NOTE: The ed_alloc crash error was found to be nonexistent during the extensive testing of this map series. Download this version to replace older versions and fix the crash error.
Here it is folks, Version 2 of Black Mesa Nightmare. Many, many changes in this version as compared to Version 1.2 and I am very sure you all will be happy.
The story:
The strangest of events began to occur following the events of the resonance cascade at Black Mesa. Scientists were slowly disappearing and the entire facility seemed to be falling to its knees. A few scientists even went mad, destroying special equipment and harming other personnel. At around 0200, a group of scientists were attacked by another group of researchers. They were captured and brought to a laboratory, where the researchers conducted psychotic tests and "unnecessary analysis" on them. The researchers threw the battered and beaten test subjects into a specimen treatment cell in the Cell Block Sector... and left them there to die. YOU are these test subjects. You have only one objective, to escape from Black Mesa and regain your freedom! You must escape the Nightmare before you!
Chapter 1: Trapped In A Nightmare Chapter 2: Sewage Control Chapter 3: Ascension Chapter 4: Surface Tension
Official Changelog:
bm_nightmare_a:
* Fixed a Gonome that was stuck in a door (the hallway just before the Baby Garg boss) * Fixed a bug that prevented one of the cameras from working * Fixed an overflow crash that involved the spawning of the ammo in the cell * Edited the shortcut so that it closes after the Storm Drain Hatch door is opened. * Reworded some of the game_texts * Edited the boss room camera * Fixed a bug that would cause the Storm Drain Hatch door to open, and then close * At the box puzzle each moving box now waits 2 seconds before continuing on its path. (The doors also wait 2 seconds before closing) * Aligned textures
bm_nightmare_b:
* Fixed a bug in the laser puzzle that would prevent you from properly disabling each laser set. * Added a CLIP brush to the boxes after the beginning ramp (to prevent you from getting stuck). * The lasers are now blue (I like this color better)
bm_nightmare_c:
* Edited the intro sentences * Fixed a possible overflow and ED_ALLOC crash error at the new spawnpoint by removing some of the ammo that spawns there. * The grate (the one over the acid that breaks) now looks cracked * Fixed a bug where you could get stuck in between the 2 pipes (after the fire tube puzzle) * There is only 1 Ichthyosaur instead of 3 * The Hound Eyes that spawn in the acid pit have 1/3 of the health they used to have * Fixed the bug where the elevator power buttons could both be activated by one player. * Made the grating fences into func_illusionaries so that they can be shot through * Aligned textures * The AGrunts at the boss battle spawn above the players to prevent them from being blocked from spawning. (Thanks to G. Ballblue for this one) * Added lights to the fire tube (it was so damn hard to see before) * The piece of grating in the fire tube has now been turned into a piece of rusted metal (it actually looks like something you can hide behind now)
bm_nightmare_d:
* Fixed a Gonome that was stuck in the ceiling in the brick hallway * Optimised the cliffs (theres one little part of the cliff that decides when it wants to render correctly) * Made the fences into func_illusionaries so that they can be shot through * Added a clip brush to the wrecked truck to prevent players from walking behind the truck. * Aligned textures. * Changed the font of the credits * Changed the A and B textures on the doors (Thanks hydeph!) * Added a camera you can activate in the middle of the map that shows the escape chopper (to give a sense of atmosphere) * Edited the moving laser puzzle A LOT. The room is now re-textured and each laser follows its path along a groove in the wall. * Added two buttons to the door leading to the boss battle so that people have time to actually grab their weapons before someone walks outside. * Made it so that the final boss can come INTO the tunnel to attack players. * Fixed a possible overflow and ED_ALLOC crash error at the new spawnpoint by removing some of the ammo that spawns there. * The moving lasers are now blue (I like this color better).
Shared:
* REMOVED the crossbow from each map as well as any crossbow ammunition. (Players were previously able to crossbow jump over puzzles.) Thanks to G. Ballblue for shedding light on this.
Extra thanks:
G. Ballblue - for helping me improve the gameplay of the maps JPolito - has been helping me test all this time since version 1.0 El Gringo - helping me test and improve gameplay hydeph - for those really awesome A and B textures