Black Mesa Female Assassin
Ratcat the 3D games reviewer! 3D works very well in this remake, you may have to turn 'bloom' 'off' and Shadows down. The greatest game of all time has been faithfully reproduced in glorious high definition graphics using Valves Source engine. Years upon years have passed since the team behind this ambitious project first announced their intention to bring Half-life up to todays standards.
Its quite difficult to describe the feeling one gets when their most loved game of all time has been released finally by a team of the most professional developers - one would automatically assume were Valve themselves in disguise. How they managed such an incredible job is simply beyond the imagination and suspiciously the voice acting is. Well identical to those in the 1998 ground breaking game. Whatever the true behind the scenes scenario one cannot be anything other than astounded.
Every aspect of this game is unbelievably well executed -models, textures (graphics). The most amazing thing about this re-make is that the developers haven't simply 'prettied' things up, they have changed entire environments. Before you expected a door here and an elevator shaft there, well no - that has all been magically re-arranged.
And to top it off, this game is free to download and play! They wont even accept donations due to copyright laws. If you have played the original Half-life in 'Hard' mode and would like a challenge then go for easy to start with because along with all the fabulous scenery and physics changes, the AI are all that more intuitive and ready to meet you head on Gordon as in 'You're going down' 3D works perfectly for those used to playing in anything other than drab 2D.
A Black Mesa concept for the MOD for Half Life 2 just released this month 9mm lens used in Maya lighting with mental ray, comped in PS link Black Mesa Female Assassin Concept. Nov 11, 2018 - This subject is related to the Black Mesa Incident era. Groups: the female and male Black Ops, also known as Female and Male Assassins. Female Assassin A Skin Mod for Counter-Strike: Source. The female assassin from Black Mesa? You know, the black one with the green reflections map? That would look.
You may need to turn off 'Bloom' and lower the 'Shadows' option to perfect your 3D experience.
You have chosen, or have been chosen to subscribe to our subreddit. It's safer here.You've come to the right place to discuss Half-Life. Rules.

Submissions must be directly related to the Half-Life franchise. Important Valve and Steam news may be allowed per Moderator discretion. Posts must be high quality. Low-value submissions that may detract from meaningful discussion are not allowed. Examples: Memes (e.g.
Image macros, 'One-liner' jokes), streams, generic Let's Plays, reposts, spam, rants, etc. All posts and comments must follow. Please be respectful to others. Personal attacks, bigotry, fighting words, otherwise inappropriate behavior or content, comments that insult or demean a specific user or group of users will be removed.
No personal information, in posts or comments. Stalking, harassment, witch hunting, trolling, brigading, ddosing, or doxxing will not be tolerated and will result in a ban. No porn or gore. All other NSFW posts and comments must be tagged. Posting uncalled for materials may result in an immediate and permanent ban. When posting fan generated content, try to credit the original artist and link to the primary source whenever possible. Do not pass other's work off as your own.Offenders of these rules may be banned without warning.
Useful ResourcesHalf-Life Websites. This will be a review of BM as a game.So I've taken the point of view of a Half-Life fan, over analysing the story and being rather brutal with the game. Now I'll review Black Mesa as a game itself.-Movement-Movement in Black Mesa is strange. Since the code is private, there's no way to objectively confirm things, so this is all extrapolation from visual evidence.Player drag is increased quite a lot.
This means that the player jumps less high in Black Mesa than he did in HL2 or (HL1 for that matter). It feels rather sluggish and forces the player to crouch jump most of the time. To me this isn't much of an issue because I tend to hit Ctrl+Space when required to jump as much as I press Ctrl+S while mapping, but I can certainly see it being annoying to others that don't have such tendencies. This also means bunnyhopping is harder to achieve.The rate at which the player accelerates is also decreased. This is a huge issue that becomes especially annoying in Deathmatch, where in a map like Crossfire, you have to jump from window to window, which, with the reduced regular jump height and increased drag, means that what used to be a fun thing to do - especially in the heat of the moment - is now a hassle that takes much more effort than it should for how simple of an action it is. This also becomes a huge issue when dodging Bullsquids, since you can't strafe fast enough to dodge the spit, which I will adress soon.In Half-Life 2, the Mark V HEV suit has a sprint function that uses the same power as the battery or oxygen.
In Half-Life 1, Gordon was always running as fast as possible, with no such auxiliary power. In Black Mesa, however, you can sprint as fast as the Mark V HEV suit in Half-Life 2 propels Gordon forward. From a lore perspective this is really awful and makes zero sense since Gordon in HL2 is more experienced than he is in HL1. From a gameplay perspective it should mitigate the acceleration and drag issue with moving, yes? For some reason the Black Mesa developers decided to make it so you can only sprint if you are touching the ground and moving forward only. No W+D or W+A, only W. Otherwise you're back to bad acceleration.This encourages the player to rush towards the enemy rather than dodging them from afar, but this breaks the balance between rush tactics and pot-shotting, making rush tactics much more viable.
It's a similar issue to certain games being too stealth focused or too action focused.Basically, it's not good, and it's definitely not better than either HL1 or HL2.-AI-In Black Mesa, the enemy AI is mostly recycled from Half-Life 2, with the new AI being rather bad (like the female assassins, for example). Why this is is unconfirmed, but my guess is Valve didn't want them to use Half-Life: Source code for whatever reason.Bullsquids are Antlion Workers, HGrunts are Overwatch Soldiers, Barneys are Civil Protection, Scientists are Citizens, Alien Slaves are Vortigaunts (Ep2 AI minus the super powers), etc.The problem with this is the nature of the very enemies against the nature of their 'new' AI. For example, the Antlion Workers are similar to HGrunts, in the sense that most of the time they spend on movement and only the rest on attacking the player. The difficulty in the Workers is the spread of their acidic spit. Bullsquids, on the other hand, never fly away or retreat. They're always spitting at you as long as they have direct line of sight of you.
This quickly becomes an issue in BM due to the quantity of them and the sluggish movement explained earlier.Another example: the grunts. In Half-Life 2, the Overwatch are humans that were brainwashed and given the sole purpose or killing people.
But with a lacking sense of emotion, they end up having carelessness towards their life. In Half-Life 1 (and even more proudly presented in Black Mesa), the HECU are low ranking young adults with little combat experience. It's why Gordon can take out so many of them - he had Hazard Course training.
The HECU Corporals (like Adrian Shephard) got extensive training, but you never fight any of those. Only the common privates Shephard comes across in OpFor are found - easy kills for a scientist trained to kill alien creatures he's never seen before.So, it makes sense story-wise, and gives a good enough excuse for why Gordon can simply mow down so many troops, soldiers and marines alike.
In Black Mesa, the HECU act like brainwashed machines with the sole purpose of killing, while sounding like scared young adults with little combat experience. A bit of a contradictory concept here.
The AI acts robotic while they're supposed to be humans? It's offputting, but not that big of a deal. The real kicker starts when you notice their long range precision and maximum range. Holy crap did they get a buff up.
Not only do they no longer fire in 3 round bursts, they also have near pin-point accuracy and can aim accurately from a huge distance. The player's MP5 also has the same accuracy buff, which I'll discuss in the next section.Vortigaunts and Houndeyes charge their attack much faster now, even faster than Half-Life 1 on hard. This is really bad and makes these enemies incredibly annoying to fight, especially in groups.The Female Assassins (fassns) also deal a lot more damage in Black Mesa, possibly to compensate for their lack of intelligence when navigating the environment and when preparing for ambushes. The HL1 AI used to investigate sound, cloak on Hard, and used their accuracy and fast movement to be lethal, rather than cheap, hard hitting shots at the player.-Weapon Balance-In Black Mesa, the Egon doesn't eat ammo like a hungry dog anymore.
That's great! However, for every problem fixed in Black Mesa, there's 10 created. For example the Gauss feels a lot more powerful and has a lot more kick to it. The problem lies with it's damage.
You have to put in about 4 or more left clicks on an HGrunt's head in order to kill him. Especially compared to the 357, which has a lot more ammo scattered around and can kill most things with one headshot. Reminder that this is supposed to be a prototype super weapon that can insta-kill the user if they're not wearing a battery-ful hazard suit and let it overcharge.Then there's the more ordinary weapons. The 9mm Handgun (or Glock 17) in Black Mesa is mostly the same, but a bit better around it's previously rough edges.
It's a good weapon.However, very sadly, the 9mm AR (MP5) has a very similar spread cone to the Glock which makes it nearly replace the Glock. The Glock ends up merely being the Semi-auto mode of the MP5, with the weapon itself being the Full-auto mode. The grenade launcher on the MP5 also took a dive to the worse, you can only carry 3 grenades at a time, and they're not as easy to get as in HL1. They're basically like the ones in Half-Life 2, which isn't a good thing. The range of the explosions and the damage dealt to the area itself is also, disappointingly, a lot smaller.Then the grenades, somehow they managed to ruin the grenade throwing mechanics as well. They basically copied the HL2 grenade and made it be thrown at a 15 or 20 degree angle upwards.
Literally nobody - not even the biggest fanboys I know - think this is a good idea.-Sounds-All very good. The soundtrack fits the game and the sound design is outright incredible. The only drawback is that there aren't really any ambient songs in the game, it relies far too much on ear screeching pianos to force you to feel sad because fictional people are dead, boo hoo.
Dark Interval has more effect on me than Chopin. But the action songs in the OST? Masterpieces.The ambient sounds in BM really show that at least that guy was very inspired and managed to pull off the perfect sounds to use in the game. The footsteps are incredible and make landing from a jump feel good, which accounts for the terrible movement itself.Voice acting is incredible as well, with my only gripe being the female scientists. They sound far too normal and should have a geeky woman voice to match the males, somewhat like one of Velma's voice actresses, from Scooby Doo. The HECU phenomenally stand out in my opinion.-Level Design-Really bad at some parts, very good at others. It's a hit and miss.
For example, while you have Anomalous Materials and Questionable Ethics, where the levels were made to make more sense, look better and play better, plus more detail and enviromental storytelling, you also have shit like the new On a Rail, which has a lot less content, more HECU, less cover, more long corridors (in which the AI's accuracy becomes a huge, annoying issue once more) and less fun in general. A lot of people hate on Half-Life 1's On a Rail but they never say why other than 'it's too slow paced' or 'it's unnecessary and gimmicky' or other such subjective criticisms. Don't get me wrong, they're valid, but they're disagreeable.Lack of cover in open wide areas against HGrunts with high accuracy and damage output is a recurring issue in Black Mesa.
Sometimes they seem to fix it with rocks and sheds, sometimes they just give you a wall and expect you to hug it. What if you want to rush in? Impossible, no cover means you'll die before you get to the enemies. Rush in with the train and use the front panel as cover as you pick off HGrunts on your sides?

Sounds logical and fun, but guess what they have RPGs and can blow up your train. See what I mean? The game forces you towards doing things that simply don't fit the gameplay. The movement says 'Rush B Suka Blyat', while the level design says 'You need to defend this wall. Grunts have been spotted in this area, and they're waiting for you'. It's conflicting game design, product of misdirection, which causes generally annoying gameplay.Surface Tension has a huge issue with the game expecting the player to watch scripted sequences play out.
Imagine if in Episode 2 you were able to kill that one Hunter that beats and drags a rebel under a closing door? Basically that. You can kill the Vortigaunts and Alien Grunts that blow up the fuel truck that blows up the Osprey, which causes the Osprey to, well, not blow up, and so the APC doesn't come in, which stops you from progressing until you shoot the tanker yourself. It's ridiculous and happens elsewhere too.
For example, there's a part with stealth where you follow a Barney out of an airport warehouse. That part itself isn't bad.
But, after you get the Barney through safely, an Alien Grunts teleports behind him and the door shuts right before he kills the guard. You can kill that Alien Grunt and cause the whole sequence to break and fall apart. It's really sad just how broken the game becomes if you try to play it rather than watch it like a movie.Then there's shit like Lambda Core's second pump. It's so terribly designed most people either spend 10 to 20 minutes trying to figure out how to get to the top of the catwalk (which in HL1 was just a ladder that led to it) or look up a walkthrough to get past it. Not only does it fail to direct the player towards where to go but it also fails to make sense. How the hell am I supposed to believe people worked in such a vertical maze?
Wasn't believability one of the main selling points of Black Mesa? The other one at least isn't as bad, but sadly it's not good either.Hit and miss. That's the best way to describe BM's level design.The entire Xen, Gonarch's Lair, Interloper and Nihilanth chapters are also missing from the game and have been delayed several times through out the game's lifespan. A worrying thing about the content they have released so far is that it's all screenshot eye candy, with no gameplay or conceptual level design or anything like that, which could mean that the Xen levels aren't anything special in terms of gameplay, just like the rest of Black Mesa, and just as was the issue with Half-Life 1's.-Graphics-10 year old engine with some post processing effects from 5 years ago like god rays and real time shadows.
It's not great, but it does what it's supposed to, and looks better than any game in the series. It's only brought down by excessive use of lens flares, bloom and god rays, a lot of times in the same places. It's highly unnecessary and looks really bad when the overusage happens.
An example would be the electric beam that goes from one generator thing to the other in Power Up, after you activate it. Just try going to the staircase and look behind you. Thankfully the developers allow you to disable such effects, but additive sprites (basically lens flares that merely simulate glow) end up turned off as well, sadly.The game also has a lot of issues with T-posing 'Jesus' Vortigaunts and clipping between weapon models (like the tripmines at the start of Power Up) and between ragdolls and the map itself, plus some materials that aren't affected by the flashlight.
Sometimes HECU helmets may flash purple white and green, God knows why. It's glitchy, but it's doable.-Animations-The viewmodel animations are all very well made. The shooting anims are satisfying, the muzzleflashes are timed perfectly, it all feels just right. They did a wonderful job with those animations and I applaud them for it.However, the animator that did the Houndeye and Female Assassin moving animations should be fired. I'm not joking. They are THAT bad. If you have the game, open HLMV and look at them.
It's painful to look at. Seriously, I don't know who this man is but he's horrible at full body animations.
If it's the same guy that did the viewmodels he needs to stick with what he can do and they need to find someone to redo those animations.Hopefully this review will help a potential buyer decide if they really want Black Mesa or if they want something else that's more worth their money.Slightly edited Insurgency quote if you still don't get it. I don't disagree with any of this. Unfortunately, I think the Black Mesa team is so married to their product after 10+ years that they don't realize how ill-conceived or contradictory some of their design decisions actually are.It disappoints me that Black Mesa is a 're-imagining' of HL1. I'd love to point new players to it and say it's a perfectly viable substitute for HL1. Xen is still MIA after all these years, of course, but the gameplay is stuck in a limbo between 90s level design and modern COD-style AI that is constantly forcing you to scramble to cover. These two things are like water and oil.
This really comes to a head in the final battle of Questionable Ethics, which is just a disaster. Enemies are approaching on all sides, there is barely any cover from more than one vector, and nowhere to run.If someone wants to change the mechanics Valve established, that's fine. I'm not going to stand here and say HL1 is perfect and left no room for improvement, because that's untrue.
But if the product they are emulating sold 10 million copies, it clearly did something right. Any redesign should require answering the question: 'What was objectively wrong with how the original did it, and why will this fix it?'
From my interactions, their calculus was far more subjective. I might be the only one, but i actually REALLY liked the fact that you don't automatically sprint.
I just recently played the original half life for the first time and black mesa 2 weeks after. What occurred to me was that the aesthetics and music had way more impact when you weren't sprinting.
Gordon constantly sprinting doesn't feel very realistic (although it is fun, especially in deathmatch). When your walking (which you tend to more when you don't have to press anything to walk, but to sprint) you feel a lot more like a scientist that is walking around, dazed, looking at his ruined research facility. Also, when you sprint, you feel more adrenaline then when your walking at the regular tempo.Also just one thing about the review: no cover in open spaces? I felt like there was a lot more in BM than in the original.
In the original i could just barge in a base (on normal difficulty) and gun them all down easily. In BM, you get way more punished for that kind of behavior and you have to crawl behind all the cover you can find, which, if needed, is plenty, although it doesn't feel out of place. Auto-sprint in Black Mesa just makes everything worse due to the fact that the human mind expects to move in all directions in the same speed if there is no visual distinction between the movement in those directions. It's like if your legs suddenly started moving forwards like in an invisible treadmil while you moved leftwards in real life, it simply wouldn't feel right.Sprinting diagonally is possible in real life and in most realistic games, even if the sideways factor is usually halved twice.
Limiting sprinting to only apply forward is terrible for gameplay, as you pointed out when saying that multi-directional sprinting is more fun. Fun should always be prioritized in a game over realism.Realism can be good in something like Insurgency and ArmA, but Half-Life was never realistic nor should it be.You haven't played enough Half-Life, in that case.
Let me demonstrate: take the topside section of We've Got Hostiles. In Half-Life, the warehouse was a small area with a health charger to prepare for the fight.
Outside were a Fire Team and one or two loose troopers, plus an Osprey that spawned a Fire Team every time when possible. So about 10 grunts, tops. The area was full of breakable crate stacks and wide, unbreakable military box stacks. Both were usable cover, but one was destroyed by the mortar fire, slowly making the underground bunker exit more obvious, plus a trigger inside the hole that activated mortar fire on top of it, to hurry the player inside.In Black Mesa, the mortar fire is still constant, but there is no tall cover. The warehouse is now rather big with some amount of cover and some enemies walking towards the outside. There are now more areas with more types of equipment for the player to get.
Outside is where the problem shows itself. No more crates, no more wide stacks of military equipment, just a few sandbags to give the grunts cover while you are forced to hug the warehouse's walls for cover. No way to rush towards the exit.
No urgency for you to do so either, since trying gets you killed or low on health. They turned a carefully crafted open area full of cover into an open field with a few short sandbags. This is what I'm talking about in my point.It happens other times too, for example the dam. In Half-Life 1 it was a rather small area, with the chopper being a hard hitting but momentary and generally rare nuisance. You can just jump straight into the water right after coming out of the stone wall corner. In BM it's like they got the whole map and multiplied the scale by 4. And quadrupled the enemy count as well.
Where in HL1 the entire map only had 6 grunts (one of which is just a mounted artillery operator), in Black Mesa there are about 4 or 6 at the fuel storage area, and around 14 or more at the dam itself. And still no cover against them.
Just this big rock, some walls to hug, 2 or 3 cars and, your best bet, using their arbitrary maximum firing distance against them with the Crossbow. It can very well be it's own thing, as long as it's a good thing. Black Mesa is full of issues that to play the game you have to overlook.
You have to get around the inconsistent game design in BM as much as you have to get around the HL1 ally AI's pathfinding. Sure, you can still enjoy it, but it's not 'a quality game'. Vault girl for new vegas futa free. It's a very flawed game in the basic and most important aspects of a game: the gameplay. Movement, enemy AI, balance and level design.
All of these conflict with one another and create an inconsistent and flawed experience. Black Mesa is eye candy, created to visually impress. Level design and movement from a walking simulator, with weapons and combat from a first person shooter.I don't disagree that the original 2008 (and earlier) Black Mesa was advertised as a remaster rather than a remake, showing areas that looked new but were recognizeable. Whether that is better or worse than retail comes down to opinion, however, which this review stays far from. Perfect review. The voice acting is good except the female scientist like you said but also the HECU Marines, the guy who voiced the marines literally sounds like a kid who’s trying to keep his voice down because his parents are sleeping lol.
Then again I have the modded version not the payed one, I certainly hope the grunts have better voice acting in the paid one. I swear the Grunts are like 80s movie villains they just sound stupid and too confident. Oh yeah I don’t like how they lowered the max ammo for weapons. I remember in HL1 you could have 250 9mm reserve rounds and 125 reserve rounds for the shotgun and 36 for the revolver but now the shotgun has 64 reserve the 9mm gets 150 reserve and the magnum only gets 18 reserve! At least let us carry more 357 ammo! Now their are a lot of good things too of course. I love the blood effects they added to the grunts like how their vests get soaked in blood and then a puddle goes into the floor, I also love their new body armor for the grunts and security guards they are nice to look at like how soldiers get a variety of things on their vest like some have ammo clips on their vests while others don’t.
I like the medic addition to the game as well. I’m a little sad they changed the berret icon from the original HL, now the Berret has a green horse on it which resembles Army more than Marines IMO. I don’t like how the Apache helicopter has charging noises before firing it’s unrealistic and is definitely a taped over charging sound from HL2. The face creation system is said to have a lot of variety but I see a lot of scientists face end up on the soldiers exactly the same, or I’ll see two scientists the same except one has glasses, then again I shouldn’t expect the game to be perfect it is still good.
I love how the Guns get blood all over them from killing enemies that is something new I’ve never seen before I even see the gun get cleaned off when in the water! I also like small details like on the toolboxes they say Craftsman instead of being a blurred out words like the toolboxes in HL2. Many signs are readable too but then you see these other signs with blurred out words which contradicts the other signs you can fully read. I remember a sign saying “what black and white and should be read all over?” It was a poster about reading what’s in barrels which is definitely realistic especially in an environment in Black Mesa but then farther below where the poster explains the symbols on each barrels is blurred out just like the other posters.
One thing that HL1 has better was glock reloading animation like you know when you reload the gun in HL1 and the gun is not fully empty so the pullback of the gun stays closed? Well I’m Black Mesa the Guns Pullback always magically opens up and you reload the gun the same every time which is a step back IMO.
Half Life Black Ops Assassin Fanfiction
I can go on and on with little details but this is the majority I noticed. Also sorry for the way I structured this giant paragraph writing was never my strong point.EDIT: in the paid version of Black Mesa their is a soldier zombie who has higher resolution on the gas mask and uniforms than the actual soldiers! Why?Edit 2: why did they take out the part where you control the tank where the soldiers and aliens are fighting? I remember being able to fire the 50. Cal on top of the tank as well as fire the cannon it was sick!EDIT 3: they also cut out another awesome part! What happened to the part where you going into the giant garage and aliens teleport in but then a Bradley tank breaks the garage down and deploys troops the leads to a small war in this small room.
Yeah, paragraphs would've been a blessing, lol.The HECU voice acting in retail Black Mesa is indeed a lot better than the mod version's, although I miss the filter, the acting itself is flawless. The same guy later went on to voice Insurgency (paid version).I should've mentioned that the other weapons were also affected and not just the MP5's grenade launcher, you're completely right.
It's basically their way to force you to explore more than you should have to. What I mean by that is that in HL1 you never had to look for 9mm ammunition apart from the last 4 chapters, which were in Xen, which Black Mesa still lacks.The blood effects are nothing special, I've seen much better in The Last of Us and even some source games like L4D2. The pools are indeed nice, though.I dislike the lack of Powered Combat Vests on grunts and leather padding on guards.
Both their vests are now realistic and generic. Not to mention it breaks lore and makes Opposing Force not canon in their version of the Half-Life universe.The medics should act differently instead of just rushing at you like any other grunt.
Medics tend to be the last to go down in real firefights, because they need to always be there to take care of any injured post fight. I don't like how they call the medics Corpsman though, they're not regular marines, they're HECU, and HECU call medics medics. In fact, the HECU are a coalition of US military forces. Army provides air support (ARMY AH-64 and Army jets) while USMC provides infantry (OpFor soldiers call themselves marines).The HECU emblem was changed because of the one Barney in Office Complex that calls the soldiers 'the Cavalry'.
Either that or they pulled it out of their ass. Whatever it was, was a bad idea.Most of BM's AI is repurposed HL2 AI, hence the Apache charging.Face creation is just making noses bigger, adjusting the cheekbone, nothing impressive at all. Reminds me of Fallout 3's.The guns getting dirty is a cool concept, yes.High resolution textures are good, yes.Yeah, which is funny since they have that HL1-like system for the MP5, where if you completely empty a magazine you pull the bolt back before taking out the empty mag and slap it back after inserting the new one.The zombie grunt was made by a different, more skilled person, hence the leap in quality.Because, to them, different = better. Therefore replacing entire chapters with inferior levels like OaR is, to them, good.
To most people too, for some strange reason. I've seen better. Transmissions Element 120 was made by a single person, is free, and is better than Black Mesa.
I can't find any issue within that mod. Saying what you said is equal to saying the team is too incompetent and lacks numbers, which should be an issue considering the game is about 20 dollars on Steam (depending on your region). Why not hire more people, then?
They have the money, they still have 4 entire chapters to do, the only thing stopping them is believing they're capable of getting the job done. Which I do think that they are.The problem isn't their capability to make a good game, their problem is not understanding how to make a good game.
Game design lessons and actually studying the original (and seeing what Valve intended with each area) would go a long way into that.