^ that’s actually a good idea. I like it. It would need some additional VO’s though.
To add on about the jet, use some “ringing in the ears” (like after you get whacked by a grenade or explosive) after the Jet flies overhead (to mimick you being deafened).
not really more VO’s actions speak louder than words whatever he says makes no difference he is a marine but he does not want to die… he can be crouching and activated by a trigger to stand when you are close just sticks his hands up and follows you with his head.
might be more intense too that way and give you a fright if it’s dark in there
That being said “Go ahead and finish it” might be a good line to hear
Psychologically it will also mess with your head as to who you are actually meant to be fighting at this point too which also works in favour of the idea
The explosive trap in the garage was a nice touch. I wish it had done some more structural damage though- the sheer amount of explosives in there could have taken half the building down with it. Perhaps bring the entrance in a bit, and have it take part of the ceiling down to block the way out.
For the car elevators, I’d try reversing them. Have at least one of them stuck at the top, and have the player raise the platforms to jump car roof to car roof to exit. I’d try to make a puzzle out of it, just for the sake of breaking up the two combat encounters a bit.
Once upstairs, is that a window hole or a hole in the building? It lacks the details for either, so it feels a bit WIP. Of course, the map IS WIP so there you go. I think having the Marines punch some holes in the glass, or having the glass break as a result of the explosive trap at the building exit could work nicely there.
The area immediately outside the garage is distinctly lacking in cover. I’d put the Marines farther back and add some sandbag fortifications near where the player drops from the window, so the player can at least get outside and into proper cover before being shot at. I see you’re trying to use the window itself as cover. If you want to preserve this element, go for it. It works decently as is, but I’d thicken up the window housing. The wall on the whole looks a bit thin for a BM building, particularly to use as cover in a firefight. I’d also consider having the car elevator list a bit to a side when raised during the firefight, just to throw the player off balance a bit and really give them the sense that they’re fighting from a rickety car elevator that’s been damaged in the satchel blast.
The big scene with the Manta Ray is damned impressive. The scene is just spot on for what should be happening. It’s a big, gnarly fight.
On the whole- GREAT job. It’s a nice addition to the core game.
This seems to be how the majority of people feel. I will add a scripted sequence to the outdoor section of the next half, when you first get there.
Satchel Pipe (which I’m working on now) will be the last scripted sequence before the Garg Chase. This gives a nice downtime with no scripted events before the Garg Chase.
Having the Manta fly round in a circle wouldn’t be notably harder to implement - but it would require the player to be following where the fighters are going, which isn’t really something that’d be happening given he’s just stumbled into a warzone. I actually consciously chose my way because, well, the second manta comes in from the way the player will already be looking. If I had the first one come back round it’d be a bit…less noticeable I guess.
In terms of your ideas for the Garg Chase…I’m working on C2A5H in the same way I always map. With no sense of order or direction. Fly-by-wire. Spur-of-the-moment. When I started this map I poured detail into the opening parts of it and then got bored so started blocking out other parts. I’m bored of blocking out now, so I’m making the Satchel Pipe scene. So I have no idea when I’ll decide to work on the Garg Chase! If you have ideas, let me know, but here’s how it’ll roughly play out:
-Some large blast doors open quarter of the way (upwards), and 2 Marines come running out, preferably swearing or shouting. The build-up to the song that plays in BM’s Garg Chase begins.
-The doors jam. You hear some shoots, some blood, some roars, some thumps.
-As the music explodes the doors explode open, the corpses of two marines come flying near you alongside a car and the debris from the door.
-The Garg comes charging out and kicks/pushes a car onto the two marines who were running away, gibbing them.
-He turns to face you and roars.
-Leg it.
As for the surrendered Marine - sort of a nice idea, but there are no animations for this so it isn’t feasible.
First off, thanks for taking the time to write detailed feedback. I appreciate it. Same goes to everyone else in this thread.
-The explosive trap is unfinished. I will have structural damage for the final version. It’s not difficult to do, but I felt my attention was better focussed elsewhere.
-Your idea about the car elevators is nice, I will use it. I reckon I’ll just have the one at the end stuck in the upwards position (with the keypad red instead of green so you can see it won’t work).
-It’s a window, and it DOES break because of the explosion. It’s just not detailed yet and is a little difficult to see. Again, as you said, a product of the WiP.
-The courtyard outside the garage area is a bit sparse, you’re right. I will add more cover. I could probably use a momentary_rot_button to simulate a bit of shaking on the elevator.
Gotta admit, I was rather sceptical about this endeavour. Not anymore, surely, now that i’ve seen the walkthrough. Enough said, I think.
Just a few small things I thought I’d mention.
Is it possible for osprey debris to fly around less then they do now? I’d say it would look better if the explosion would leave something resembling a blazing hulk.
Can you make the harrier and the chasing manta to fly a smidgen faster? I mean, noticeably faster then they do now, but not too fast. Because even though the harrier is blazing - it would just go right at such slow speed with it’s pathetic wings. I know it’s also got a vectored thrust, but I’d say it should go faster.
Perhaps when you finished with everything else - maybe have the ICV stuck in the gate like in the original and offload the soldiers the old-fashioned way?
Would save the trouble of it fucking about back and forth, if it possible to implement, ofc.
Can we have the marines pinned down to the wall (with blood splatter over the wall of course) instead of gibbing? Because with the gibbing system we have at hand - it will look really cheap.
A brief fly-by of a single-engine jet flying at low altitude at speeds way below supersonic won’t produce enough db to give you ringing in the ears, unless the exposure to the sound is really long. Besides, it’s really silly and unnecessary.
Sounds good for the garg chase, I like what I’m imagining from what you’re describing.
I can understand the manta for gameplay reasons. I just think it lazily flying in is just random and kinda kills the immersion, it’d make more sense if it was in hot pursuit then makes a 180 before doing a fly by and blowing the shit out of the osprey.
Your scene also makes sense, The Alien Grunt there calls in air support.
May I suggest the manta be a little more aggressive in terms of flying in, it does a forced slow down before blowing the shit out of the osprey, the way it’s flying should reflect that.
I was referring to the scene I mentioned in a previous post of mine that he’s planning on using in the next map ODB.
I was going to make it follow the same concepts as the rest, funnily enough, but that’s got my interest. I might make the area a bit more industrial now.
Glad to see I’ve “won you over,” so to speak.
-Osprey debris: No, it’s not. There’s no Osprey hulk model in the game, otherwise I definitely would have used it. The way I did it is I simply had an npc_Osprey get killed upon contact with the beam. What you’re seeing is the standard thing that happens when an Osprey dies, and I’m not sure there’s much I can do about it.
-Harrier Chase: I think I’ve found a way to make them fly higher and faster without worrying about the skybox. I will test it out soon. I too would like them to be higher/faster.
-LAV dropping off troops: Not possible (without MUCH difficulty) in BM. The LAV has no troop dropping animation.
-Garg chase: I’ll do what I think looks best once I’ve tested it. You’re probably right, but I’ll have to take a look at it.
You’re right, I may have a go at changing it in the future. But I was actually happy with how it turned out so no promises. The way I’ve designed my skybox makes the 180…troublesome.
You can just keep the original scene and just tweek the way the manta is flying if the 180 proves too much of a pain in the ass to do. The less work you have to do the better, so maybe adjusting the flight path just slightly and making its speed mimic an Exponential Decay model may be a really good idea, but that may be more of a pain in the ass as well. rofl I loved the scene otherwise.
Edit: You can also integrate that flying scene with a skybox one as well, all 3 entities do a dive toward the ground before appearing on the map itself. Then you don’t have to do any work with the scene.
Okay, 2 things to consider:
-Harrier has never been designed to be capable of reaching, leave alone exceeding mach 1 (it has only got one engine, derp, max speed is mach 0.89). Besides, dogfights never occur at speeds faster than 300 knots.
-Sonic boom does not destroy windows.
I’m leaving this for the OP’s discretion, but my advice is to have that same loud flyby noise as in the cliffside scene.
Perhaps have the harrier bank 5-10 degrees to the left and make the flight path a bit curved for the maximum effect, if possible.
Sorry, boob, Mach 1 is 1,234.8 km/h, 768 mph or 667 knots.
If it’s possible in theory, doesn’t mean it’s gonna happen in real world conditions. Sonic boom from a jet engine has a chance to shatter glass of about 0.001%
Harrier wasn’t designed for supersonic. It is classified as a subsonic jet with no afterburners on any of it’s 4 tiny nozzles. The end.
EDIT: trasns-sonic does not mean much. This thing reaches trans-sonic speeds every day on a tight schedule:
If an object doesn’t exceed Mach 1 - it won’t create a sonic boom.
While it’s not designed to go above mach 1 that does not mean it can’t get up to that speed, coupled with maxing the throttle at the right time and a big-ass dive, it could theoretically hit the mach 1 thresh-hold. It depends on the physical conditions of the dive, and everything else.
Some of the WWII-era aircraft that managed to break it, used one. Read.
Mind you, I’d have to do some fancy math to get the exact speed at a 20 degree decline (downward slope), I don’t know where to start at this moment…
It’s alien tech, there’s no reason why it shouldn’t. Though the power requirements are FAR higher since the body isn’t designed for it. Take a look at the external shape, it’s not as stream line as a jet.
Anyways, off-topic joking aside, I’m going to make a large scripted scene. It’s going to happen a little bit after the grunt throwing the marine through the wall, when you go outside. It’ll go something like this:
-You come out onto the street to find an LAV with 4 marines escorting it traveling along the road you want to go down.
-A squad of three ray flies overhead…fast. Much faster than in the previous chapter. A Harrier is in hot pursuit. There is a distant explosion.
-On the ground, the aliens have burst out and started attacking the HECU. The LAV is hurting the aliens bad.
-A Manta comes zooming overhead, and scours the battlezone with a beam, annihilating the tank and giving the aliens the upper hand. Rather than a direct strike like on the previous chapter, it drags it along the street.
-As the Manta zips away, a Harrier zooms by too, in hot pursuit.
-More aliens start teleporting in.
-HECU Snipers appear in one or two places.
-One Sniper is visibly killed by a Vort coming up behind him (somehow get the player to bear witness to this)
-Humans ultimately lose.
Sounds good, better than the idea I had. I do want a few windows to explode in the process as well though. It’s theoretically possible, so it should occur in some cases, if you can make random windows explode, that’d be great.
Do you honestly think you’d care about your jet falling apart when you’re scared shitless?
Okay, this is getting out of hand. Can you stop pulling shit out of context? There is no conceivable way of putting a harrier going supersonic in Surface Tension.
There have been no accounts of a harrier breaking sound barrier. That’s why for the last several decades there have always been talks of replacing it with a supersonic jet.
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.