Black Mesa
Serious Freeman: Luxor
42 bình luận
humanf  [tác giả] 30 Thg05 @ 6:26am 
The garg can die, but it looks like this map has a tendency to soft lock, it's still a work in progress, hopefully whenever this update is done, it'll be easier and shouldn't soft lock at the end.
Painevan 29 Thg05 @ 3:45pm 
I also want to add at two points I ran out of ammo and had to start using the Hive Hand :secretweapon_hoi:
Painevan 29 Thg05 @ 3:45pm 
Played the map, and had a pretty good time! I wouldn't recommend it to anyone who isn't good at the game however, since there is wayyy too little health and ammo pickups, and sometimes you're punished with enemy spawns for taking them which is punishing. Also found the ending abrupt, I figured you would be able to kill the Gargantua at the end so I spent about an hour tau jumping away from the Garg and pelting it with the infinite rockets you get until I realized it doesn't die. Still fun map, but future ones might need to be a bit more polished and fair.
humanf  [tác giả] 3 Thg03 @ 11:06am 
Thank you very much:lunar2020contentsnake:, i might give The Elephant's Atrium a go, after i've updated this map, Hopefully it won't take too long as im redoing the ending and adding more health kits, ammo etc.

Another thing, i've still got 3 ss1 older maps that i made and i think i will add them to the update, even if i don't get to finish them, i'll be releasing the vmf's like ive done for this map for anyone who's interested their own edits.

-karnak
-dunes
-suburbs

i might upload some screenshots of them here, see what others think of em:beastsam::flowersam:
YeahKeaROCKameplage 3 Thg03 @ 6:21am 
Hello again, I recently remembered while playing SS, though through the Fusion version of the ep. "Persepolis", dear humanf, please don't mind making the "The Elephant's Atrium" level for BM, thanks in advance, the SS series levels are very suitable for BM, it would be interesting to transfer BM to SS Fusion, I think it would be mind-blowing, yeah, the opposite as I wrote below: Serious Freeman - Serious Mesa/Black Sam!:bms::TheSeriousBomb:
humanf  [tác giả] 30 Thg11, 2024 @ 3:00pm 
thank you for playing, i hope to release an update soon, i've added more healthkits and ammo around, hopefully enough that the player isn't running out so quickly, i've also redone the ending, so it's the same as serious sam, collecting ankhs with the boss fight afterwards.

I'll see about enemies, wish there were more in the game, feels a little boring fighting the same ones over and over again.
Snark 30 Thg11, 2024 @ 7:10am 
Good map. Bump up the health/armor and ammo pickup, spread it around a bit more. That way you can increase the enemy count more.
humanf  [tác giả] 7 Thg10, 2024 @ 11:49am 
thank you for playing, the ending can be bugged at times but i eventually i'll update the map and redo the ending, making the player collect 4 ankhs like in serious sam.:beastsam:
lumpus2000 7 Thg10, 2024 @ 2:56am 
THX, that was fun to play ... but after the bossfight is end for me, the big door don,t open ... bug ? But THX again, fun fun :-)
humanf  [tác giả] 23 Thg09, 2024 @ 1:04pm 
Thank you :lunar2020contentsnake:, yeah it was a little stupid of me not adding extra supplies and healthkits around the map, probably add some more in the future as part of a larger update
dovaking_PLAY 23 Thg09, 2024 @ 12:37pm 
good mod! I liked it! well, it was necessary to throw more first aid kits around the location!) but otherwise it's fire! =)
humanf  [tác giả] 24 Thg08, 2024 @ 3:32pm 
It's fine, as I've said in a previous comment, i'm going to redo the end fight and restore the player having to collect keys like in the serious sam itself. No need to apologise.
SB 24 Thg08, 2024 @ 1:39pm 
the gargantua fight is really annoying all beacause of the ridiculous health he has, i keep shooting rockets, MP5' grenade launchers, HAND grenades, and he didn't die, it's just ridiculous, and at the time of writing this comment, i'm fighting with him, sorry if i was rude, i'm just i'm stressed
YeahKeaROCKameplage 23 Thg08, 2024 @ 6:53am 
SERIOUS MESA\LIFE - BLACK\HALF-SAM!:TheSeriousBomb::bms::samstone::bms_crowbar::houndeye::werebull:
humanf  [tác giả] 11 Thg08, 2024 @ 9:48am 
i've updated the map, and have made it brighter, plus i've added more ammo and health kits.
Check change notes, every time i update this, i'l add the changes to that.
LIL-PIF 10 Thg08, 2024 @ 8:23pm 
Well for lighting it think it could use more ambient lighting maybe. Maybe if you make the environment lighting a bit more blue-ish it'd look cool. Would give nice contrast between the torch lights and the skybox.
Also here's how my garg battle went: https://youtu.be/wrOJISupAUs

Killed him in like 20 seconds or something lol. If that causes the softlock maybe you want to give him more HP or something
humanf  [tác giả] 10 Thg08, 2024 @ 9:49am 
Thank you for your feedback, I'll update this sometime in the future. I'll add more ammo and such, though when it comes to enemies, it's limited which is annoying.

The finale arena doesn't have keys, though i think i'll change that in the future.
When all enemies are killed, you should hear a sound and the doors should open, killing the garg too earlier might've caused the soft lock.

Ai navigation for the obelisk is a little weird due to how big it is, and having to place the ai nodes individually so it's not perfect, i'll see what i can do in the future updates.

Lighting wise, environmental lighting will be fine, though when it comes to the torches and such, due to how big the map is, i had to remove a lot of them because it affected optimisation, so most areas are dark because of that sadly.

For the weird agrunt and controllers doing that, i have no idea what is causing that, it's never happened to me when i've played/tested the map.
LIL-PIF 9 Thg08, 2024 @ 11:16pm 
I also think some lighting could be improved. I understand this happens at night and everything, but I had to turn my brightness all the way up to properly see stuff. Maybe that's just my problem, but I felt like the map was pretty dark and not properly interacting with the skybox.

But in short: this map really needs some more ammo and overall resources scattered around =)
Also I had a few bugs with ragdolls for AGrunts and controllers, for some reason they were quite dancy whenever they touched the ground. Also it was kinda weird the ground materials uses default sufrace property which doesn't sound right at all: https://youtu.be/Z0znipsXbZ4
LIL-PIF 9 Thg08, 2024 @ 11:16pm 
One problem I had is with the finale battle. For some reason after I killed every enemy and tried to find all the keys (there weren't any lol) around that place to open the door, I just couldn't do anything. Had to noclip through the door to complete the map. Idk if I did something wrong or that was some kind of softlock. The Garg fight was cool but I think I killed him too early to make it satisfying. It's also the only place with music so I thought that's something that could be improved as well. It felt very wrong running around with no music playing in the background.
LIL-PIF 9 Thg08, 2024 @ 11:16pm 
I played this piece yesterday, and I got a few problems with it, especially with the gameplay. I know it's just not so possible to make it more interesting in terms of combat, since you don't have all of those enemies act the same, like the Reptiloid. It's fine on its own but this had a very repetitive combat and emeny variety.
I actually wanted to see some kind of static controller in the first fight arena which would throw some new following projectiles like Reptiloid does. Another problem I'd like to be fixed here is the absolute absence of ammo whatsoever. I had to use the hivehand for most of the level just cuz I wasted all the ammo at the first key arena. Even tho it had those rooms with some armor and health, I just couldn't find any ammo even tho I was literally running around every corner of the level. I also had like 10 hp at the end of the level where the Obelisk was setup. And some of the npc's were acting quite weird in that area, probably due to bad AI navigation.
LIL-PIF 9 Thg08, 2024 @ 11:15pm 
yeah. I think it's still possible with Xash but with all of those engines still using the .bsp file structure and VIS optimization, rather than dynamically running the level like SS does, it's just a foolish thing to do.

I was gonna write some feedback but it turned out I had too many symbols in that comment so steam said to shut up to me. I'm gonna try to separate it
humanf  [tác giả] 9 Thg08, 2024 @ 8:05am 
With goldsrc's limit, even if it was a heavily modified version of the engine, would struggle to run most of the maps. Though i feel like the og ss levels would fit in better with the goldsrc graphics than the source engines.

Plus there'd have to be a change level every 5 steps so the engine doesn't straight up die:Doomsday:
LIL-PIF 8 Thg08, 2024 @ 8:38pm 
I've always wanted to do the same thing you're doing here, but for HL1 instead (actually I wanted to do some kind of port, for whatever reason), but that didn't go too well. I tried exporting the original SS maps into a 3d model and that kind of helped me to load it in hammer. Then I tried coverting that into brushwork and it also worked... just wasn't reliable enough I guess lol. And assinging textures is another major issue since it'd take me a decade to complete it that way.

But with the limits of Goldsrc, or hell even Xash I don't think it's possible with how big those maps are
humanf  [tác giả] 8 Thg08, 2024 @ 4:33am 
That's good to hear, that makes it much easier to find it, then it being different numbers for everyone.:lunar2020contentsnake:
vodkins 8 Thg08, 2024 @ 4:16am 
Thank you too! My number is 3300615980 too. This means that the WS content/item number is also hardcoded as well as the game number. It makes sense!
humanf  [tác giả] 8 Thg08, 2024 @ 3:22am 
Thank you for your input, it helps me a lot, if anyone has input, questions or such regarding the map or mapsrc, please tell me and i'll answer you when i can.
humanf  [tác giả] 8 Thg08, 2024 @ 3:18am 
I get it, i haven't really been playing black mesa as much for a while so, i've forgotten some things too, especially when it came to sorting the files and such.

I've re updated the description that includes the file number that the map and its contents are in for anyone else who downloads the map, hopefully it's number is the same on every computer, but as long as you search it by date modified and whenever you downloaded the map, it should come up.

I'll be sure to include the workshop content number in the description for the other maps when i get around to patching them up and putting them on the workshop.
vodkins 7 Thg08, 2024 @ 8:37pm 
Uh, well, now I was able to launch the level from the console. Is everyone subscribed to the content ready to figure this out? I'm not sure. I'm just a fan of the SS series of games and decided to figure it out no matter what. If it was another laboratory or a military base in a classic style, I would just drop it and unsubscribe.
vodkins 7 Thg08, 2024 @ 8:37pm 
Thank you for understanding! It's just that not everyone here is so familiar with the HL family of games and engines to understand what needs to be done to run such levels manually. Thanks for explaining and giving a link about the "custom" folder. Next, the question arose, where should I look for this vpk file? I had to remember where Steam stores content from the Workshop. OK, I remembered. Next, I searched for the number of the game in the Store, then by poking at the download date I found the numbered folder of this content. Ok, I moved the files to the "custom" folder, but the level still did not appear in the game menu. The only way out in this situation is to manually launch from the console. But what is the name of the level itself? To find out, you need to open the vpk file somehow. OK, it turned out that there is a "Crowbar" program.
humanf  [tác giả] 7 Thg08, 2024 @ 4:18pm 
Thanky you very much, i hope to eventually fix up some of the older SF maps that i had made and release them eventually.

As for not finding the map, sorry i forget to write how to load the map in the description, I'll change that now.
vodkins 7 Thg08, 2024 @ 7:49am 
Map itself is amazing! Huge thank you! Make more SS remakes please. But trying to find and launch this level with my knowledge of the engine and its structure is a real pain:steamfacepalm:. Please provide more details in the launch description next time for someone less patient and meticulous than me. It was a long time, and not to say that it was very interesting...
humanf  [tác giả] 5 Thg08, 2024 @ 4:54pm 
he aint, he just has a lot of health
Serious_Samsung 5 Thg08, 2024 @ 2:55pm 
i think you made Gargantua invincible.
humanf  [tác giả] 5 Thg08, 2024 @ 8:52am 
Maybe it's fine as long as you change it a little or something idk
AMM_AG 5 Thg08, 2024 @ 8:39am 
luxor a video game logo
humanf  [tác giả] 5 Thg08, 2024 @ 8:27am 
logo for what?
AMM_AG 5 Thg08, 2024 @ 8:25am 
i'm talking about logos...
humanf  [tác giả] 5 Thg08, 2024 @ 8:24am 
shouldn't be a problem.
AMM_AG 5 Thg08, 2024 @ 8:01am 
Kayosh 4 Thg08, 2024 @ 4:01pm 
That's really cool actually
humanf  [tác giả] 4 Thg08, 2024 @ 9:46am 
Thank you, there's a few maps for gmod that are serious sam maps that have hl1 enemies so why not try and make one for black mesa.
Kayosh 4 Thg08, 2024 @ 9:30am 
Didn't think I would see a Serious Sam + Half-Life crossover but here we are, looks good