Half Life - Black Mesa North
Posted on 08/19/05 @ 11:22 AM (updated 07/28/06
|Clone Campaigns required?:
||Role Playing Strategy
|Number of scenarios:
BLACK MESA NORTH
In the Black Mesa Research Facility in New Mexico, something went terrible wrong. An experiment in testing energy transportation to an unknown world failed miserably. Hell as come down on Earth, when strange sorts of Aliens appear from nowhere.
Ruthless government troops, commanded to destroy all evidence and survivors have invaded the Black Mesa Complex and have begun a ruthless hunt on Gordon Freeman, a physicist and researcher of the Anomalous Materials Laboratory. Freeman, escaped them until now, but fell in sleep somewhere in a dark place, resting from his actions. Then Freeman wakes up, by the voice of the mysterious Gman, and continues his escape through the Black Mesa Complex, this time heading through the abadoned Northern facility....
~ Half-Life atmosphere - an unique experience
~ Weapons system with ammo - the first and the best system out here
~ Amazing map design - small map size opens super-detailed map design
~ All spoken dialogue!
~ Puzzles, Bosses and other gameplay challenges - a new challenge in every new area!
~ Bendak's on his best - yeah, you gotta play this!
~ Light Blaster - Standard issue blaster used for everything
~ Medium Blaster - A powerful blaster that can hold off any enemy, however ammo is scarce
~ Powerblast - An addition for your blaster, this mighty thing eats powerful enemies or buildings
~ Energy Cores - No grenades this time, now the energy cores (seen in HL2) come up for new puzzles and gameplay!
You can watch a full speedrun of this game at Google Video! But be careful, it may ruin some of the fun discovering the puzzles and solutions of battles. If you are stuck somewhere you can always have a look how it's done.
There ARE cheats for this scenario. Things will become more clear (or not) if you completed it.
Update december 2015: I'm working on getting the music back online for you. Playing without music isn't the real experience.
Listen how it would sound: https://www.youtube.com/watch?v=1_MyR61aD58
A small scenario designed for the Hard Core Designs Mini Scenario Contest.
Made by Bendak of Raven Studios and Hard Core Designs.
Patch 1.14 playtesting done by Sumo. Thankyou!
AI, Bitmap, Scenario, Sounds, and Music are made or modified by Bendak.
Trigger Count: 182
Current version: 1.2
Version 1.02 updates:
*fixed help with cores when not playing on Easy
*fixed second Lieutenant health
Version 1.1 updates:
*fixed crashing bug at medkit
*expanded Powerblast with timer, effect wears off after 4 seconds
Version 1.14 updates:
*fixed some bugs
*added a tiny bit of balance
*restyled download page
*new music/sounds download link
Version 1.2 updates:
*fixed minor bugs
*edited speedrun and cheats into main download page
THIS SCENARIO IS NOT MADE, DISTRIBUTED, OR SUPORTED BY LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS tm & (c) LUCASARTS ENTERTAINMENT COMPANY LLC AND ITS LICENSORS
|Author||Reviews ( All | Comments Only | Reviews Only )|
ADDITIONAL REVIEW by Darth Bandon
Firstly I must concratulate you Bendak for this actually awesome campaign. My thoughts when I played goes to the real Half - Life game and the music was also FANTASTIC!!!
The playability was so amazing. First of all the weapon system. You can use 3 different weapons. I also like the ammo system. The stuff was also cool, parcticularly the power cores. I also liked very much that the enemies made their appearance suddenly and catch you unprepared. Generally the Palyability was between 4.5 and 5.
The game was good - balanced. The first part of the game was too easy. In the second boss, Bendak must better had make the Lietunant also enemy or just put a bounty hunter beside the Lietunant. The second part of the game was a bit difficult. The only problem is that if you kill the Lietunant and the troopers, the artillery has no luck against you. The finale was the most difficult part of the scn. I also like very much the anti - cheats triggers. Wise move by Bendak cause playing with cheats you lose all the Half - Life environment. The balance was fantastic. Definitely 5...
The creativity was cool. First of all the taunt activate system about the weapons. Was not so original but it was wonderful fixed. Also I like very much that the monsters made their appearance suddenly giving you better the Half - Life look. The music was also cool made to the player more clearly that he is playing a horror game and not an action game. Generally the creativity was also cool. 5 from me.
Map Design: 5
This was definitely the best part of the game. I wonder how've you made such a FANTASTIC map in a so small space. You combined very well the three kind of rocks and I also like very much the destroyed look the map had. The best part of Bendak in this scn that makes me want the full Campaign soon with me. Definitely 6 but as i cannot put such a mark I give it 5.
The story was the most dissapointing part of the scn. If you are a fun of the game I'm sure that you must had a story in your mind. The story dissapointed me but then I saw the Instrucitons. Good job. The instructions were very good and well placed, helping you very much to finish the scn. But I think you forgot to add some help hints f.e. some way to win the boss battles. But anyway the instructions were good. I hope in the full scenario you will have a story at least. Five ( 5 ) for the instructions and only for them.
I had to say that you are very talented and I think that the Half - Life Black Mesa North was just a piece of what you can do and what you can show us. The job was carefully made by you and the gameplay was one of the best I've ever see in SWGB.
WELL DONE!!! GREAT JOB by Bendak.
[Edited on 11/08/05 @ 04:57 PM]
While still fitting into the genre of kill soldier, go through gate, kill soldier, go through gate etc., this campaign was enthralling. I found the whole experience extremely fun, from being blocked at doors and having to switch weapons to beat enemies to the Gargantuan at the end. The methods used to kill were completely unique, and in a class of their own.
I found myself dying a couple of times before the end - just as I expected. I mean, I would expect to die in a base full of mutant-infested ruins! The enemies proved a worthy challenge, and in that forced you to use other tactics than simply wading in like Rambo - for instance, shoot and run, and the weapon switching appropriately. All in all, very well balanced, and a cause for actually thinking during the playing time.
This was the highest point of the scenario, and the base of the entire campaign - I would think. The ammo system was brilliant, the use of the "All Units" mod for effects brilliant, the innonative and well-though-out bosses were brilliant, and most of all - the best bit, the icing on top - Gman's voice. This little thing added the most to the scenario, and gave it the incredible feel and atmosphere of the finished product.
Map Design: 5
Wouldn't expect less from Bendak. Not much to say here - used mixed metals very well, and Gaia "Others" to great effect. Didn't look cluttered, but did look very wrecked. 5.
The story was told clearly and thoroughly, and what I had to do next was easy to understand. As I said, the best is the Gman's narrative. So brilliant :D
Additional Comments: Great work. I look forward to more.
This scenario took all that i thought could happen in SWGB, crumpled it up, threw in the toilet, took a dump on it, flushed it, and then destroyed the septic tank, all the while, discreetly slipping in a new, more clear image of what could happen in SWGB.
It was tough and fun. Whenever trying to solve a puzzle, you would be faced with an onslaught of enemies, in which standing in firing was spelling out suicide.
It wasn't easy, but it wasn't impossible. Damn near impossible, but not quite there. Even when i found out how to beat the Gargantua Beast, it still took me at least 4 times to do so. The balance was done very well.
The puzzles were tricky, but once you caught on to it, it made you feel retarded. The were hard, but not so tough as to make someone smash their hand into the computer. Again, very fine job.
Map Design: 5
This, i have to say, shocked me the most. If it could, it would recieve a 7. How you had it set-up, it felt as though i was in a dark, creepy, forsaken facility.
The instructions were very crystal clear. I knew what to do, but how to do...well that is something else.
Bendak, I have a newfound respect for you. This demo is a keeper. Superb Job!
~Bonehead (Ezekial Riddle)
|Jedi Master Bryl
Hell, why not?!
/-Review for BLACK MESA NORTH-\
Well, what can I say? Spectacular. Wait, that's an understatement. Breathtaking. That's better. The playability is amazing - I found an ammo system with 4 different weapons to be right up my street, it must have taken a lot of work to make that. Well done, I enjoyed the puzzles and final section. The battle against the soldiers was difficult, but I eventually found a way tp defeat them. 5.
Well, the balance was perfect. I mean, actually perfect. Nothing at all needed to be changed. I had to play through once or twice, but once I got the hang of it I was cruising. The puzzles and battles were long, and I had to think quickly in a tight situation to get past them. The small map has very little room to maneuvre, so speed is vital. 5.
Very, very creative. I realise this was difficult to make due to the ammo system, but I like the fact that the designer hasn't just said "It's got an ammo system, go play," but he's actually added more features as well, puzzles, obstacles, enemies to overcome, and many other things. A very creative scenario; unique. 5.
Map Design: 5
The map design is spectacular. Stupendous. Superb. Very nice eye candy, perfect terrain mix (not too much; not too little), good use of Gaia Objects and buildings, nothing to improve on. I was very surprised, the map design is perfect given the incredibly small amount of space for the creator to work in. 5
The story was very well thought out; adapting an already released game and using some ideas whilst generating some of your own. The instructions always let me know what to do, but not too much information, so as not to give away how to do things. This added to playability and creativity of the scenario. 5.
Perfect, good job Bendak, can't wait for the full version!
[Edited on 12/19/05 @ 04:34 PM]
- - - Daemon Guardian's - - -
Review for Half Life : Black Mesa North
Well, what can I say? No bugs, no glitches. Nothing to exploit to alter the gameplay in any way. He even put in anti-cheating triggers (so long, Death Star + Simon the Killer Ewok combo), so you can no longer just let the games strongest units beat up your enemies.
The first time you play this you'll think "WTF were those forummers thinking, giving this a five? It's way too f****** hard!", yet after a few minutes of reloading and retrying you'll realise how simple it is, and that all you need is a good strategy. For instance, the turret at the start, for which your first thought is to use your new powerblast on it. On the other hand, you could exploit it's weakness (*cough*minimum range*cough*), which can easily save you a powerblast for when you need it.
This was AWESOME! Tons of new ideas were featured by Bendak, all of which worked flawlessly. One of which (that I mentioned earlier) is the powerblast system, which temporarily boosts the players attack. Origional? Not really. Having an awesome AI to have taunts do the work? That's more like it!
Additionally, Bendak has used a cross of trails (G,H & I if I'm not mistaken) to create the portal effects. Plus, the creativity for the mini-boss challenges (3 of them) are brilliant, none of them copying any ideas from the previous.
Map Design: 5
Very effective. I really felt like I was there, and that the monsters were trying to eat me alive. I personally have never played Half-Life, but this scenario has changed my mind. That's not all though - Bendak was telling the truth (OMG! Just kidding), you really can't play it properly without the sounds. They are like the whipped cream on a a rich chocolate cake. Mmmm tasty...
The instructions explain what you have to do without going overboard, and explain the purpose of the weapons without giving too much away. I only rarely had to check them to see which taunt activated what - simply because they were so simple, and easy to remember (I'll bet you that the triggering and AI wasn't though!).
A must-have. It WILL stay in my collection (until it gets outdated :P), and will eternally haunt me of how Bendak is superior to me in every way. Seriously, he did the scenario, bitmap, sound and AI.
Well done, keep up the good work. I can't wait for the actual full campaign. I would give you advice, but I don't need too - you're too good anyway.
[Edited on 12/20/06 @ 11:40 AM]