#17 Black Mesa: Definitive Edition --- Interloper 1/2

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  • Опубликовано: 18 сен 2024
  • Interloper If you liked the video, like, subscribe or share with your friends. It means a lot! Thanks guys and girls !!!
    #gordonfreeman #hl #hl2 #play #blackmesa #valve
    I had to restart the game for low pictures, so I had parts.
    Known Issues
    A number of world seams in ST B with new art
    Floating polyp models in Xen tree hub (Xen map B1)
    Controllers currently don’t work in the menu
    Female scientists unintentionally do not heal player
    Still have to add multiplayer player model select for new UI
    If players in multiplayer have same score and are in top 3, they will both get metals
    Player rank sometimes shows wrong at the top of screen in multiplayer
    Guard in Surface Tension F will sometime refuse to follow Freeman
    Possible soft lock in 2 spots in OAR. The silo floor and the up elevator.
    We still do not ship the mapsrc VMFs - we will do this for the final release of the Definitive Edition
    New art and detailing throughout the chapter to add an additional layer of polish (Chapter Wide)
    Fixed human skulls spawning from barnacles where they should not (Chapter Wide)
    Fixed players falling into void and not dying (Map A)
    Fixed hole in village the player could fall into and get stuck (Map A)
    Fixed fire at the bottom of controller fight burning out too soon (Map A)
    Gave Vorts in the Vort Village a few more things to do, and ensured they properly run and hide if the player starts trying to kill them indiscriminately (Map A)
    Fixed missing rock backfaces (Map A1)
    Clipped rocks by second jump pad in Garg chase (Map A1)
    Fixed overlit Gargs at end of chase scene (Map A1)
    Fixed player being able to clip into a green bubble vat (Map B)
    Highlighted lift that is needed to find power plug at the top room puzzle (Map B)
    Fixed brush clipping in pipe (Map B)
    Fixed giant hole in factory (Map B)
    Added water effects to Alien Grunt gestation chamber and connecting tube (Map B1)
    Added checkpoint to first machine so if you fall down during the long jump, you don’t have to just stand there and wait for the sweet, sweet release of a fiery death (Map C)
    Adding “revving up” to 3rd machine to better telegraph to the player what is going to happen next (Map C)
    Added grunt pods at end of conveyor sprint to give the section a tenser ending and to look less barren (Map C)
    Better introduced barrels and cysts as a means of blowing stuff up (Map C)
    Added healing crystal at start of upper cage fight (Map C1)
    Significantly optimized elevator fight (Map D)
    Re-arted the fog during the elevator fight to help further with optimization and to make “pop-in” look better (Map D)
    Ensured that Alien Controllers are being deleted during Elevator fight once you leave their respective sections, to further improve performance (Map D)
    Added explosions and nudges to get player off elevator at midpoint (Map D)
    Fixed crush zone at top of elevator (Map D

Комментарии • 2

  • @Sebek5245
    @Sebek5245 3 года назад +3

    Although the whole Xen part of Black Mesa feels very Doom'ish, it's still without a doubt the best area in the game, with Interloper being my favourite chapter. Love how they made the experience feel like genuine breaking into an evil alien facility headquarters, instead of simple remaking that few boring and rushed maps from original Half-Life. And the soundtrack just fits into it. Also, it's nice to finally see the Definitive Edition in 60 FPS, since my PC is a piece of crap xd.

    • @novcamn
      @novcamn  3 года назад +3

      @sebek5245 Thanks for the nice comment, Xen succeeded but I expected more :)