Black Mesa Minute has been released! Read about mod update and what to expect in the future.

Posted by suXin on Jun 24th, 2016

Black Mesa Minute has been released! Read about mod update and what to expect in the future.







Probably you've already seen the so called Black Mesa Minute in action. It's released now and I hope you'll enjoy it. You can read how to play and setup Black Mesa Minute in bmm_cfg\_README.txt.





Here's the full list of changes in this update:

Black Mesa Minute timeattack gamemode.

Black Mesa Minute configuration file system for gamemode's flexibility (read about it in bmm_cfg\_README.txt).

Increased duration of slowmotion charge.

Satchels can be shot down.

Player doesn't collide with enemies in their dying animations anymore.

Marine helmet now absorbs up to 10 damage before it will stop reflecting projectiles.

Fixed Ichthyosaurs, Surface Tension's armor vehichles and snipers not counted in player's kills.

Fixed kills not being counted when done with satchels, tripmines, RPG or used env_explosions.

Fixed killing enemies by shooting marine's grenade not being counted.

Fixed killing enemies when they are in scripted sequence not being counted.

Fixed SMG grenades going through Gargantuas.

Fixed one handled glock viewmodel idle animation jitter.

Fixed hourglass icon being hidden when you control a turret.

You have to keep in mind that this is still not fully polished yet as I want it to be, but enough to get the feel of it. While implementing Black Mesa Minute (BMM onwards) I've stumbled upon certain problems that had to be solved, like easiness of setup (it's like typing your ordinary 'map' command); how to control the flow of BMM and how exactly to end the run; how to deal with maps that don't work when you start them manually (Office Complex). Fortunately everything worked out in the end but there's still work to be done on BMM flexibility.

BMM already can be played on custom maps by utilising configuration files. This makes me dream of someone making a map specifically for Half-Payne and Black Mesa Minute.



I hope BMM will sprout some competition. If you're speedrunner you'll realise that sometimes you shouldn't skip certain parts because your score is not the time you spend on beating the run, but your actual time at the end - and you fill it with kills. I really like how explosives may net you tens of seconds like in the video above, and doing all this stuff is really important if you're trying to achieve perfect score.



I really don't like the end screen of BMM at the moment. It should atleast tell you the name of the configuration file so you remember where the record was set on - it'll be implemented in the next update. I'm also considering tracking records.



I have to thank RaraCerberus and Slartibarty for suggesting help with models. Max Payne model in the video was actually taken from GameBanana and Rara slapped Half-Life animations on it. The end result is not really good, some meshes clip, or Max has twisted wrist when he holds weapons, so the model will only work for showing up dying animations, but even there I'm not satisfied because Max is still keeping his smirk even when dead, which is ridiculous.

There is Max Payne model from the original game, if it's already been converted for Counter-Strike, it should be possible to be coverted again while fixing these problems above.



Rara also provided reskinned Blue Shift guns, the hands now resembling of Max.



Slartibarty is working on dual Berettas, because Half-Payne is not Payneful enough without dual weapons. The Max Payne model fixing is also considered.



I also had a question about making the mod open source. I consider doing this when there won't be too much features left to implement and the mod will resemble of something like an actual end product.

Would really like to hear your feedback on Black Mesa Minute or even videos on it.