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History Videogame / BlackMesa

15th May '16 12:22:24 PM TheAmazingBlachman
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* DeathByAdaptation: ZigZagged. In the ''Surface Tension: Uncut'' mod, the player come across meet a security guard who, like in the original ''Half-Life'', they needs to escort as he is needed to unlock a door. In the original ''Half-Life'', this guard most likely end up getting killed as he would follow the player (unless told not to) into the Gargantua infested car park and [[SuicidalOverconfidence pick a unwinnable fight with the creature]], but in the ''Surface Tension: Uncut'' mod, the guard is unable to follow you, as you enter the car park via an air duct he can't climb through, so he just wishes you good luck. In the official version of ''Surface Tension: Uncut'', [[spoiler:the guard never enters the car park, as, just after he has unlocked the door for the player, an Alien Grunt teleports in behind the guard and the door locks behind the player. [[SoundOnlyDeath The ultimate fate of the guard is just heard from behind the locked door, as he is savagely beaten to death by the Alien Grunt]].]]


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** A strange ZigZagged version happens in Surface Tension. In the ''Surface Tension: Uncut'' mod, the player come across meet a security guard who, like in the original ''Half-Life'', they needs to escort as he is needed to unlock a door. In the original ''Half-Life'', this guard most likely end up getting killed as he would follow the player (unless told not to) into the Gargantua infested car park and [[SuicidalOverconfidence pick a unwinnable fight with the creature]], but in the ''Surface Tension: Uncut'' mod, the guard is unable to follow the player, as they enter the car park via an air duct he can't climb through, so he just wishes the player good luck. In the official version of ''Surface Tension: Uncut'', [[spoiler:the guard never enters the car park, as, just after he has unlocked the door for the player, an Alien Grunt teleports in behind the guard and the door locks behind the player. [[SoundOnlyDeath The ultimate fate of the guard is just heard from behind the locked door, as he is savagely beaten to death by the Alien Grunt]].]]
15th May '16 12:19:55 PM TheAmazingBlachman
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Added DiffLines:

* DeathByAdaptation: ZigZagged. In the ''Surface Tension: Uncut'' mod, the player come across meet a security guard who, like in the original ''Half-Life'', they needs to escort as he is needed to unlock a door. In the original ''Half-Life'', this guard most likely end up getting killed as he would follow the player (unless told not to) into the Gargantua infested car park and [[SuicidalOverconfidence pick a unwinnable fight with the creature]], but in the ''Surface Tension: Uncut'' mod, the guard is unable to follow you, as you enter the car park via an air duct he can't climb through, so he just wishes you good luck. In the official version of ''Surface Tension: Uncut'', [[spoiler:the guard never enters the car park, as, just after he has unlocked the door for the player, an Alien Grunt teleports in behind the guard and the door locks behind the player. [[SoundOnlyDeath The ultimate fate of the guard is just heard from behind the locked door, as he is savagely beaten to death by the Alien Grunt]].]]
15th May '16 10:13:53 AM PeabodySam
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* AdaptationDistillation: Quite a few areas have been removed or combined, mostly the vent maze from We've Got Hostiles, as well as parts of On A Rail that were thought by the developers to drag on too long and add nothing. Surface Tension has also been cut in length, but that was more due to one of the developers quitting in the 11th hour and leaving a chunk of it unfinished. [[VideoGameTutorial The Hazard Course]] chapter was removed completely, because it was felt to be a waste of resources. A few shown materials from the 2008 trailer were cut without explanation, such as the [=M4A1=], which replaced the [=MP5=] in the HD models pack for ''Half-Life 1''. A modder also restored the M4 for the Black Mesa Animation Revamped skin pack.

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* AdaptationDistillation: Quite a few areas have been removed or combined, mostly the vent maze from We've Got Hostiles, as well as parts of On A Rail that were thought by the developers to drag on too long and add nothing. Surface Tension has also been was originally cut in length, but that was more due to one of the developers quitting in the 11th hour and leaving a chunk of it unfinished.unfinished; [[SubvertedTrope an update patch to the retail version eventually added in the missing portion of the chapter]]. [[VideoGameTutorial The Hazard Course]] chapter was removed completely, because it was felt to be a waste of resources. A few shown materials from the 2008 trailer were cut without explanation, such as the [=M4A1=], which replaced the [=MP5=] in the HD models pack for ''Half-Life 1''. A modder also restored the M4 for the Black Mesa Animation Revamped skin pack.
20th Apr '16 1:04:24 PM rjd1922
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** Zombies now come in a security guard variant. In the original games, they only showed up in ''Opposing Force'' and ''Blue Shift'', alongside Military zombies. In addition, the headcrabs now can leap off corpses if they're not headshot, a feature that was supposed to be implemented in the original ''Half-Life'', but was ultimately cut due to being too complex.
** The Black Mesa facility is much more sensibly designed, somewhat averting the NoOSHACompliance of the original game. The [[FreemansMind box smashing room]] is now clearly a shipping room.
** There are small but nice touches made to the design of some of the weapons. Prime example, the shotgun: in the original game, the secondary fire of the shotgun would cause it fire both barrels at once, at the cost of accuracy and pump time. The problem? The shotgun didn't have two barrels- unless the ammo tube was supposed to be the second barrel, but that would leave no room for the ammo. ''Black Mesa'' changes this so that, instead of firing both barrels at once, the secondary fire simply fires two shots in quick succession, which is possible with a real life SPAS-12. Gameplay wise, it amounts to the same thing, but the attention to detail is certainly appreciated.

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** Zombies now come in a security guard variant. In the original games, they only showed up in ''Opposing Force'' and ''Blue Shift'', alongside Military military zombies. In addition, the headcrabs now can leap off corpses if they're not headshot, a feature that was in ''Half-Life 2'' and was supposed to be implemented in the original ''Half-Life'', but was ultimately cut due to being too complex.
** The Black Mesa facility is much more sensibly designed, somewhat averting the NoOSHACompliance of the original game. The [[FreemansMind [[Machinima/FreemansMind box smashing room]] is now clearly a shipping room.
** There are small but nice touches made to the design of some of the weapons. Prime example, A prime example is the shotgun: in the original game, the secondary fire of the shotgun would cause it fire both barrels at once, at the cost of accuracy and pump time. The problem? The shotgun didn't have two barrels- unless the ammo tube was supposed to be the second barrel, but that would leave no room for the ammo. ''Black Mesa'' changes this so that, instead of firing both barrels at once, the secondary fire simply fires two shots in quick succession, which is possible with a real life SPAS-12. Gameplay wise, it amounts to the same thing, but the attention to detail is certainly appreciated.
16th Apr '16 2:23:59 AM qx100
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*** You can backtrack, grab a physics object, and break an elevator window with it, but as soon as you crawl through, the elevator comes right down.[[note]]However, thanks to a quirk of the Source engine, you can then wedge said physics object between the ledge you're on and the elevator, causing it to get stuck there forever (or at least until you load the next area, in which case the elevator will still be crashed but the scientists will be down at the bottom of the elevator shaft, alive and well).[[/note]]

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*** You can backtrack, grab a physics object, and break an elevator window with it, but as soon as you crawl through, the elevator comes right down.[[note]]However, thanks to a quirk of the Source engine, you can then wedge said physics object between [[https://www.youtube.com/watch?v=pJy1K2z7yLw the ledge you're on and the elevator, elevator]], causing it to get stuck there forever (or at least until you load the next area, in which case the elevator will still be crashed but the scientists will be down at the bottom of the elevator shaft, alive and well).[[/note]]
10th Apr '16 4:20:28 AM rjd1922
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** This game's art style is noticeably more grounded and realistic than the original Half Life's.

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** This game's art style is noticeably more grounded and realistic than the original Half Life's.''Half-Life'''s.
29th Mar '16 1:35:56 AM StFan
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''[[http://www.blackmesagame.com/ Black Mesa]]'' is a mod by [[http://www.moddb.com/company/crowbar-collective the Crowbar Collective]] (formerly known as the Black Mesa Development Team) for the Source Engine that recreates ''VideoGame/{{Half-Life 1}}''. It has been in development since the release of ''VideoGame/{{Half-Life 2}}'' in 2004, and has had its first release, which runs from the starting chapter ''Black Mesa Inbound'' to the climactic ''Lambda Core'' chapter, [[DevelopmentHell in September 2012]]. The final four chapters, constituting the Xen part of the game, and a multiplayer component are still under development and will be released at a later point.

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''[[http://www.blackmesagame.com/ Black Mesa]]'' is a mod by [[http://www.moddb.com/company/crowbar-collective the Crowbar Collective]] (formerly known as the Black Mesa Development Team) for the Source Engine that recreates ''VideoGame/{{Half-Life 1}}''. ''VideoGame/HalfLife1''. It has been in development since the release of ''VideoGame/{{Half-Life 2}}'' ''VideoGame/HalfLife2'' in 2004, and has had its first release, which runs from the starting chapter ''Black Mesa Inbound'' to the climactic ''Lambda Core'' chapter, [[DevelopmentHell in September 2012]]. The final four chapters, constituting the Xen part of the game, and a multiplayer component are still under development and will be released at a later point.



* BringMyBrownPants: The scientist you encountered in the dumpster in Half-Life 1 now has a reason for not going with you - he soiled his pants.

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* BringMyBrownPants: The scientist you encountered in the dumpster in Half-Life 1 ''Half-Life 1'' now has a reason for not going with you - he soiled his pants.



** The Steam release in 2015 happened at 8:47 Mountain Standard Time on May 5. According to the tram audio and the PS2 version manual this is the exact moment Half-Life begins.

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** The Steam release in 2015 happened at 8:47 Mountain Standard Time on May 5. According to the tram audio and the PS2 version manual this is the exact moment Half-Life ''Half-Life'' begins.



* WreakingHavok: Though there's no [[VideoGame/{{Half-Life2}} Gravity Gun]], the mod adds the ability to pick up small corpses and gibs, meaning you can [[ImprobableWeaponUser pick up dead headcrabs and throw them at living headcrabs to kill them]]. Several sequences seem designed to show off the physics engine.

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* WreakingHavok: Though there's no [[VideoGame/{{Half-Life2}} [[VideoGame/HalfLife2 Gravity Gun]], the mod adds the ability to pick up small corpses and gibs, meaning you can [[ImprobableWeaponUser pick up dead headcrabs and throw them at living headcrabs to kill them]]. Several sequences seem designed to show off the physics engine.
12th Mar '16 5:54:34 AM rjd1922
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->''[[{{Tagline}} Run. Think. Shoot. Live. Source.]]''
8th Mar '16 6:43:03 PM boristus
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** The Black Ops assassins have [[VideoGame/{{Portal}} heel springs]], which explains how they can jump around without breaking their legs. It's also rather funny when you realise that not only are the military trying to kill them. There doing so with gear from Black Mesa's primary competitor.

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** The Black Ops assassins have [[VideoGame/{{Portal}} heel springs]], which explains how they can jump around without breaking their legs. It's also rather funny when you realise that not only are the military trying to kill them. There They're doing so with gear from Black Mesa's primary competitor.
1st Mar '16 10:58:23 PM Enderguy059
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** By abusing the way that rocket testing chamber loads in Blast Pit, along with quick thinking and strategic Satchel Charge/grenade placement, its possible to save Leeroy Jenkins. Naturally the Dev team did not account for the slim chance that this would happen, as such Leeroy (who would've just shrugged off had a face full rocket flame) just stands still and makes idle comments.

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** By abusing the way that rocket testing chamber loads in Blast Pit, along with quick thinking and strategic Satchel Charge/grenade placement, its possible to save Leeroy Jenkins. Naturally the Dev team did not account for the slim chance that this would happen, as such Leeroy (who would've just shrugged off had a face full rocket flame) just stands still and makes idle comments.
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