Run. Think. Shoot. Live. Source. BMS Classic is a game-wide modification of Black Mesa that aims to revert some of the changes made in the 1.0 and 1.5 updates, as well as fix various bugs and oversights, improve performance, and reimplement missing setpieces and sequences from the original Half-Life - removing self-locking doors, allowing the player to backtrack and explore at their own leisure, restoring puzzles, rebalancing combat and supplies, and more.
Hey all! So, it's been, uh... Nine months.
Oops?
Yeah, I don't really have anything I can say about that. Real life took precedence again, as it always seems to. Sorry about that.
On the plus side, I come bearing gifts! Namely, the Office Complex 2.00 release. Have some screenshots!
A few other screenshots can be found here on ModDB as well, and there are some different shots on the Workshop page, too.
As always, the workshop page can be found here. There's a more extensive changelog in the wokrshop discussions, as well as in the change notes tab on the workshop, appropriately enough.
I don't have an ETA for We've Got Hostiles, but I fully intend to get to it in a much more timely manner this time around. I don't expect it to have as many drastic changes as UC and OC 2.0 did, but I've been wrong before! We'll see how it shapes up.
Here's to making these updates more regular again, at least!
Near-end-of-year update for BMSC, as well as releasing the first significant update to the Earthbound chapters.
A quick status report on the current state of BMSC as of early/mid-November 2022.
A status report (if you can call it that) for BMSC and a request for assistance.
A short progress update for the first week of August (mainly about the Interloper fix mentioned in the last post).
For "We've have hostiles" 2.0 could you guys make the environment in the surface battle more destructive? Example: If a mortar shell hits a watchtower this one collapses or if it hits the sandbags this ones are destroyed. This may help if you plan to make more routes since one of the fences could get destroyed and the player could find a second route in the other side of the fence.
Also could you change the chopper so it can destroyed by shooting at it's rotor like in the original game?
I heard this is a good place to post mods ...
I really liked it, this is what I really wanted, I’m glad that at least someone was able to make more monsters on the levels, thank you for the work done <3
If suddenly ideas are still being accepted, then it would be nice to add more zombies to the “Residue Processing” chapter, otherwise under the conveyor belts is still empty, in mmod they played this great by making it a dangerous place. When I went through “Lambda Core” I expected that there would be HEV Zombies, but unfortunately no, it seems to me that this chapter would be ideal for an early meeting with them.
PS: I was pleasantly surprised to meet Knockback Houndeye in the chapter "Surface Tension"
Chirp <3
it would be nice to integrate NPC models, some from the blue shift and others from the BMCE - Black Mesa Character Expansion, and add adjustable wrenches for workers as non-pickable weapons, similar to batons for guards and crowbars for scientists, and give knives to soldiers
I'm curious to test this one and see the difference with BMS !
Can't wait for the update!
I see what approach you're going with. Keep going, you're making good progress.
Will you use the classic weapons pack on the steam workshop? I think it would be a great addition, but you would need to make adjustments, since it needs some improving
BMSC won't be including any custom skins like that, but it won't be incompatible. The Classic Weapons Pack should work with BMSC just as readily as it does with regular BM.
One of the best games I played. That and bms classic. cheers.