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I think my only other issue is with the gory kills and I understand that it's signified by leaking blood, but I was kinda thinking maybe if enemies like cultists or zombies could walk slower or even have the sprite look wounded to differentiate them when fighting groups of enemies.
I recently played Post Mortem with this mod and I enjoyed it thoroughly, but I tried it with The Dungeon and It's just so frustrating. Not specifically with the enemies, but trying to take on 1 Cheog in one room and 2 others in another room is impossible for me. I generally think the balance for most enemies including the new additions are great! I even like the Axe and Phantasm orbs you can use! Personally, I would suggest maybe editing the Dungeon a little to make these Cheog placements a little less awful as they are, considering you are editing certain maps in this current beta. Regardless, I can't wait for when this mod finally reaches it's 1.0 phase!
"Welcome to the Party Freeman..."
Just a question, do you ever think you could provide support for Blue Shift or Echoes?
Btw, I would recommend you mix in a little more Black Mesa HECU sounds with the radio messages, especially in Opposing Force, since I personally think many of the Radio messages in Surface Tension Uncut would complement your mod perfectly.
Sounds Good. I eagerly await the release for either mods whenever it's done. I understand that compiling all that ambiance in certain songs isn't easy. However, I am wondering what a full scale mod means. Would it not only replace many songs with a much darker atmosphere, but also replace ambient sounds and various lines from the Hecu as well?
I really loved that Half-life Doomsday addon of yours. Do your ever plan on expanding it not only for half-life but possibly Opposing force or Blue Shift? I hope at the latest that you say something about what's happened with it, and if you'll ever finish it.
I'm using Doomzone right now.
The thing is, I'm outside the ring and I'm trying to get in, so do I use my rocket launcher to blow a hole into the ring on a specific wall itself or is there something I could interact to open the ring itself?
if it isn't a glitch, then how do I get the final battle in Security Complex to start. I've pressed e on everything, I've tried using the rocket launcher on something specific to maybe cause a hole of some kind, I'm very stuck here. If anyone knows what I need to do other than cheating I would very much appreciate it.
Does anyone know how to get the chainsaw in Security Complex? Is there a teleport or somewhere to jump off?
What is a BaronSpecial?
By the way, there's another glitch that didn't happen before in map03 where you fight the spider mastermind after taking on the barons and some cacodemons but the doors don't open at all.
Thanks for fixing it! Probably one of my favorite wads for gameplay mods!
I had a glitch on Map05 when using the elevator to get back to level 1 in the research lab It just sends you back to the same floor and I tried everything including nocliping but it didn't work.
I'm really enjoying this mod, but the only problem is that characters don't say anything when you see them. I understand that it's most recommended to use the old version of HL2, but I am not sure if it's there at all. Would you mind linking it or showing a screenshot of the download itself?
Good to know, I can't wait to see how you guys update part 1 and what awaits in part 2!
Good to Know. I can't wait to play this new campaign you're preparing for this mod!
Are you planning on implementing The BMCE addon into this mod? I personally asked them in the thread on their modpage and one of the creators, Blooper Reel responded saying " leave a link back to this page and credit either us or BMCE, it should be a-ok. the only scenario where we'd have a problem would be if you took the models and claimed them as your own work. " I would like to know how you plan to implement it into your mod.
Will this zombie be encountered just in xen or will it be both in Black Mesa and Xen?
Can't wait to see these implemented, but my only question is if you are planning on bringing npcs from opposing force into the mix. Like maybe feature Hgrunt medics and Engineers as enemies or even Otis. Maybe even feature Cleansuit scientists to an extent. Really excited for these future updates.
By the way, does the last map have a rocket launcher in it? Cuz you see one rocket on that map but for the life of me i couldn't find it. Still a mod for anyone half-life especially fans of opposing force.
I'm trying to get the game working, but every time I try and load map c0a0, it just crashes. Is there something I'm missing here?
I can't find the readme in this patch or the previous file. Could you update the readme file into this patch?
I was really worried about the progress of this mod. I'm really hoping we see some real progress at some point. Can't wait to see this mod finally become complete. I was wondering if you guys are gonna try to do a revisioned version for Half-Life: Echoes, although I'm sure someone else could use your assets to create that sort of vision.
Is this mod supposed to feature glory kills?
Thanks for the response! Take as much time as you need, I'm sure overhauling the more out-there weaponry in Half-life to fit in echoes and make it HQ is hard work. P.S. I would've asked on Gamebanana, but creating one is such a colossal pain that when I forgot it, I just didn't bother.
Any idea on when the full version of your Echoes weapon addon will be released?
Yeah, expecially the one involving most Hecu not able to shoot a single bullet at you except the shotgunners for some reason.
Hey, do you plan to implement that Black Mesa Character Expansion mod that came out recently into this mod?