Residue Processing has aged so badly. It's typical 90's "my first 3D platforming" nonsense.
Is there a really nice steam grid icon for this?
Whipped up one myself
Few towards the bottom of here
http://www.neogaf.com/forum/showthread.php?t=477211&page=19
Has anyone else noticed that followers wont shoot something unless they are facing its direction?
Am i the only one that always loved Xen? All that psychedelic, ethereal and ominous atmosphere... so good.
Good timing to coincide with Greenlight, not being sure they're able to finish the rest of the work, releasing 85% of the game is better than releasing 0%. I mean, the thing has been in development for 7 years.So this isn't even complete? Why release? lol
So this isn't even complete? Why release? lol
Aw they didnt do the Ichthyosaur scene in the test chamber (or am I confusing that with HL2)?
So this isn't even complete? Why release? lol
That was the scariest section of the original game (you're not confusing it with HL2) and I was really looking forward to seeing it in Source.... Fuck.
Eh, I still enjoy FPS platforming.
So do I, but upon replay I find Residue Processing drags on for far too long with almost nothing interesting going on. It's the most basic of basic 3D platforming and puzzling (aka: timing damage). Plus the whole area is ugly as fuck. But I've never been fond of over industrialised areas.
Nearly finished Questionable Ethics. The modern coat of paint really, really shines here. The entire complex looks gorgeous. Great blues, very atmospheric lighting, and lots of details. Combined with the sound design, they really nailed the feeling of a once busy, noisy lab now hauntingly quiet and dangerous. Very cool.
Except for the marine battles, which were total shit. The combat in this game is rubbish and sets it behind the original game for me. I can imagine coding AI is very difficult so I'm not surprised it's the one big area they dropped the ball, and I don't really hold it against them given it's a free project. But it's definitely the line preventing this from being a truly exceptional Half-Life replacement.
EatChildren, maybe I missed it, but what difficulty are you playing on? I'm wondering if the complaints about combat come from normal or hard difficulty, and I'm thinking I might just go through on easy (which I seem to recall is default).
No, you guys are confusing that with HL2. In HL2, when you try to take the teleporter, there's that part where you're dropped into the ocean and an Icthyosaur swims at you. This was not HL1. You don't see Icthyosaurs until that waterlogged section.
You will hate Surface Tension
I'm (not) looking forward to it.
On another note, is BMS the first time a major, full retail game has been practically entirely remade with high quality assets in a modern engine? "Remake X in engine Y!" is always the first call to arms for modders/fans, and it never comes to fruition. Yet here we are, Half-Life in it's glory, remade in Source.
I'm on normal.
The problem is the way they've coded the AI is completely at odds with run and gun gameplay. Run and gameplay is all about telegraphing attacks and movement, and the delay between attack function and attack damage.
In Half-Life this was done by having the Vorts and Houndeyes deal pretty solid damage, but also have an obvious and avoidable charge up time. When you saw and heard a Vort charge, you'd immediately start moving quickly in hopes that they'd miss their shot. Marines always had hitscan weapons and did a lot of damage, but they moved quickly, often firing in bursts then retreating to cover. It encouraged you to keep moving yourself, to flank them, and outsmart them through speed and accuracy.
Black Mesa has none of that. Both the Vort and Houndeye charge up times appear to have been decreased, meaning there's less telegraphing and more instantaneous attacks. The damage they deal isn't too troublesome, but you're less likely to avoid the attack. Marines are worse. They have an extremely high reaction time, meaning they spot you very quickly over a very long distances. Their accuracy is aimbot levels of annoyance, so as soon as you're (quickly) spotted they'll lock on and fill you full of lead. Because, unlike Half-Life, they're not programmed to burst fire, run around, and make good use of cover, they just kinda stand there firing round after round after round with instant, perfect accuracy.
It means pretty much every combat encounter with marines is shaped to exploitive, cheap play. How fast you move and mastery of athletics is now irrelevant. What matters is that you get the shot in first, accurately, with as much damage as possible and preferably before they're allowed to attack. It has more in common with trial-and-error stop and pop shooters than the run and gun glory of Half-Life.
Some might disagree, and it is manageable, but it's the most glaring flaw with the mod and the point where it feels quite distant from its source material.
This makes me a bit hesitant to play the mod. The combat being bad is a pretty big deal, since it was so awesome in the original (especially against humans).
Damn funny. Our youth sometimes.http://www.youtube.com/watch?v=hb8v2HvdMC0&feature=channel&list=UL
Did someone post this yet? I'm dying here. This guy can't jump and blame Valve. ROFL
The damage they deal isn't too troublesome, but you're less likely to avoid the attack. Marines are worse. They have an extremely high reaction time, meaning they spot you very quickly over a very long distances. Their accuracy is aimbot levels of annoyance, so as soon as you're (quickly) spotted they'll lock on and fill you full of lead. Because, unlike Half-Life, they're not programmed to burst fire, run around, and make good use of cover, they just kinda stand there firing round after round after round with instant, perfect accuracy.
It means pretty much every combat encounter with marines is shaped to exploitive, cheap play. How fast you move and mastery of athletics is now irrelevant. What matters is that you get the shot in first, accurately, with as much damage as possible and preferably before they're allowed to attack. It has more in common with trial-and-error stop and pop shooters than the run and gun glory of Half-Life.
http://www.youtube.com/watch?v=hb8v2HvdMC0&feature=channel&list=UL
Did someone post this yet? I'm dying here. This guy can't jump and blame Valve. ROFL
Why? They did nothing original or innovative.Valve needs to hire this team.
http://www.youtube.com/watch?v=hb8v2HvdMC0&feature=channel&list=UL
Did someone post this yet? I'm dying here. This guy can't jump and blame Valve. ROFL
How did he get that far into the game without knowing how to crouch jump? I'm calling shenanigans.http://www.youtube.com/watch?v=hb8v2...hannel&list=UL
Did someone post this yet? I'm dying here. This guy can't jump and blame Valve. ROFL
I'm with you 100%. I was on normal too and the marines just kept pounding me (lol). Most of the time I would try to find cover and either camp and wait for the marines to come to me and say hello to a shotgun blast to the face or I would creep out of cover until I could see some small pixel of the enemies and hit them with the magnum.Some might disagree, and it is manageable, but it's the most glaring flaw with the mod and the point where it feels quite distant from its source material.
http://www.youtube.com/watch?v=hb8v2HvdMC0&feature=channel&list=UL
Did someone post this yet? I'm dying here. This guy can't jump and blame Valve. ROFL
http://www.youtube.com/watch?v=hb8v2HvdMC0&feature=channel&list=UL
Did someone post this yet? I'm dying here. This guy can't jump and blame Valve. ROFL
They executed to an extremely high level.Why? They did nothing original or innovative.
They executed to an extremely high level.