A Half-Life mod remake. This is the story of Justin Barnes, Black Mesa security guard who goes to rescue his colleague after an Incident.
This is a remake under development by a team of enthusiasts, the main idea of which was the exclusion of almost all moments that do not correspond with the canons of Half-Life Universe. Original mod had many non-canonical moments that will be replaced with more canon-friendly ones. Also we will add new chapter to close up some plot holes.
Currently we have released Azure Sheep: Part One Extended, and switched onto a new project, Black Mesa: Blue Shift.
Greetings, dear friends. It's been 3 years since we started developing Azure Sheep remake - our first big project. We improved our skills, learned to implement new mechanics and just gave freedom to our imagination. This path was not easy, we were making mistakes and overcoming problems, now we are ready for even more bigger things that move us forward.
Today, on this ordinary winter day, HECU Collective is pleased to publicly announce a new project called Black Mesa: Blue Shift!

Our choice may seem predictable to you - our team has been developing a mod about a security guard for 3 years. When we were informed that the Black Mesa: Insecurity was discontinued, we decided to start the development of a parallel project. At that moment, one part of our team was making a patch for Azure Sheep, and another part began to work on BM: Blue Shift.
Therefore, we want to announce that soon there will be the release of the demo, which will include a tram ride. You will see by yourself our take on the Blue Shift remake, with all features of Black Mesa. Evaluate our capabilities and tell us: do you want us to continue the work on this mod?
Right now, we've decided on a plan of further development. We want to release chapters one after another right after we finish them, so you could play them right away. It's important for us to test and implement new mechanics, location designs and let you know what you will experience in the future. This project is something we would like to create for the community. We understand that it's difficult to wait for the release of such projects for years, therefore, we want to share some progress with you. We hope you'll like it!





We know that the voice acting in our previous mod was awful, so we've got help from the community - UnstoppableGiant will be the voice of Otis! You can listen to him in his SoundCloud!
And, for the last, here is the soundtrack for BM: Blue Shift, made by our composer - Daver (Aslan Akhmetov).
You can join and chat with us on Discord, VK and support us on Patreon where we post some exclusive content!
Hello guys! It’s been a month since we showed you all the longest Black Mesa mod yet! We’ve been spending tons of hours reading your comments, bug...
Today we are proud to release the new, better version of the mod. Our team put all their skills and effort to make your experience a lot better and more...
Hello everyone! Today you will find a pre-release article (the largest one, in fact). Be prepared for a lot of information. Fasten your seat belts and...
Hello everyone who reads this article. Today we are happy to share the news on the Black Mesa: Azure Sheep project. First, important statement - we are...
Map Sources from Azure Sheep: Part One Extended mod.
PATCH 1 INCLUDED! DON'T FORGET TO READ FULL DESCRIPTION FOR USEFUL INFORMATION ON CRASHES AND INSTALLATION.
----> Copy "...\Black Mesa\asheep\" An early version that we wanted to use. But in October we replaced it with a standard model, due to the fact that...
What I want to say. What I want to say. Friends, we read your messages and draw conclusions. At the moment, work continues on bug fixes, we will release a special patch 1.5 before the new year. in which we will try to fix, supplement or change some locations for the future of this mod.
I do not want to say that everything was perfect, but it happened as it happened. As you can see, the game update has already been released and I am glad that we managed to more or less successfully release the mod for the beta version of the game
I think after the patch the work on this modification will be stopped and we will finally release our forces for further work. Our team is not as big as it seems and you can be sure that this mod is draining us just a colossal
I continued to play the mod and it's getting better and better, and i'm the test chamber now, and i think between the beginning of ground zero and the test chamber it needs more ammo, maybe some left by the military. I don't know if it's a engine problem or not, but when the soldiers are being attacked (massacred) by vortigons or the gargantua and they saw me they forget them and attack me, i think is not suppose to.
I finished it, I am looking forward for the next part, it took me like 5 hours of gameplay, damn ill say you expanded it alright, I guess many of the critiques I got are almost already written and way better than I could ever have put, so I guess ill leave suggestions, but overall I think this is one of the best Black mesa mods, and I hope you guys bring more,
-If you need to record lines of dialogue I think you can even use a Cell phone to do that, it might record better than a PC if you don't have a microphone.
-the Black ops soldiers could have different voices than the HECU, maybe use a filter just to make them all sound more deeper and scarier, You could also use the original HECU voices for them, I mean why not?
-I actually didn't mind the scripted scenes, I think is just fitting with the franchise if done right and I`ll say you guys had some really awesome scenes.
-Add a light machine gun because fun xd
I have encountered what seems to be a mod breaking bug on as_c5map01b
During the firefight with the APC on the train track, instead of going down the tunnel and setting off the explosion as it was designed to do, when it took the requisite amount of damage the APC instead disappeared down the tunnel at the other end, not setting off the event and rendering the area impossible to pass without cheating. Not sure why it happened but the error didn't repeat on a reload, where the APC properly re-emerged from the tunnel allowing me to finish it off and pass the area properly.
most likely the script failed, in any case restarting the map is the only correct solution, in the future you will encounter very complex scripts that, unfortunately, can fail
Hello,
It's a great idea to do this work on "blue shift" to black mesa, but ... clearly it's sad when charging or change level, it's already crash. I restart my game 10 times just to continue ... I lost my progression between the cafeteria and the both elevators ... hope to play when it'll be stable.
On map as_c4map01b, the game completely freezes every time I get close to this door.
I.imgur.com
I don't have any other mod installed, and even changing the settings to potato doesn't fix the issue.
Now as a preview, you guys nail it, I have been playing non stop, is just so much better and fun, the music still awesome, weapons as well
I will be brief, because the main pros and cons have already been noticed in two long texts before me(they at least have these levels loaded):a long battle on Hamer with Gargantua, beautiful Gargantua movements, boring and incomprehensible from the point of view of logic battery, a beautiful segment of Ground Zero.
But here are the things I noticed
1. there are clearly some oddities with the timeline. Between the time we see Gordon on the doorstep of the freezer and the time we get shot, it's barely 5 minutes for Freeman and 30 for Barnes. Maybe we should put the moment in front of the shark cage on camera.
2. Fast zombies and headcrabs still confuse me, but together with other Zen creatures, they are quite acceptable. If only the balance is not lame.
3. I am incredibly glad that instead of the portal ball at the point of departure, you made a full path to the Anomalous Materials. But it is too long, you have time to forget that the Chapter is called Ground Zero.Perhaps anomalous materials should be put before the battle with Gargantua, then bizarre will grow more evenly.
4. After receiving a sniper rifle, the number of hecu should be kept to a minimum, only in the farthest corners of the BM and far from the transpotr arteries that use Black ops.
I love the original, and with the exception of some game design mistakes, you made the same fabulous and epic look at the black Mesa incident.
Off topic: Have you or anyone considered remaking a Half-Life 1 Mod, Half Secret called "Black Mesa: Half Secret" which features and showcases a Half-Life 2/Black Mesa-styled cut HL1 NPCs (like Chumtoad, Panthereye, Stukabat, Kingpin, Mr. Friendly, Flying Charger, OF2 Ground Charger, Snapbug, Fast Walker, H.E.C.U. Heavy Weapon Marine, and H.E.C.U. Robot) and Sven Co-op NPCs (like Baby Gargantua and Tor/Xen Commander/Xen Overlord)?
I overcame the installation and played the mod.
Experience... mixed. More "good" than "bad" though, and definitely improved compared to the 1.0.
The good:
A whole lot of things became far, far less "**** my life"-ish.
And the design of the new segments is superb. Much as should be expected of you guys by now, eh? :V
Ground Zero drives it home fully - the test chamber is just amazing. And the segment after locking in a closet and finding the whole room teleported? Even better. Although terrible vertigo - keepign the space itself not spinnign would've helped a lot.
I really liked the fight with the tank, where the player uses 2 stationary rocket launchers, while the tank is rolling right-left on a rail. Like, it's a BMS-quality fight, and really exciting. Kudos.
The intro for the Black Ops was improved compared to the AS 1.0. The red lazors in the dark hall really make it click, you know?
The second Gargantua encounter, where it arises from a pile of junk, is _superb_. The chase is way better orchestrated than the BMS's one, which can be entirely missed by the player. (though the way it just _stands_ there after throwing a car at the player who climbed a ladder to a pipe, is awkward. Make it walk off maybe? Or keep spawning soldiers for it to fight).
The cinematic moment where the player has a factory exhaust fall on them is pretty epic, too.
Mixed:
The room full of tripmines, turrets, and explosive gas was neat, but not nearly stressful enough. See, in BMS, where Gordon has to track through the mine-field of a building with a rocket, there are some dangers that will set off the whole thing if the player isn't careful - a headcrab, and a box. Your room is just careful platforming and that's it.
The Gargantua fight is well-staged, and generally looks good - although it could use some sound cues for the player to not miss gargantua appearing and flying off itno the ceiling. Maybe a very loud siren and alarms over the door the soldiers exit out of before gettign Gargantua'd to death?
Second Gargantua encounter is also prone to glitching. My Gargantua just froze at the spot where it 'climbed' the wall to try and spew fire at the player, the one where the player has to turn valves to stop the fire from blocking the path. Made the part after grabbing the mine pack impossible to complete.
The bad:
The whole section with having to carry car batteries to sockets on a platform makes the player carry the same stuff around too much. IT would've been okay if it was one batter, but 3?!
And the segment afterward is even worse
The crashed platform doesn't make it clear where to go WHATSOEVER. Trial-and-error took me about half an hour to find where to go... and to notice one of the batteries on the floor.
The batteries' rework is a nice start, but the light they give off doesn't help against the level's darkness if they are placed on their side or the face to the floor.
Female voice-actors are still ****. It's good you have at least _that_ much, but you'll have to find an actual actor to play those lines, eventually, you know? They clash obscenely with the mod's general quality.
The Gargantua fight with the humvees doesn't do a great job of highlighting what a player is supposed to do. I would've been stuck, had I not seen a spoiler in your progress update - maybe showing a Gargantua hurt by a humvee before the player engages it would've been good?
Also, the soldiers there take potshots at the player at times, making the whole thing a bit harder than needed (at Hard difficulty, at any rate).
The segment in CH5 where you have to stop a long pipe with four fire leaks from burning is really bad at registering where the player is. And it hits with enough damage, and often enough, that one can keep on dying there unless they get really good with Source's ladder-climbing. You can't expect everyone to. That place direly needs the fire moved higher, so that one _can_ do the puzzle without incurring damage unduly.
Overall, I am hype as all **** for the Part 2, if this is any indication of how good you guys are getting now.