Black Mesa

Black Mesa

Scylla
23-Down 11 Sep, 2016 @ 12:19pm
Review to map pack (contains spoiler)
I must say with Scyalla you did some damn fine job [λG] hscsguy!

The locations are believable and unique. The architecture, the textures and light settings are well chosen and believable.

Also your map pack has several memorable moments in it be it the water trap - the clever and fun made train riddle or the epic end fight.

All in all a solid creation down to the tiniest detail.

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Balance wise I think this mod was well executed although had some rather bad and annoying spots which made it rather difficult.

3 of these Locations for instance were early on when you meet your first group of houndeyes and you had only a pistol to fight with. When they got close to you it was an almost insta kill and it's doubtful the player had anywhere near full health at that point. That was followed by 2 Alien slaves but at least these could be dealt with in corner fighting.

The 2nd area was in the room with the water electricity trap. You're not just taking damage from the water but also get forced to storm head on against 2 Alien slaves. I think 1 here might have been enough considering that 1 needed 3 shots from the Magnum but that's just my opinion.

The 3rd location contains the final fight scene. The outside area is slightly lagging. Could be related to that rendering issue you addressed?
Anyway I think once you dealt with the Aliens and used the mortar some short break for the players would've been nice so that they can get some additional health but wait ? There were none after that 1st wave and the few that were near the camouflage net had been used during the last engagement with Aliens and running back to the bunker wasn't much of an option either due to the Ospreys and also assuming it still had health left in the first place. (In my run it was almost untouched only the hev charger was empty - ps: nice touch with the Zombie. :P) That aside I think few Alien Controller would fit nice here. Perhaps after the Grunts arrived to somewhat help you out of sorts?

As for the Health situation. I got an idea: I would delay the Osprey arrival by some seconds and spawn in either a guy in a Hev Suit or a Scientist along with 1 hev battery, 1 medpack perhaps 1 random rifle. He could teleport in mid air and falling to his death while crying. Could've been a poor soul returning from XEN or perhaps some guy that conducted a similar experiment as Rosenberg did to escape the Facility but it didn't work. Either way it would make the upcoming grunt battle a little easier and the players can get their barring not to mention a pleasing to look new little script enhancing the experience of the mod even more.

I think the radio chatter wasn't so well chosen considering that the Grunts arrive after you bombed the Tentacles. They're evacuating so why are they deploying after that? If it would be an Evac attempt to rescue the guy that marked the target for the Tentacles it certainly would look slightly different not sure. But that's just a cosmetic issue and is totally fine so no worries.

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While this sounds like a whole lot of negative criticism please don't misunderstand it. I'm just writing it so detailed because I'm a huge fan of your map pack and in my opinion it's close to perfection. :) Fix the few remaining bugs this map pack has and it'll be a perfect release in Black Mesa quality you did some remarkable work here.

Go and play it now people!

23-Down
Last edited by 23-Down; 11 Sep, 2016 @ 12:26pm
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Showing 1-3 of 3 comments
hscsguy  [developer] 11 Sep, 2016 @ 6:24pm 
Thank you very much for your feedback, it is very much appreciated. I can see how some sequences with the aslaves/agrunts and houndeyes can be frustrating. Especially on higher difficulties. I might try to alter the timing on some enemy spawns to help keep the encounters from feeling overwhelming.

You make a good point about the radio chatter. I chose it simply to help direct the player's attention to the mortar controls. It doesn't make sense narratively, but it is still helpful to the player. :)
23-Down 12 Sep, 2016 @ 1:53am 
No problem buddy. Glad you liked the report.. :) I'm looking forward to the final release version of your mod.
tsteele93 6 Jul, 2018 @ 3:20am 
I haven’t played through this yet, but after reading the review I would offer advice to ANYONE creating maps or games:

Always remember that not everyone is like you, and _whenever possible_ give them the _option_ to choose how they want to play. That is why they have the different difficulty levels to begin with.

I’ll be straight up honest, I am not the greatest FPS gamer in the world. But I don’t want to be reminded of that while I’m _escaping reality!_

Much like the idea behind making friends by making people feel good about themselves, a good game design makes everyone feel clever and skilled. That is why game design is both a skill and an art form, and why people pay dearly for good game designers - which you are one!

So to all the devs and wannabe devs out there, make your customers feel like the heroes they are escaping reality to be. Don’t crush them with frustration and defeat (unless they -as I mentioned, not all of us are the same- choose that).

One example is definitely pacing, perhaps push the player into one battle after another, BUT if they are frustrated with that, maybe there is a secret area or spot that allows them to recover. Reward them not just for battle skills, but also offer them rewards for cleverness as well,

And that’s all I have to say about that, :-).
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