.
How is the full version planned to differ from the Early Access version?
The conclusion of the single player campaign, with the addition of the Xen chapters
Final polish on the Earth-based chapters of the single player campaign
More multiplayer maps
More multiplayer gameplay modes
What is the current state of the Early Access version?
Over 10 hours of single player campaign. Multiplayer deathmatch and team deathmatch with 6 completely re-imagined Half-Life 1 maps on the Source Engine.
Will the game be priced differently during and after Early Access?
Black Mesa will be $19.99 USD during the Early Access phase. The game may go slightly higher once out of Early Access (or we may keep it at $19.99).
How are you planning on involving the Community in your development process?
We intend to work closely with our community as we complete the final portions of Black Mesa. We started out as a modding team aiming to do true justice to a Half-Life: Source port, and we wont forget our roots.
The Black Mesa game hub and forums will be the primary points of interaction with our users. Many team members regularly browse these areas to discuss ideas with the community, and to show progress on game development. Community feedback will be sorted into groups and taken into account as we develop.
We also support Steam Workshop, and will be watching and encouraging developments there.
about the game said:Heavily updated single player experience The Black Mesa single player experience has greatly improved from the mod release; new visuals, new voice over, updated gameplay encounters, stability changes and more. Xen is not part of the Steam release of Black Mesa, but will included as a free update when it is ready.
Black Mesa Multiplayer Fight with or against your friends, in two game modes across six iconic maps from the Half-Life Deathmatch universe: Bounce, Gasworks, Lambdabunker, Stalkyard, Subtransit and Undertow.
Custom Modding Tools Use the same tools the developers used to create your own mods, modes and maps for Black Mesa and Black Mesa Multiplayer
Fully integrated Workshop and then share your work on the fully integrated workshop!
Complete Steam Integration Collect trading cards, backgrounds, emoticons, achievements, and everything else you would expect out of a Steam integrated game.
edit: Regarding the free version, what you get in this paid version and Xen:
The free version is basically the mod release, ported to a new engine, with some bug fixes. That's mostly it.
The paid version, obviously, gets everything we're doing. That includes MP, constant updates, improved graphics (not just world props; we've got a few new weapon models, animations, particle fx, sounds, to name but a few), new features, active development, workshop, among many other things.
http://forums.blackmesasource.com/i...ee-vs-Steam-version/?postID=591325#post591325
So to be clear:
1) The existing free mod release is as it stands. While we all know plans can change, we are pretty confident in saying that at this time there are no plans to upgrade or add to the "mod" release.
2) The "retail" release or Steam version (yes, you will finally get to throw us some change) is is going to have upgrades, bug fixes, a multiplayer addon, and a port to a new engine. That said, because it is a steam version, this also means that any additional fixes or add ons after the initial launch can be done on the fly. No more sending you off to other websites to download patches or upgrade to newer versions. That is the beauty of Steam that we all appreciate.
3) Now regarding the 4 Xen chapters; They are not currently slotted to be included in the mod release or the steam release. You see, it isn't that we are done with it and are just holding onto it for some special occasion or to tease our beloved fans mercilessly. Far from it. It means it is simply not done, and we are unwilling to slate it for any of our release projects at this time.
http://forums.blackmesasource.com/i...ee-vs-Steam-version/?postID=591591#post591591
Again, everyone who says this vastly underestimates how much work Xen is. Xen would still be extremely huge amounts of work, even if we were aiming for just a straight 1:1 remake. You still wouldn't have it today, even if we'd gone that route and put everything into it.
Our version of Xen is not extremely ambitious because we're making it super long. We're making it longer, yes, but it certainly won't be a third of the game as someone said. It's super ambitious because the detail and design are meticulous and extremely difficult to pull off in the Source engine. Trust me, we tried looking at how 1:1 would look/play. Many times. It sucked. We wanted to do better than that. We can do a lot better than that. Game design is hard. Designing an organic and beautiful alien border world on the ageing Source engine? Creating a believable and fully functional ecosystem which has detailed science behind everything? Creating some of the most ambitious and beautiful landscapes and skyboxes the Source engine has ever seen? It. Takes. Time. Xen's landscape design, to make it right, requires a lot more attention and refinement than anything earthbound by orders of magnitude, and requires a very different design pipeline to the rest of the game. Much more time consuming and hard to get right.
Honestly, whenever anyone makes posts about how we should have prioritised Xen and how it's "bizzare" and "selfish," that we're doing stuff on MP or whatever, it really does come across to me as "I want Xen why aren't they giving me Xen?" There are a lot of circumstances which have led our team to be in the position we are in. They are complex. Nobody on the team wanted to just work silently on Xen until it came out. Lots of us, without the prospect of the MP release on the horizon, would have dropped out. The project may have died. It's as simple as that. We're bloody human, we have fleeting motivation, we face challenges. And it's not like MP is the only thing we've been working on, either.
We have had huge numbers of people complaining to us that we should have just bunged the BMS mod on Steam so they could get the Steam version, as soon as we were Greenlit. The legal requirement for us to switch engines prevented that from being possible. The engine port fiasco set us back hugely. It stalled development for a very long time and crushed a lot of our motivations. But, when it was said and done, we didn't want to do just a straight port of the mod release, but we knew we did want to get BMS on Steam before Xen was done, so we could keep deploying updates for people and build up a community, while we finished Xen. We wanted to take the "mod port" to the next level. So we've done what we think is the best compromise for everyone. There's a fun and cool MP. The existing SP parts have been touched up hugely based on feedback from before. At the end of the day, it's a compromise. You can't satisfy everyone. We've poured huge amounts of love and hard work into all of this and we're extremely proud of it. I know I am. It's always a bit disheartening to see posts like yours, for that reason.
Everyone seems to be forgetting that MP was an original part of Half-Life too, we haven't just run off and started doing whatever we feel like while we completely ignore Xen. You will get Xen. It will be amazing. We need time.
http://facepunch.com/showthread.php?t=1266077&p=47448830&viewfull=1#post47448830
Regarding the Source 2 rumor:
This is correct (the first part). It's not Source 2. We call it the "new engine" because our engine is a custom hybrid of several Source branches and features. It's really a custom Source engine version, in a sense. You could even call it the "Black Mesa" branch, if you wanted. No Source 2 whatsoever, though. Can't be much more specific than that, I'm afraid.
As for flexibility, our SDK allows people to do as much as you can do with any Source branch, so the flexibility is there. We're providing the standard Source mod tools which work with our engine, with workshop implementation and we'll be providing full support to modders. We can't however open the engine code up because we're not legally allowed to. Neither can anyone else who uses the Source engine. We're intending to open up our own code (I believe, not completely sure) much further on down the line, for the community to play with, but we can't open up the engine code as that's Valve's property.
http://facepunch.com/showthread.php?t=1266077&p=47385784&viewfull=1#post47385784
edit2:
Dev said regarding the price
Incorrect information in that post on the Steam page. We have removed it. Apologies for the confusion.
http://facepunch.com/showthread.php?t=1266077&p=47663952&viewfull=1#post47663952
so, it should stay $20
and regarding OaR and ST uncut:
Within a week or two. There are some issues with the workshop backend that have been giving me troubles with uploading it; it's one of the the first things on our list to resolve next, to improve the workshop.
http://facepunch.com/showthread.php?t=1266077&p=47663981&viewfull=1#post47663981
edit3: regarding the removed link
devs on the removed link for the free version (edit5: they put it back, for 3rd party sites)
We're not personally hosting it on our site anymore, but we are not going to do anything else with regards to the free version that's already available
http://facepunch.com/showthread.php?t=1266077&p=47664222&viewfull=1#post47664222
edit4:
Here's an older post where one of them expands on "why do MP in the first place?"
We get that not everyone cares about multiplayer, we do. There'll be things for you guys, too. Plenty, don't you worry.
We think MP is great. HLDM was actually a fantastic game but it really got glossed over - very underrated. There isn't much like it around nowadays. We won't change the world, but I think we've made a really cool, neat MP title which fans will enjoy. Plus, it was part of the original Half-Life, too.
We're not aiming to compete with Dota, CS:GO, etc, of course not. We're an indie game, we can't. But what we can do is build a fun multiplayer shooter which people will occasionally hop into, and have a blast with their friends. A welcome dose of Half-Life. Where, while waiting for Xen, people can build all sorts of awesome and cool stuff in our game, put it on the workshop, and form a community around. Prototype great new ideas with our flexible SDK. Create amazing stuff in community contests. Tell us new stuff you want, stuff you want changed/fixed, while we discuss with you and listen.
It just generally allows us to interact with you guys, form channels for dialogue. Build and engage a community while we quietly chip away at the vast Xen workload. Seemed a superior option all around to us just silently working on Xen for years. Both for you guys, and for us.
It's also part of our "new direction". Myself in particular, as well as a lot of the new guys, don't think the team's go-to method of "radio silence" is the way to work. So we're changing that, and MP is the biggest way in which we can.
http://facepunch.com/showthread.php?t=1266077&p=47435519&viewfull=1#post47435519
regarding the uncut chapter
The team isn't willing to do that, and I'm personally not willing to do that either - as the creator! The version of On a Rail which was released in the mod fits the vision of what the team wanted for that chapter. The decision to cut it down was a conscious one, not an issue of time/resource constraints, like Surface Tension's cuts were. It's not how I would have done it personally, but it's not my decision. How my mod turned out is also not how I would do it, not anymore, which is a big part of the reason why I'm not happy to have it in either.
I also completely disagree that you don't get a sense of how expansive the BMRF is without them. The maps cut from the original OaR looped in a spiral, upwards, around the rocket. You hardly traveled any lateral distance whatsoever when you looked at it on an overview map. Their omission just makes OaR's journey in particular feel a lot smaller, but I think extending that logic to the entire facility is a bit of a stretch. The vast majority of the other maps in BMS are sized up from their originals, both in distance and just general size. 2 of the maps cut from OaR were literally loops. We had huge discussions about all of this in the OaRU thread on the BMS forums, back when I started on it.
You have to understand the huge workload we already have on our plate. People keep saying about stuff like OaRU, STU, Hazard Course, etc, etc - oh, just take them, redesign them to make them better, and put them in officially. It's absolutely not that simple. It's months of work, from every department. We're already overloaded without this stuff as is. We do want to actually release the game at some point, constantly adding to our workloads is a surefire way to block ourselves from that goal.
It will be there in mod form if you want to play it, and will be as simple as clicking the "subscribe" button. If my work doesn't satisfy people, well, a talented modder can always do better than I did, fire up the SDK and make a better vision themselves! That's exactly what I tried to do back when I started. I will probably revisit Surface Tension Uncut from scratch someday, especially knowing I'm a massively better mapper now than I was 3 years ago. OaRU? Less likely, but it's on the cards too...in the distant future.
http://facepunch.com/showthread.php?t=1266077&p=47391418&viewfull=1#post47391418
edit6: http://forums.blackmesasource.com/i...-early-access-title/?postID=607071#post607071
edit7:
Here is our workshop guide. I am working on making a version which will go on the workshop and on the Steam Guides section too, but for now, this one will do.
Note: The 100mb vpk limit is on our radar and is the very first thing in the workshop we plan to fix. It is why I am unable to upload the Uncut stuff there properly, and I'd rather not split it into 10 parts.
http://facepunch.com/showthread.php?t=1266077&p=47672224&viewfull=1#post47672224
edit8:
Introducing The Test Chamber, The Black Mesa Livestream Show