Welcome back to Black Mesa, this time you'll be joining the L4D1 survivor on their way to find evacuation.
From the last Half-Life campaign port, Undertow, I've made more use of the func_instance entity, which allow me to place group of prop like explosive barrels, health charger and land mine that's more functional with the extra touch of sound and particle effect.
One more improvement is that the horde spam and backtracking has been reduced, but you'll still likely die to some random bsht that I place here and there.
Like the previous campaign, the bots can't navigate by themselves (for the most part), most event requires human player to be able to proceed.
Average COOP playtime is 45 minutes (no restart).
Has basic support for Versus, but untested. Please report any bug you find
Map name in the console: C5A1, C5A2, C5A3, C5A4, C5A5
Map 1: C5A1 - Danger Zone
Traverse from the crash site, through an underground tunnel system to a safe house on the side of the cliff. Watch out for land mines buried within the sand.
Map 2: C5A2 - Low Light
The sky cries out for the victims of the Resonance Cascade. Complete a mini scavenge event and locate the next safe house. Don't let the rainstorm clouds your judgements.
Map 3: C5A3 - Blast Pit
Entering Black Mesa's Power Reactor through a long tunnel, the survivors must now activate the reactor and make their way to the next safe house within the facility.
The train car in the tunnel will start automatically once all players are on it and stop if anyone dropped out. However, it can be start/stop manually with the lever attached to it.
Map 4: C5A4 - Surface Tension
The survivors now move through the war-torn facility with mild alien infestation and get to the garage where an armored vehicle is stored.
Watch out for the alien launch pad, they'll toss you up into the sky and it could be insta-kill if you dont land on some high place. In my play through bots often walk into it and jump to their death (which is hillarious)
Map 5: C5A5 - Fallouts [Gauntlet Finale]
The armored vehicle crashed near the tunnel entrance, word on the street is that the military is about to nuke the facility so they will now be running for the train at the end of this barren wasteland, wading through overwhelming zombie horde and escape before it's too late.
Super deadly proximity mines is placed scarcely in the area, watch out for them.
Credit:
Valve
Crowbar Collective (Texture)
Half-Life Source Update team (Base map and fixed textures)
The Mafia (providing some textures from Black Mesa)
Tom Holkenborg (Fury Road OST)
Kenny Loggins (Danger Zone)
Changes log 2.0d:
Map 1: Fixed a few texture glitches
Map 4: Fixed player could get stuck in front of the garage doorFixed ladders in the warehouse doesnt work properly
Map 5: Added path for infected to climb onto the bridgeAdjusted lighting and skyboxFixed SI getting stuck on the side of the cliff during finale
Changes log 2.0:
Reworked horde music
Map 1: - Recompiled with HDR lighting
- Added a trigger so that Tank dont get stuck behind locked door
- Various nav fixes
- Fixed SI can attack before the survivor are ready
- Added a few more infected ladders - mostly for versus mode
- Fixed a few texture glitches
Map 2: - Recompiled with HDR lighting
- Added a trigger so that Tank dont get stuck behind locked door or inside the warehouse
- Added a few more infected ladders - mostly for versus mode
- Added several physics props for Tank
Map 3: - Recompiled with HDR lighting
- Make the train work more consistently
- Fixed two health charger sharing the same pool in the center platform
Map 4:- Recompiled with HDR lighting
- Added a few more infected ladders across the entire map
- Reworked the hold out event's arena layout
- Fixed several texture glitches
Map 5:- Recompiled with HDR lighting
- Reworked several area throughout the map
- Fixed bot not respawning when died in realism mode
- Blocked off a few area to prevent cheese/exploits
- Added a few more infected ladders across the entire map