cp_blackmesa_combat

Dragonhill

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Hola all,
some of you have heard me talking about this project and I figured I should make it official

Currently blackmesa_final is being "transformed" into blackmesa_combat

what is combat? it will be a 2 capture version of mesa with some major/minor changes reflecting the game play i have seen over the past year.

1) Lower caves are removed. yup, every thing is GONE. (steve is still hiding in map though)
2) L and C rooms now have a suction vent in the center of the room. players can attempt to "catch a lift" and reach the upper ledge. Or fail and get thier heads cut off above in the fan blades.
3) freight lifts no longer move down (nothing there to goto). The railing surrounding the lift are also removed. (players were getting stuck on them)
4) All doors are now fixed so they do not get "stuck" closed.
5) directions to the cap points are simple now.. arrows to "A" or arrows to "B"
6) new center vent left exit to left iron horse room past blast doors. YES! this means you now have a way to get under the iron horse players.
7) moved left resupply to right upper respawn room. Why?..read next
8) NEW random apeture science proto teleporter in left respawn room. It's soo new that the telport destination is RANDOM! Ok folks, complaining about being spawn camped?. then take a chance and teleport OUT. No side effects when teleporting as was in blackmesav2t7.
9) now for what i'm working on tommorrow. HEADCRABS!. thas right folks. These crabs will teleport in and hunt YOU DOWN. well.. may just roam around abit. Get near a headcrab and get scared! (just like koth harvest)
I'm also thinking about puting in candy inside the microwave..not sure about that yet.

Also many other visual tweaks i always wanted to put in..

BTW, please thank the folks at Apeture science for suppling the new equipment.

~D
 
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sounds AWESOME! I can't wait to play it! So many great fixes for it :thumbup:

Thanks Aperture Science!
 
This sounds amazing, except for the teleporting business (at least galka can't camp nemore); I remember those SIDE effects real well! ;D
 
The fact that vents are still implemented into this "Combat" version turns me off. Just get rid of them.
 
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

The fact that vents are still implemented into this "Combat" version turns me off. Just get rid of them.
 
That sounds great Dragon, can't wait to play it. Do we get any clues as to where steve is?
 
zomg Zomg ZOMG ZOMG!

thank you Thank You THANK YOU!

553px-Lol_que.jpg
 
Is the current version of Black Mesa going away permanently? Call me sentimental, but I like the current version just the way it is.
 
I don't get involved with which maps are on servers. This map server many purposes which I will not get into ATM.

until it is play tested it is premature to guess what wil happen

~D

Is the current version of Black Mesa going away permanently? Call me sentimental, but I like the current version just the way it is.
 
The fact that vents are still implemented into this "Combat" version turns me off. Just get rid of them.

yeah, just get rid of the vents and make the map one giant square with no obstacles or cover at all. bam, perfectly balanced map


:lol:
 
looks like i have the headcrab animation that walks..

i am now reverse eng the ghost in harvest...should have proto running in a few hours

slap the headcrab onto the ghost logic and BAM..scary head crabs
<i might look into the headcrab being mounted onto your face when you get scared..not sure>


~D
 

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