There have been a lot of people talking to us about other projects, like Sven Co-op, and then, just building out more maps. We don't want to promise anything and disappoint people, but we would love to do more. If the game goes completely gangbusters, we'd love to keep supporting it and keep building new features. For a 2020 audience, what does post-release support look like in more ways than just fixing bugs and tweaking single player? You've got Crossfire and other classic maps. I think one thing that's underappreciated about Black Mesa is that it has a remake of multiplayer, too. Let's talk about that post-release support. A lot of people have been waiting for that they say "Your game looks good, I bought it, but I'm just waiting for the 1.0." Or even the people who just put it on their wish list, and once the 1.0 hits they'll buy it, which we completely understand. I know our fans seem to be really happy that 1.0 is coming out. We're testing builds, we're here at PAX promoting the thing. We're going to continue to support the game, patch bugs, polish up some certain things, but it hasn't quite set in that we're done-done. I don't think it's really set in yet that we're hitting 1.0. USgamer: For the team, how does it feel to finally be reaching this milestone, especially for members who've been on the project since 2005?Īdam Engels: Or 2004-ish? Two mods merged together to form the team, and that was the start of the project officially. Black Mesa frequently sets its maps apart from Half-Life's blocky corridors. ![]() Post-release updates aside, Black Mesa's 1.0 will kick off Crowbar Collective's farewell to Half-Life, even as Valve itself plans to revive the series with Half-Life: Alyx in a few weeks.īlack Mesa project lead Adam Engels took some time at PAX to chat with USgamer about Black Mesa, his team's ambitious revamp of Half-Life's confusing Xen chapters, and what's coming next from Crowbar Collective. On top of marking the end of a long journey, tomorrow's release could prove to be a new beginning for the team. Crowbar Collective not only earned Valve's blessing to sell Black Mesa, but made bold changes that make it more than a prettier version of Half-Life. Many people have been involved with the project or have followed its development for well over a decade. With Black Mesa set to finally have its 1.0 launch on March 5, members of the Crowbar Collective team came to PAX East 2020 to meet with fans and revel in the release excitement. As for Crowbar Collective's Black Mesa, the arc from its beginnings as a fan mod to a finished commercial PC release is a lot easier to grasp, but no less impressive. Few would have guessed that Valve would be so close to releasing its first Half-Life title in over a decade. Six months ago, if I was told there would be two Half-Life games coming out in March 2020, I probably wouldn't have believed it. Some content, such as this article, has been migrated to VG247 for posterity after USgamer's closure - but it has not been edited or further vetted by the VG247 team. ![]() You can use No Clipping Mode to move there.This article first appeared on USgamer, a partner publication of VG247. Often you won't start where you would if you accessed the map normally. While looking at an object, displays the texture name.Ĭontrol onscreen monsters (may not work in versions of the game).Ĭreates blood infront of you, like spray paint.Įnable the console (see above) and type "map x", where x represents the name of the level as listed below (eg.type "map c0a0" for the first level). ![]() While looking at an object, displays model/sprite stats. While looking at a monster, displays stats. Sv_gravity # (Lower numbers gives less gravity, higher gives more. ![]() R_fullbright 1 (Replace 1 with 0 to turn them back on.) To enter the console mode, press the ~ (tilde) key and type in these codes: Here change the command to hl.exe -dev -console and start the game. So right-click the Half-Life icon in the programs menu and select properties. To enable the cheats, you have to start the game in console mode.
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