UndeadScottsman
Tank
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There's been some better info coming out recently, partially due to a new community manager engaging people on the forum. (TextFAMGUY1, who was the guy who made the Surface Tension and On a Rail uncut maps, and has since been hired onto the team to make MP maps too).
Firstly on Feb 21st he ran down some of the enhancements that will be seen in the Steam version
When asked about the SP rebalancing, he said on Feb 23rd
Finally, on March 6th he said
Firstly on Feb 21st he ran down some of the enhancements that will be seen in the Steam version
Source: http://forums.blackmesasource.com/i...iries-about-the-mod/?postID=599162#post599162The Steam integrations, MP and huge improvements across the board the selling points of the Steam release. Those SP improvements include:
That's just off the top of my head. It's very far from just a few nice new textures. There's plenty more which I'm sure I forgot.
- Some new weapon models, some of the lower res models up-res'd
- Almost entirely reanimated weapon set
- Rewritten soldier AI
- Entirely rerecorded and rewritten soldier voices
- Entirely rebalanced singleplayer (yours truly!)
- Loads of new models/props and textures to replace older, lower fidelity stuff
- Craploads of bugfixes and improvements
- Much higher game stability due to newer Source engine build and access to engine-level fixes
- Better optimisation in places (particularly Lambda Core)
- New particle effects and sounds for many weapons
When asked about the SP rebalancing, he said on Feb 23rd
Source: http://forums.blackmesasource.com/i...iries-about-the-mod/?postID=599432#post599432The brunt of the work has been done in skill.cfg. I spent a long time on a careful balance pass, comparing mod values to HL1 values, and adjusting to bring them closer together where I thought it would be more fun - based on my own thoughts, the team's thoughts, and community feedback. I also worked with the programmers to add in some variables for things we couldn't previously change, such as the Vortiguant charge speed, or the Marines movement speed, etc.
The most notable change is probably the Marines. Not only did our lead programmer rewrite their AI entirely, their values and behaviour were adjusted a lot too. They're no longer aimbots, but are instead much more like HL1 in that they run around a lot (and move fast), and are very good at finding angles and applying pressure on you with nades and tactics. Testers and the team seem to think they're way more fun and less frustrating to fight now, and I certainly think that too. In particular some of the tougher set pieces like the QE ambush are really fun now because there's a lot of unpredictable, run and gun action. The LAV is also tough now.
The Vorts now behave much more like their HL1 selves - they're tankier, hit much harder, but charge slower so it's much more possible to dodge their shots. They're a bit more of a challenge now. In general, the Xen aliens are tougher than before, with a few exceptions such as the Houndeyes.
Weapons wise, they've been normalised a bit - there were too many weapons which were too good and a few which were too weak. The MP5 in particular is the mainstay weapon now, as it should be. Almost everything about it has been changed and it looks, feels, and plays totally badass now. New model, animation, sound, values, particle effects, bullet casings - the works. Other weapons have been tweaked too but the MP5 is definitely the main one.
We also have a brand new recoil system which replaces the old spread system. Before, bullets would fire within x degrees inside their cone of accuracy. This was frustrating as it meant at longer ranges you could be aiming perfectly on target, but the gun would not fire straight due to spread and would miss because the game randomly decided it should. (Note: this is how spread works in the majority of shooters, Black Mesa was no exception). But now, rather than random "spread" determining where your bullets randomly land (which hurt the MP5 in particular), the guns actually recoil properly and move your aim around with each shot, forcing you to adjust your aim. This is much more realistic and fun as it means you end up actually missing because your aim goes off the target. We've struck a good balance with the recoil - full auto MP5 for example is tough to keep on target at range but it is possible, making player skill more of a factor.
These are all subject to change and we're currently still testing all of these new values and designs - but the tester and team response thus far has been really good. We're excited to get the new balance changes out there and see what the community thinks - and make further adjustments and tweaks post release.
Details, details!
Finally, on March 6th he said
Source: http://forums.blackmesasource.com/i...s-information-about/?postID=600620#post600620We'll get you guys up to speed on the game's development, relatively soon. And I don't mean SOON™, I mean soon soon. Patience is a virtue, frienderinho. We're working on it!