I’ve been really enjoying Black Mesa up to this point, and I think it’s an incredible accomplishment overall.
That said, I’m somewhat disappointed by Surface Tension for several reasons.
First of all… why was the tentacle area removed in the region after the dam? That area was quite memorable in the original game, and it’s a glaring omission in Black Mesa. Also, why are land mines visible? It pretty much defeats the purpose of having them and presents zero challenge. It just seems like that whole area was really watered down.
Second… the booby trapped warehouse is freakin RIDICULOUS! I must have died around 30 times now, and I’m generally pretty good at jumping puzzles in first-person shooters. I don’t remember it being nearly that difficult in Half-Life. Can someone throw me some tips before I rage quit?
I really hope the devs work on that level a bit more before the final version.
I had no problems in the tripmine room, and I’ve heard there are 3 or 4 ways to do it.
But the mines being visible, that one is obvious. That part of the original wasn’t fun, it was a ridiculous pain in the anal gland. I’m sure I can’t be the only one who was really thankful for that little change.
The parts of Surface Tension were removed because the team member working on that area quit. I never really liked the section anyway, myself.
The landmines I was kind of disappointed they were visible. In the original I had fun taking shots at the floor with the pistol or tossing a grenade to make sure my next steps were safe.
And holy hell, why do so many people have problems with the warehouse? That was probably one of the easiest parts of Surface Tension in my opinion! You just had to slow down a little bit.
oh cmon, it requred no brains really. minefiield sing? granades laying nearby?? hmmm, i wonder whta sould I do? oh thats right! walk in the middle of the field and miraculosly avoid the mines!!
I prefer the mines being invisible. That way they’re a danger and you never know if you got them all. With them being visible, the only way to die from a mine is if you goof up.
pretty much this as far as surface tension length goes.
i agree that the visible mines was kinda lame. it really took the …uh… tension out of Surface Tension. i used to have fun throwing grenades into the mine fields and seeing how many i could set off. still did it in BM anyway
as annoying as i find the new crouch-jump mechanic the warehouse isn’t THAT bad, as long as your careful anyway and take it slow. i only died 2 or 3 times, which was pretty normal for me in HL1.
5 ways huh? Then I’m sure you wouldn’t mind listing them, right?
Anyways, I just finished the level. It was still a lot of fun in the end, but I wish the area with the tentacles had been there.
Not sure why I had so much trouble with the warehouse. It just annoyed the crap out of me that a lot of the tripmines looked like they were low enough to leap over, but I couldn’t due to how Freeman seems to be vertically challenged in this game.
how should i describe u them?
watch some vids u will see, even developer it self said there is liek 5 ways to pass that place in his spead run(he made that map 2).
grunt throws a grenade down a sewage pipe and you have to escape in time
save a guard from grunts, vorts and alien grunts to open a door
creepy alien turret
some xen jumping pads
control a tank to blast open a door
I agree with all of those changes except the one where you save the guard to open a door. You could make it optional so that those who remember it from the original can still have the guard follow along.
This. Now that they’re visible it just feels like a chore shooting them. Before it provided a tense “did I get them all?” element to the section. The tripmine room is easy though, are you not duck-jumping or something?
Agreed about the tentacle part. Considering how much work was put into recreating the large npc bosses, they certainly could have used that part.
I’m fine with the visible mines. Dying randomly is never fun. The only reason I don’t “hate” the area in hl1 is simply because I actually memorized where the mines are.
as for tripmines, the player boundaries seem really fat in source unlike hl1’s.
Hey, OnBoardError, what is your opinion about this?
You’ve been stealthy about all this. At least say: No, we are not doing anything.
Note: I love Surface Tension, it’s a great level as it is, only I feel it’s not complete. It’s the best level overall if you don’t see what is missing.
I had no trouble with the tripmine room whatsoever until the end. The only thing that got me was the elevator.
I don’t know why people have so much trouble with the warehouse.
I wouldn’t say the tentacle part is that memorable, it’s just…rocks and sand with a tentacle in the middle.
With regards to the mines, I don’t think the mines should be invisible (that’s effectively the same as dropping a one-time trigger_hurt in the level to make the players avoid stepping in - ie there’s no way to find out where they are unless you throw a grenade or shoot randomly) but they shouldn’t be so visible.
Like instead of seeing all the top spikes, you should just see one or two small nubs sticking out so you really have to look for them.
I don’t care about the mines, and didn’t do so badly on the tripwire room, once I’d figured it out.
The only ‘disappointment’, for me at least, was that the latter sections of the level had been cut, which ruined it for me a little, and there were no scripted battles between Xen aliens and Hecu… at least none that I saw.
WIKI Says it is the final version but it’s not complete even without xen?
Finished Surface Tension on Sunday
You have a really good point because I was like what are you talking about… I remember someone else saying about Manta Rays too.
I saw it for the first time on you tube not in game today. But ironically the play through on the you tube channel he or her missed the mantas dropping the Vorts so still have not seen that one.
A Manta should definatley take out a Tank or APC at some point too… Another thing I noticed when I played it the Garage is totally recreated but in a different part of the level. I had already destroyed the tank when I went over that way and wondered if the car lifts were part of a puzzle so also missed the Tank destroying the wall saw that on the you tube channel too.
They should just move that room to it’s original location when the soldiers shoot the vent that is one less room to worry about if they expand surface tension and keep the shutters down in this area where the garage is now.
Also the fight through the coragated wall when on the car lift should be looking out onto a car park or scrap yard area a few vehicles on fire even if scrap…Rubber tyres and stuff I think this would fit the setting… Put down a TOW and blow A Shutter Door open and Alien Grunts come through… almost there…
Totally agree with your post very well raised point
They are going to have to do some work on stuff like this so they may as well add the parts people are pining for for the steam release. It’s not like they need to create new content just map it and a small bit of correography.
Another thing I noticed is that the snipers are too well fenced in… They need to lower the area in front of the npc_sniper so the snipers fly out of their hiding spots in flames falling to their deaths… Theres a HECU model mesh on gmod if thats the problem and works fine. as he will be on fire I doubt anyone will notice inferior textures
The Garg in surface tension definatley needs to smash through a wall too for his entrance.
The sand mines do not bother me but also in that area where the 2 trip mines are like in an alley one at each end there needs to be more debris and rubbish between the 2 laser trip mines… It’s too Half life not black mesa enough
Amother thought about burrowing headcrabs it would be a nice touch if they had a small dust effect perhaps func_dustcloud parented to them when they spawn to make them a bit more authentic to BMS then kill the brush after the spawn
The Beauty of modding is that they can do what they like with it and change it as much as they like as long as the team agrees they should exploit that positive with BMS… But not have too many different versions or updates
Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.