cp_blackmesa_combat

this sounds like fun :D out of curiocity, exept for the way under iron horse players will there be new path's around Bmesa? the loss of the lower caves are going to be felt >.> especially since this means the vents are going to be even more crowded (shudder)
 
you are correct about the loss being felt..but,,it will also mean you are more likly to have team mates with you when you venture into the vents and normal hallways

btw..the random telepoter adds something new..player can accidentally outflank enemies..

the map will be more "chaotic" then the current

and having head crabs roam the vents also changes the game play in there

like the ghost in harvest?

~D

this sounds like fun :D out of curiocity, exept for the way under iron horse players will there be new path's around Bmesa? the loss of the lower caves are going to be felt >.> especially since this means the vents are going to be even more crowded (shudder)
 
And so Dragonhill shows his amazing abilities yet again.

Go you and keep it up sir!
 
Can you make a pitch-black area where people are likely to be eaten by a Grue named Steve?
 
This sounds friggin awesome! Maybe we should have a Blackmesa rotation server?
 
sorry

vents are a way of life in mesa (kinda defines it).
while i chose to remove the cave due to players avoiding it the vents are actually used ALOT hench they stay.

for those that hate vents there are plenty of maps out there.. like 99%


~D

Yes, they are used a lot, but are abused by players who decide to camp and rack up points. They do not provide teamwork, but encourages teamwork to be thrown away for a higher score.

And yeah I am aware that many maps do not support vents, but that does not mean it has to be implemented.

EDIT: Headcrabs? Random teleports? Is this map going to be a map we can actually play, or a compact version of Blackmesa with mini game elements?
 
fully playable beta..and the head crabs will be messing with the vent campers

currently i have now replaced the ghost with a walking head crab..and removed the spinning ghost effect when you get scared.

i need to remove the "poof" when the ghost appears and replace with the new spawn in effect

btw, i actually enjoy duking it out with opposing teams in the vents. it's actually and art that is either ignored or missed by those that avoid it

~D
Yes, they are used a lot, but are abused by players who decide to camp and rack up points. They do not provide teamwork, but encourages teamwork to be thrown away for a higher score.

And yeah I am aware that many maps do not support vents, but that does not mean it has to be implemented.

EDIT: Headcrabs? Random teleports? Is this map going to be a map we can actually play, or a compact version of Blackmesa with mini game elements?
 
Dragonhill i love your work and i must say im quite excited about this...blackmesa is currently my favorite map..keep doing what your doing...i personally and im sure the rest of the division appreciates your contribution!!!
 
fully playable beta..and the head crabs will be messing with the vent campers

currently i have now replaced the ghost with a walking head crab..and removed the spinning ghost effect when you get scared.

i need to remove the "poof" when the ghost appears and replace with the new spawn in effect

btw, i actually enjoy duking it out with opposing teams in the vents. it's actually and art that is either ignored or missed by those that avoid it

~D

Whats to stop vent campers from simply walking out of spawn before the headcrab trap triggers? Eventually they'll learn the pattern and walk out before they are dealt with. And you may enjoy it, but many of us do not. Vents ruin Blackmesa's ability to be a real teamwork based map.
 
vent hater...
(:
~D
Whats to stop vent campers from simply walking out of spawn before the headcrab trap triggers? Eventually they'll learn the pattern and walk out before they are dealt with. And you may enjoy it, but many of us do not. Vents ruin Blackmesa's ability to be a real teamwork based map.
 
Well Beta, from what I gathered the headcrabs will spawn randomly, not in the same spot in vents everytime. I personally can't wait. The one thing about Mesa that always bothered me was the cave and point A. Unless, the team is VERY organized, you can never seem to be able to hold it long enough to cap the next point before the other team re-caps A. Too big of an area to simply defend with sg's and heavies.

DH, when do we start!?!?!?! :drool:
 
One thing that sounds like a bad idea is the rotation server. It sounds like these different versions of the map will appeal to different people. But that's not up to Dragonhill, so I'll just say move along, this sounds good so far :D
 
Can you make a pitch-black area where people are likely to be eaten by a Grue named Steve?

Absolute win for the Zork reference.

Headcrabs? Random teleports? Is this map going to be a map we can actually play, or a compact version of Blackmesa with mini game elements?

This is actually my general concern with these elements. The line of "Currently blackmesa_final is being "transformed" into blackmesa_combat" also makes me nervous, despite your assurances that you don't decide what happens to the servers so I'm not sure if final would exactly be 'going away.'

My concern is the... Gimmickiness that seems to ring with this. Vent camping is a "problem" with Blackmesa_final, but it does not negate the possibilty of taking an alternate route. That's one of the things I love about Blackmesa, and subsequently Steel. You don't just have one central path to fight against the tide with, you have three practical routes to get wherever you want to go. (I still believe that the two alternate exits to spawn did not actually do anything to really stop spawn camping; a heavy + medic and soldier combo standing at the far ends can easily still lock down the spawn area.)

A lot of "mastering" Blackmesa is the realization that you don't have to keep charging the camper until you get a crit or something. You can go around him in a lot of situations and get around behind, or go elsewhere and accomplish another goal. This is a good and real solution to "vent camping," adding methods to ignore or circumvent it for the player to deal with.

I don't like the random teleporter as a personal choice but I find that as much less of a problem than the headcrabs. I'm not a fan of looking somewhere, turning around, and suddenly there's a backburner pyro right behind me. But I don't know quite how that's implemented and it's hard to judge.

I do, however, have a much better understanding of how the headcrabs will work because of my experience playing KOTH_harvest, since you're really just aliasing the ghost as a headcrab. This idea makes me feel like strategy is less developed by the player as they get to know the map and more of a randomness-factor thrown into the fray.

I like Beta's synopsis of this, although contrary to him I do quite enjoy the vents as far as map synergy goes. This doesn't sound like we'll be playing a "real" map, this sounds about as "real" as any server with RTD on it.

Just my two cents on speculation. I'm expectantly looking forward to any alpha testing to get a better idea of what I'm going up against here. iluDH.
 
Headcrabs can now be teleported in!..and they now scare players and make sounds when they do. working on getting them to "poof" out of map

~D
 
Nice Dragon :)

and @ Cupcake, it might not be a 'serious' map, but most people who play Blackmesa don't play it 'seriously' either, they kind of screw around and have fun and stuff. Which is what this is sounding like it is going to be, a fun map.
 

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