Black Mesa: Hazard Course (Workshop Mod)
Gordon Freeman, theoretical physicist and research assistant at the massive Black Mesa Research Facility, participates in the Hazard Course as part of his mandatory training. He dons his HEV suit and undergoes a series of tests involving mobility, object & tool use, weapons training and environmental hazards in order to obtain certification for use of the suit.
MOD INFORMATION:
Developed by PSR Digital, Hazard Course is a mod for Black Mesa that re-creates the tutorial chapter of the same name in Half-Life 1. More than simply a 1:1 remake, this mod overhauls the visuals, animations, voice acting, and dialogue, as well as expands on the intro and outro sequences. Finally, a bonus add-on/minigame, "Five Nights at the Hazard Course", is also included. For more information, please visit:
steamcommunity.com/sharedfile...
TIMESTAMPS:
0:00 - Intro
11:03 - Hazard Course Intro
12:32 - Movement Training
16:23 - Advanced Movement Training (Ladders and Sprinting)
17:45 - Long Jump Training
20:42 - First Aid Training
21:30 - Object & Tool Use Training
27:07 - Flashlight Training
29:11 - Enhanced Security Training - Firearms 101
35:22 - Underwater Training
37:21 - HEV Suit Power Training
37:54 - Disaster & Environmental Hazards Training
44:12 - Security Checkpoint Training
47:27 - Outro
50:17 - Five Nights at the Hazard Course (minigame)
53:56 - JUMPSCARE WARNING (See description)
NOTES:
- JUMPSCARE WARNING at 53:56: A zombie appears at the window of the security booth, followed by a loud music sting. The zombie then breaks the glass and attacks the player very quickly with a loud scream)
- Due to KZitem's word limit on video descriptions, please see the comments section for a breakdown of many of the mod's trivia and easter eggs
- After obtaining the long jump module at 17:44, Gordon can skip a small section of the course by returning to the area at 17:12 and jumping over the boxes
- Gordon will take fall damage no matter how he descends during the long jump fall training (19:58)
- Though Dr. Bickford warns Gordon not to shut off the power in the electrical testing room (41:23), I do not believe it is possible to actually do so (none of the transformers or panels are destructible)
- Shooting the lock on the ladder cage at 41:47 causes the cage to swing to the right, blocking the path for a safe jump onto the platform without touching the electrified ladder. This is why I shot it afterwards
- During normal gameplay the radiation training room at 42:13 should cause the suit's Geiger counter to go off. However, due to my use of quicksaves during map transitions to make them seamless, unfortunately this does not occur. However, the "film grain" effect of radiation exposure is still present
- In the final section of the course where Gordon has to lead a guard to a checkpoint, the guard will get annoyed if Gordon vandalizes the items in the area, and his interactions with Freeman will be markedly more disapproving and angry (44:14). He will become even more annoyed if Freeman constantly interacts with him
- In the same area (44:14), if Freeman attacks any of the NPCs, the Guards will immediately return fire. The ceiling turrets will also activate, the lights will go out, and reinforcements will arrive via the numerous blast doors. Guards will infinitely respawn no matter how many Gordon kills, though Gordon can acquire a shotgun this way
- The timer at 49:18 measures the time that Gordon took to complete the course, from when the elevator door opens to the first holographic terminal to when he finishes
Five Nights at the Hazard Course Notes & Trivia:
- The "minigame" at 50:18 is a reference to the highly popular video game series "Five Nights at Freddy's, and plays mostly identical to it
- The game takes place during the Resonance Cascade, however the incident occurs in the morning, rather than at night (a fact the devs are well aware of)
- The guard can interact with 5 of the 9 screens directly on the terminal to view the camera footage. However, he must cycle through them individually to view all 9
- There are 4 zombies in this gamemode. They are a result of headcrabs overtaking the 3 scientists at 51:04 and the guard at 51:01
- The mop bucket at 51:38 will deter most (but not all) zombies as they will think the guard has a headcrab on his head
- The minigame IS winnable - if the guard survives for six "nights" (nights are indicated by the white bars on the bottom right of the screen), the HECU will forcibly enter the security checkpoint by bombing it open, and "save" the guard
- On the other hand, if the guard runs out of power, two zombies will appear in the doorway of the booth. The G-man will then materialize, briefly acknowledging the guard before the zombies converge on him
- For more info on this minigame, please see the below link:
steamcommunity.com/workshop/f...
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