Interloper Beta Part 1

Interloper time!

We have pushed 5 maps of the Interloper chapter to Steam Public Beta. Give ‘em a play and tell us what you assume!

The crew has been crunching laborious to launch the final chapters, and the game has been combating us each step of the best way. We will probably be releasing the final three maps of Interloper shortly, after a remaining artwork and polish go. Our present plan is to launch Nihilanth and Endgame with these maps, however we might stagger the subsequent releases to raised refine the final combat and to get extra concentrated suggestions from the neighborhood.

While we have been centered on finishing Interloper, now we have additionally been making fixes to the beforehand launched components of the beta. Here are some fixes and recognized points:

Xen and Gonarch’s Lair Fixes

-Improved godray efficiency in all maps

-Increased efficiency in Xen B decrease swamps (as you exit the door)
-Fixed zombie HEV flashlight sprite when turned on by I/O
-Model collision and materials kind fixes
-LOD fixes

Gonarch’s Lair Map A
-Fixed RPG not monitoring Gonarch hitbox
-Slightly elevated Gonarch hitbox
-Fixed black space portal
-Updated therapeutic island particles
-Removed dynamic mild god rays for efficiency
-Fixed a crash involving the Gonarch mortar

Gonarch’s Lair Map B
-Fixed flashlight and different dynamic lights not displaying in beginning cave
-Tinted burnable webs in order that the participant can inform the distinction between webs they will break and webs that must be burned
-Fixed materials varieties on textures and fashions so it now not seems like you’re strolling on strong glass
-Blocked internet window that appeared just like the participant may go by
-Added lights and wires to raised information participant on the crucial path
-Player clipping go
-NPC clipping go (It ought to be a lot tougher to get the Gonarch caught or floating off cliffs)
-New and up to date mannequin collisions
-Lighting fixes for steering and higher Gonarch visibility
-Minor artwork fixes

Gonarch’s Lair Map C
-Fixed all breakable webs to interrupt in ONE hit
-Fixed breakable internet hitbox collision detect (it was too skinny)
-Lighting and prop enhancements for participant steering
-Fixed oil that was not slippery, permitting participant to interrupt begin of ultimate chase
-NPC clipping go
-Player clipping go
-Better highlighted participant path in first chase
-Fixed columns in remaining combat with the ability to kill you in a single hit
-Updated and glued mannequin collisions (nonetheless some objects lacking collisions, just like the crystals)
-Removed some participant obstacles to make the primary chase really feel smoother
-Fixed gamers with the ability to lengthy soar into begin cinephys and get caught
-Removed collision from sure ceiling props to ensure they don’t cease the participant
-Removed hearth fumerol from remaining boss part
-Reduced display shake brought on by hearth harm
-Lowered harm from Gonarch hearth

Interloper Known Issues

Interloper Map A
-Occasional crashes in village
-Alien Grunt generally will get caught in his animation sequence in the beginning of stage

-Some fashions lacking collision
-Dynamic lights are sometimes off map-wide

Interloper Map A1
-Sun shadows popping in on the finish of the extent
-Texture seams in water fashions

Interloper Map B1
-Waterfall particle early within the map ends too quickly

-Elevator outdoors management room 1 generally shoots you into the dying ceiling, inflicting an affordable dying.
-Player sometimes will get caught in "sucky vent"
-Bad efficiency within the management room 1 and a pair of
-Water lacking refraction impact whereas underwater
-Seams between water fashions

We’re actually wanting ahead to watching everybody play these ranges. We will proceed to shine and enhance efficiency, in addition to implement any suggestions from the beta.

Thank you everybody for you endurance and suggestions!

Black Mesa Team Discord