Black Mesa

Black Mesa

BMS Classic - Office Complex (v2.00)
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Update: 7 Sep, 2023 @ 2:24pm

* General enhancements/bugfixes
- Restored from/based on earlier Black Mesa builds and/or Half-Life
+ New for v2.00

ALL MAPS:
+ Supply crate check - items are now primarily dropped from tarp crates or BM1.5 supply crates, and supply crates are using their "older" skins (more fitting)
+ Ragdoll check - added female scientist bodies for variety
+ Enemy placement/numbers and ammo/item pickups adjusted - added some health syringe pickups (item_syringe, worth 10HP) throughout the chapter
+ Fixed awkward physics on chrome garbage bins and nitrogen tanks
+ Crate check - most larger crates are now immobile unless broken
+ Overall retextures - tile floor is now black and white and carpets are now blue, to more closely resemble HL1 OC
+ Improved lighting in several places (better/dynamic shadows)

bm_c1a2a:
+ Adjusted timing of scientist barnacle scene/intro stuff
+ Put the music trigger at the start of the map, a la HL1
* Replaced cheap old-style water puddles with Xen-style refractive model
* Fixed the floating ripples over the puddle in the hallway
+ Replaced the weird solid wall vent with a proper vent
+ Restored the third barnacle in the lounge
+ Gave the surviving lounge scientist some ActBusy routines to perform
* Made the EAS broadcast on the radio start slightly sooner
- Restored the zombies in the hall leading to the guard scene
- Replaced the shotgun with the 357
+ Added an extra "warning" check for the zombie guard scene (he'll now react if you start shooting at the zombie as it rounds the corner, even if you miss)
* Made the surprise headcrab vent sequence in the "armoury" trigger when the player enters
+ Added some detail to the armoury to make it resemble the HL1 version a bit more
* Added some detail to the zombie-breakout offices to make them less barren
* Fixed a race condition preventing the zombies from breaking out of the second office
* Fixed computer monitors in zombie-breakout offices not moving
- Restored the headcrab in the flooded office
- Put the light switch back on the far side of the flooded office
+ Restored the zombie closet break-out scene in the central area
+ Some vent details as a callback to HL1
+ Fixed a bug preventing the armoury guard from following through the double-doors if you opened them before getting him
* Fixed invisible NPC in houndeye office
- Removed the upper metal crate protecting the player from the turret after dropping out of the vent
* Replaced the health charger by the turret with a suit charger
+ Made the turret not kill the scientist instantly so he can be saved more reasonably
+ Gave the scientist some dialogue/behaviour if saved
+ Adjusted timing of guard reaction to turret destruction
+ Fixed a missing dialogue line from the guard if the turret is destroyed
- Removed the supply crate at the bottom of the stairs
- Restored the two "ambush" headcrabs at the bottom of the stairs
* Removed obsolete invisible metal brushes in vents

bm_c1a2b:
- Replaced spawn shotgun with 357
- Gave the guard at the beginning his 357 back
+ Complete Vort office overhaul - now much closer to original HL1 version
+ Made the maintenance hatch in the lounge area much more sensible/comparable to HL1
* Fixed half-missing bloodstain on dead guard by printer
* Fixed minor texture alignment oddity on vent scientists get dragged into
+ Restored unused dialogue for the "soldiers have arrived" scientist about the turret, if activated
+ Moved the c1a2c level transition trigger to dramatically improve gameplay flow - no more awkwardly backtracking through a loading screen to retrieve the guards/scientist following you
+ Added some NPC scripting so you're no longer forced to leave them behind if you head straight for the maintenance hatch instead of opening the doors to the stairwell first

bm_c1a2c:
- Replaced spawn shotgun with 357
+ Adjusted map start position to account for different level change trigger position
+ Extended Vort tunnel to more properly resemble HL1 version of map
+ Reworked the vents a bit; re-added ceiling/headcrab area in "rafters" a la HL1
+ Removed the static desk barricade in the cafeteria; replaced with boarded-up doorway a la HL1
+ Attempted fix for guards shooting each other/the scientists during the cafeteria fight
- Opened the freezer back up again
+ The main freezer door no longer automatically closes/locks behind you
- The freezer doors can now be opened and closed
* Fixed breaking shelf in freezer not sounding like metal when hit
* Fixed freezer door not sounding like metal when hit
+ Reworked freezer layout a bit to make better use of the full space
+ The scientist in the freezer can now be talked to and led outside - she's now necessary for the "Our Brains And Your Brawn" achievement
- Restored the fire puzzle/event in the small vent room
+ Restored the storage area with zombie next to the cafeteria from HL1
+ Made the NPCs in the cafeteria automatically start following again when you step out the storage area door
+ Made the closet zombie in the end hallway break down the door (a la zombie breaking through wall in HL1)
+ Gave the scientists/guards in the end hallway some ActBusy routines to perform
+ Reworked the ending elevator shaft to be a bit less nonsensical
+ Fixed the falling scientist "exploding" off of the ladder and interrupting his "HELP!" scream