Surface Tension Uncut - Re-Adding Cut Areas/Scenes (Expansion Project)

Hit the nail right on the head.

I do have plans to change a few things but they are mostly minor aesthetic or gameplay issues. I am doing this because I feel revitalized with regards to ST Uncut, and because doing OaR Uncut has still taught me so much. Having had the time to watch loads of LPs on Youtube and accrue more feedback from the wider (more casual) community, I can see more flaws and things which I should be able to fix.

But yeah, for screenshot purposes, the current version should be completely fine if you don’t want to wait another 4 - 5 weeks to do it. Really cool idea by the way!

Some changes I have drawn out in my head that I’d like to implement (for those of you who are interested):

C2A5G

  • Retouching of the car park exterior, making the decals more repetitive and adding more destruction.
  • Slight reworking of the vent drop sequence
  • Making the destruction around the explosive ambush more believable and cool.
  • Making the jump from the car lift in the garage a bit easier. The model used there has a weird lip and it makes jumping awkward for less experienced players.
  • A few aesthetic changes to the TOW Courtyard.
  • Making the AGrunt ambush in the TOW Courtyard ever so slightly easier by staggering them out.
  • Recoding the sounds for the Harrier and Manta flybys. They’re way too quiet and since I added subtitles for them, they’re sometimes broken.
  • Slight tinkering of the large battle by the helipad. LAV AI still needs some changing.
  • Slight visual rework of that area too. Nothing major. Will also redesign the helipad to be slightly more consistent with the Helipad found in Apprehension (which is also better designed than mine).

C2A5H

  • More attempts to make the AGrunt who throws the Marine through the wall less stupid.
  • Minor changes to the fight scene, but nothing serious.
  • Slight reworking of the bathroom scene. Someone pointed out on an LP that it makes no sense for the Snarks and the Zombies to get along perfectly fine UNTIL the player shows up. Will most likely just relocate the zombies to the bathroom and leave the Snarks in the hallway.
  • Will rework the drop down pipe on the roof a little bit to make it less awkward for players to climb into.
  • Will try and eradicate the “hop up” onto the pipe but it’s a weird bug and I don’t know what causes it.
  • Will probably add some kind of metallic grate in front of the Marine in the Satpipe scene, to explain why he can’t be killed. Some LPers were complaining that it made no sense that you couldn’t shoot the Marine while he was putting down the Satchel and that it was poor design (though it was like that in HL1 too).
  • Tweak the exit to the pipe in the Gaswork’s Janitor Closet. That was always really awkward and I should have changed it a long time ago.
  • Make the janitor’s closet slightly less crowded.
  • Minor aesthetic and puzzle changes to the gasworks. Will include more visible destruction and more sensible pathing during the jumping puzzle.
  • Tweak the second fight in the gasworks to account for the dumb AI.

That’s my definitive list so far. That’s everything that I’d like to do to the maps, currently. I’m sure it’ll grow a fair bit, but not a great deal.

woot!

What a pun :smiley:

I see a sign ST Uncut integrated in the future in Black Mesa. :stuck_out_tongue:

BTW, I reported this before the final version but unfixed.
After you meet the guard at the end of bm_c2a5h, I backtracked to the satchel pipe and I think areaportals break there. Closing the hatch that you opened my fix the problem (also to prevent backtracking).

Will a window be provided for the community to provide you with feedback concerning old/new issues? There were a few mentioned at the cusp of the final release that weren’t addressed. I suspect new ones may have been discovered in the interim, but not reported because of the “final” release. It would certainly be beneficial if they could be incorporated into the final, “FINAL” release, thereby elevating the quality of ST Uncut even more.

I can’t figure out how the metallic grating would work; are you sure it wouldn’t be simpler to just make the marine killable and therefore make the sequence skippable if you see it coming?

I’d assume in here.

Simple, there’d be a grate, you can’t shoot through it, satchel breaks the grate.

Two suggestions:

  1. Make the window which bursts by the explosion transparent. After all the player is supposed to be able to enter the area behind it, so there’s no need to hide anything behind it.
  2. Remove the ‘gate destruction’ sequence or rethink the scene. It’s just not intuitive for the player to suddenly be able to destroy level architecture which would normally be indestructible. Also consider that the BM dev team decided to remove a very similar sequence at the helipad and replaced it with an Abrams tank charging through the gate.

I don’t mind the opaque window, kinda like it actually.

For the second, both those scenes were in Half-Life, the entire point of STU was adding bits from HL back. It’s pretty obvious you’re supposed to shoot the door, since it’s a thin metal door directly infront of your TOW, whereas every other door of the same type are large blast doors. As for the APC, I wouldn’t count the Tank in ST driving through a door as a replacement for the APC any more than I’d count the enviro-lab in QE to be Xen.

Hey Text, here’s what I did to make the things that have subtitles to be louder. In the default file, the soundlevels are just the same in every sound.

Can’t find “vo/c2a5g/runlikehell/grd04_thankgod.wav” in my folders though.

https://www.mediafire.com/view/6fen1mhyxixd0ma/game_sounds_ambient_generic_stuncut.txt

I’ve started working on this again. I thought I’d finish OaR Uncut completely and then move on to start working on V1.2 of this, but that is not the case. I’ve really seriously burned out on OaR Uncut, so I won’t work on it again until the end of my finals (next Friday, woohoo!)

So, to keep myself occupied during revision downtime, I’m currently working on this again. I’ve already incorporated a fair amount of feedback I’ve received elsewhere and changed a few things I felt needed to be changed. Pretty happy with it so far, the G map is looking a fair bit better for it.

So, if you have feedback to give, let me hear it. Remember to be nice, as my motivation is pretty thin, and remember that major overhauls are not likely.

Thanks for that. I was really annoyed when I found out the volumes were too quiet on the flybys. I’ve used the settings you provided, with a few tweaks. (Flybys even louder!)

On the subject of the door being destroyed by the TOW, I personally was fine with the way it panned out, and have heard relatively few complaints about it. However, I wouldn’t mind making it a tad more intuitive.

One idea I came up with was to have satchel charges rigged up to the door, and then just have the door be destroyable by ANY explosives. I’m a little 50/50 on this idea as it kinda renders the TOW pointless, and shooting it in HL1 was really fun, and I consider it a pretty iconic part of that map. I like the idea of using the Satchels though, they’re a pretty regularly occurring part of G and H.

How does that sound to you lot?

Bingo. Simple to implement, and makes a decent amount of sense. As for making the HECU killable in that scene, not a good idea, for 2 reasons.

  1. Most players will be able to kill him before he puts down the satchel. Crossbow bolt/Magnum headshot. Easy. Why have a scene in the game if most players can skip it?

  2. Has potential for the scene to get broken in lots of unpleasant ways.

It’s not a big deal. It’s been about a week and I don’t know what to do with myself except get absorbed in my own work(s)…

I’d rather keep the TOW intact, but do make the door blowup-able by any form of explosives. You may also want to fix the jeep beside the window. Grunts shooting it blow it up when its dealt enough damage.

On the topic of the mantas: The one on G and the one on H use different sounds (The one on g uses the xen laser sounds for just a short burst, the one on H uses the beamstart) for the sake of consistency, do you think you can make them both use the same sounds?

I have no other pet peeves other than maybe the NPC path finding capability. :stuck_out_tongue:

I’ve got a suggestion although don’t know if people would really agree.
First is the pipe jumping part where you need to talk to the security guard (end of your map)
It’s easy to skip that by jumping onto the truck and overall I think that bit is weird with all the steam everywhere. I suggest either removing it or re-doing it again.

Also this isn’t very top priority but it’d be nice to fix when you’ve got the time seeing as you’re going to work on STC again.
https://cloud-2.steampowered.com/ugc/864955366392118326/ABDED51A9F89087F1A03C3764A75F8AA1EE5B258/

https://cloud-2.steampowered.com/ugc/864955366392139299/8CC03C5FC5B9893CDCB10D31ABC64BCF6394FD77/ (The light isn’t attached to the vent, very easy to notice)

https://cloud-2.steampowered.com/ugc/864955366392443042/1BBF91F4531EEE1DDCFA611D79DA443597B03B4D/ (this is next to the jet hangar where the manta destroys the osprey)

Cool. Can’t wait for the new version of Surface Tension Uncut.

Here we go again! Zombie Dadster is on the hunt! ! ! AaaaaaEeeeeeIiiiiiOoooooUuuuuu, and sometimes Yyyyyy!!!

Look out k3nny1550, I’m comin’ for ya. I’ll get ya for sure, this time.

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Feedback For ST Uncut v1.11 Final - Map C2A5G

  1. At level start, the light above this door https://i.imgur.com/OiZyxEs.jpg isn’t attached to the wall https://i.imgur.com/37ehZTC.jpg
  2. At level start, consider centering the light above the door https://i.imgur.com/zRaxWT7.jpg
  3. At level start, can the shadow be removed from below this illuminated light https://i.imgur.com/FrI1un7.jpg and https://i.imgur.com/9FVlNPw.jpg. The shadow was present even before the power was turned on
  4. Carpark level G stairwell, zombie shadows are visible through the stairs https://i.imgur.com/JZunig8.jpg and https://i.imgur.com/s3sgO6Q.jpg
  5. Carpark on level 2, the wall opening has z-fighting issues. See attached images 1 to 4 below.
  6. At start of C2A5G, in the power-up room https://i.imgur.com/yjc2H1P.jpg, this wall has z-fighting issues, here https://i.imgur.com/CDzkRQ1.jpg and https://i.imgur.com/vuIMcpQ.jpg and here https://i.imgur.com/xbo1P7T.jpg and https://i.imgur.com/xT2vjWP.jpg
  7. Carpark level G stairwell, the fluorescent light mounting rods clip through the wall https://i.imgur.com/QuyP2WZ.jpg and https://i.imgur.com/yuLtHNY.jpg. Also happens on levels 1 and 2.
  8. Carpark on level 1, the arc from this fluorescent light emanates from the bulbs near the middle of the fixture https://i.imgur.com/TDs5YOT.jpg. Move it to one end, where the terminals are located, and have the arc originate closer to the fixture’s body. Same with the fluorescent light on the ground floor at the stairwell door https://i.imgur.com/scd7WNu.jpg and this one on level 2 https://i.imgur.com/J8CX69z.jpg
  9. The positioning of the fluorescent lights, varies throughout the carpark https://i.imgur.com/riM2khU.jpg and https://i.imgur.com/rdzecSF.jpg and https://i.imgur.com/Ve9PVPV.jpg and https://i.imgur.com/ImoG2ou.jpg. The opposite is true at the level 2 stairwell door https://i.imgur.com/VRaa6xL.jpg, where the light seriously clips into the wall https://i.imgur.com/x8lNMLx.jpg as does this one on level 2 https://i.imgur.com/vn8IxPX.jpg and https://i.imgur.com/jZ1GjqP.jpg (not as bad). I suggest revisiting all the fluorescent lights in the carpark and adopting a standard positioning scheme.
  10. In the carpark, this fluorescent light https://i.imgur.com/Ew7Mrc5.jpg should be centered on and closer to the ceiling support beam https://i.imgur.com/rAvTLA8.jpg, like the one on the ground level.
  11. In the carpark, I realize the lights above the ramps need to be clipped into the ceiling because it’s angled. Consider slightly de-clipping this ramp ceiling light https://i.imgur.com/MV1CbKg.jpg and https://i.imgur.com/y90nmH7.jpg so that it appears more like the one on the lower ramp https://i.imgur.com/I4tWwuP.jpg. Because of the adjacent fluorescent lights, are these clipped lights necessary? Is there sufficient illumination without them?
  12. Carpark on level 1, for consistency/realism, place a fluorescent light between these two https://i.imgur.com/a8KQ28c.jpg as it’s too far a distance without one. Same on level 2 https://i.imgur.com/3cLsrYm.jpg. The distance between these is even greater, so adding two here would be more appropriate.
  13. Oh my god!!! Carpark on level 2, how the hell did we ALL miss this https://i.imgur.com/ByTFxNr.jpg O_o
  14. In this yard https://i.imgur.com/NYMcXhR.jpg, consider illuminating the light above door 3 https://i.imgur.com/yDk7XFa.jpg. It should give the blue tarps on the crates a nice light reflection effect, like at door 1 https://i.imgur.com/OAU3538.jpg
  15. Carpark on level 1 https://i.imgur.com/c1iKs91.jpg, the coloring on this concrete looks odd https://i.imgur.com/89EQY5S.jpg. It looks more like particle board than concrete.
  16. In the carpark, reconsider having the stairwell doors open towards the wall instead of towards the center of the stairwell?
  17. In the carpark, all the stairwell lights https://i.imgur.com/tcu1Ouz.jpg either don’t contact the ceiling https://i.imgur.com/DH55tgi.jpg or clip into it https://i.imgur.com/XQrg56i.jpg
  18. In the carpark stairwell https://i.imgur.com/dkk5LAu.jpg, there’s a texture anomaly here https://i.imgur.com/zW7gXIN.jpg
  19. Consider moving this fluorescent light https://i.imgur.com/ROgsqtN.jpg appropriately to the left in order to match the position of this light https://i.imgur.com/Y7FikAK.jpg that’s on the opposite wall. The same should apply to the one on level 2.
  20. In the carpark, in reality, the handicapped parking spaces should be nearest to the stairwell, yes, no?
  21. Throughout the carpark, this type of light https://i.imgur.com/wsFsALA.jpg doesn’t contact the ceiling https://i.imgur.com/Nvs1yI3.jpg
  22. On level 2 https://i.imgur.com/zHfGsgI.jpg, there should be some parking spot painted lines here https://i.imgur.com/rUKgylM.jpg
  23. On level G, the closer I get to this partially exposed painted line, to the right of the car, https://i.imgur.com/0jmKU0h.jpg, the more it vanishes https://i.imgur.com/bQEe2dE.jpg and https://i.imgur.com/Hgbqbi8.jpg and https://i.imgur.com/u1XkxCT.jpg
  24. On level 1, there’s an issue with some of the painted lines when illuminated by the flashlight https://i.imgur.com/lWjcaLA.jpg and https://i.imgur.com/b7v8zO3.jpg and https://i.imgur.com/672pzjp.jpg and https://i.imgur.com/eYSarId.jpg. The other two levels seem fine.
  25. On level 2 https://i.imgur.com/WId5Qjn.jpg, the sidewalk curb clips through the support pillar https://i.imgur.com/t7GcQ8e.jpg
  26. On the carpark support pillars https://i.imgur.com/VQwHvsF.jpg, can this herringbone issue https://i.imgur.com/mUv3m5H.jpg be addressed/covered/erased/fixed/masked/painted/resolved/taped?
  27. On level 2 https://i.imgur.com/5yMvm1L.jpg, there’s a z-fighting issue here https://i.imgur.com/Ilkoyn2.jpg and https://i.imgur.com/978Gvfm.jpg
  28. On level G https://i.imgur.com/EDmxDQ9.jpg, what’s this https://i.imgur.com/eARbGkC.jpg? Well, it’s a security camera imbedded inside the support pillar https://i.imgur.com/sFFEmOh.jpg :what:. Text, you must’ve done this during one of your late, late night sessions.
  29. In the courtyard https://i.imgur.com/xyTGJuS.jpg this camera https://i.imgur.com/RKJUHbq.jpg is floating in mid air https://i.imgur.com/yCNUjY3.jpg
  30. In the courtyard, all of these blue crates https://i.imgur.com/VC4vKh8.jpg float above the ground https://i.imgur.com/XaIgGTz.jpg
  31. In the courtyard, this light https://i.imgur.com/TXa81Ed.jpg doesn’t contact the wall https://i.imgur.com/qIxUVzV.jpg
  32. In the courtyard, consider placing these AC units https://i.imgur.com/RoC62Da.jpg up against the wall. Right now, they’re only being supported by four small pipes https://i.imgur.com/JVa5bmM.jpg, two on each side.
  33. In the courtyard duct, this first red light https://i.imgur.com/LOChu5m.jpg clips into the wall https://i.imgur.com/iTHycB0.jpg
  34. In the courtyard duct, from the opening to the car garage, there are ten red lights that all cast the same type of shadow https://i.imgur.com/peqNmgY.jpg. Can the shadows have more randomness/variety to them, or would that eat up a lot of resources?
  35. In the courtyard duct, this section just past the snark nest https://i.imgur.com/Qtky9jv.jpg should have at least two red lights. Consider having one burnt out and partially protruding through the alien fauna, and one flickering very seldom. Would be cool.
  36. In the car garage, consider reducing the number of heavy-duty supports for the collapsed duct https://i.imgur.com/Vyi0NPg.jpg. The duct can’t be that heavy. Maybe use three max.
  37. In the car garage, from certain viewing angles, there’s alien fauna clipping through the duct https://i.imgur.com/oDsI2sv.jpg and https://i.imgur.com/h3dci13.jpg and https://i.imgur.com/RgxXapl.jpg and https://i.imgur.com/EoYoSB9.jpg and https://i.imgur.com/iZx385U.jpg and https://i.imgur.com/LDy8013.jpg and https://i.imgur.com/2A8JCO1.jpg. This is only visible from above it and is floating in mid air https://i.imgur.com/jYcalkP.jpg out beside the duct https://i.imgur.com/ZOe5E40.jpg. You’re blowing my mind, Text!
  38. In the car garage, the duct above the collapsed duct https://i.imgur.com/7dB2o05.jpg has a texture glitch https://i.imgur.com/Fi5Re0j.jpg and https://i.imgur.com/rUNw8aB.jpg. It’s only visible when on the left side of the anomaly.
  39. When you rework the car garage collapsed duct, alternate the red lights on both sides of the duct. At the moment, they’re all on the right side https://i.imgur.com/Cklyzxn.jpg
  40. In the car garage, this fire extinguisher box https://i.imgur.com/0kmvbKG.jpg is floating in mid air https://i.imgur.com/KgZtgnB.jpg
  41. In the car garage, this light https://i.imgur.com/wvspbg5.jpg clips into the wall https://i.imgur.com/1ezixFw.jpg
  42. In the car garage, the sides of the two collapsed duct openings https://i.imgur.com/x9xUSPl.jpg don’t have textures on their undersides https://i.imgur.com/jBlJ1qO.jpg and https://i.imgur.com/842tbQZ.jpg and https://i.imgur.com/v0iZy75.jpg
  43. In the car garage, can these odd shadows be removed https://i.imgur.com/ChPrzzd.jpg and https://i.imgur.com/VcJLdfN.jpg
  44. In the TOW yard, this turret https://i.imgur.com/MLAqZ7O.jpg floats above the ground https://i.imgur.com/qoYO7O4.jpg
  45. In the TOW yard https://i.imgur.com/WJ9T0bG.jpg, would you mind terribly fixing these three clipping grasses https://i.imgur.com/gRERzTm.jpg. They’re the only remaining ones in the TOW yard.
  46. In the TOW yard https://i.imgur.com/WJ9T0bG.jpg, this cinder block column doesn’t reach the ground https://i.imgur.com/c1LjBiz.jpg
  47. In the TOW yard, the control switches for both blast doors don’t contact the wall https://i.imgur.com/zJTQ4Eg.jpg and https://i.imgur.com/tW1zCfK.jpg and https://i.imgur.com/8okM37k.jpg and https://i.imgur.com/ZL8VLlL.jpg
  48. In the TOW yard, this light https://i.imgur.com/a3SzSHQ.jpg clips into the wall https://i.imgur.com/PwLh24l.jpg
  49. In the TOW yard, the player can clip through this vehicle’s https://i.imgur.com/ZfCANz8.jpg gas tank https://i.imgur.com/XVnU4l4.jpg. He/she can’t clip through the gas tank that’s on the other side.
  50. In the TOW yard, do these mangled pipes https://i.imgur.com/9hOKGlv.jpg and https://i.imgur.com/vAbDfm9.jpg serve a purpose?
  51. Leaving the TOW yard, this electrical box https://i.imgur.com/odjDL7h.jpg is floating in mid air https://i.imgur.com/anc0PY2.jpg
  52. At the helipad, all these military crates https://i.imgur.com/ExHiqDx.jpg float above the ground https://i.imgur.com/6TjeKo3.jpg and https://i.imgur.com/HOjXV83.jpg
  53. On the helipad, this white light https://i.imgur.com/EiQpUDB.jpg doesn’t contact the platform https://i.imgur.com/xvjVJ9L.jpg
  54. At the helipad, both blast door control switches don’t contact the wall https://i.imgur.com/IXTrzSL.jpg and https://i.imgur.com/FVlyryU.jpg and https://i.imgur.com/3kk2IP1.jpg and https://i.imgur.com/iGrBYA5.jpg
  55. On the helipad, most of these military crates https://i.imgur.com/RHI3WyS.jpg are hovering above the platform https://i.imgur.com/Wk3zad4.jpg and https://i.imgur.com/fjLQ27g.jpg
  56. On the helipad walkway, this handrail has a z-fighting issue, left of this post, upper rail only https://i.imgur.com/Ts0XpuU.jpg
  57. On the helipad walkway, this handrail has z-fighting, between these two posts, upper and lower rails https://i.imgur.com/HhE5GFh.jpg
  58. On the helipad walkway, this door control switch https://i.imgur.com/bNOevHv.jpg clips into the wall https://i.imgur.com/9LcGtdg.jpg
  59. In the yard between the carpark and the car garage https://i.imgur.com/C9pSrHe.jpg, have the light at the duct opening flickering, in order to provide a foreboding and eerie visual effect.
  60. Carpark on level G, there’s a lighting anomaly here https://i.imgur.com/TYcZz4i.jpg and https://i.imgur.com/aUaOs5B.jpg
  61. In the car garage, consider removing the ceiling trusses https://i.imgur.com/6iq4f3d.jpg that do not have any lights on them. One of them doesn’t extend all the way to the wall https://i.imgur.com/pmbLCos.jpg and https://i.imgur.com/qsCsjnD.jpg. This will help in reducing resources/entity counts, without affecting the visuals.
  62. Carpark on level G, can this shadow be made more realistic? https://i.imgur.com/Y9nWfeY.jpg and https://i.imgur.com/TukWEHt.jpg
  63. At the helipad https://i.imgur.com/Ze8jBLh.jpg, consider removing this support post and frame https://i.imgur.com/pOLKLMd.jpg, as they’re not really needed. The distance to the adjacent support post and frame is not that far.
  64. Between the Tow yard and helipad https://i.imgur.com/AYa8HKy.jpg, four of six lampposts float above the ground https://i.imgur.com/QK1lvXh.jpg and https://i.imgur.com/pWDaQl5.jpg and https://i.imgur.com/xNuRVm8.jpg and https://i.imgur.com/jAjr7Kq.jpg. This one substantially clips into the ground https://i.imgur.com/ZtprM0W.jpg. Consider unclipping it.
  65. In the TOW yard, this AC unit https://i.imgur.com/AEXOoWy.jpg is floating in mid air https://i.imgur.com/nVV1bPp.jpg. Place its support frame up against the wall.
  66. In the TOW yard https://i.imgur.com/4M68gFg.jpg this barrier https://i.imgur.com/UyWDqRp.jpg doesn’t contact the wall https://i.imgur.com/WSWC9W8.jpg. Consider placing an end-post, similar to this one https://i.imgur.com/2lImjLY.jpg
  67. In the TOW yard https://i.imgur.com/euG1eVR.jpg, this upper barrier https://i.imgur.com/3CeIsNI.jpg doesn’t contact the wall https://i.imgur.com/YT92JfL.jpg. Consider placing an end-post, similar to this one https://i.imgur.com/2lImjLY.jpg. Also, the top cover/cap visible from above https://i.imgur.com/aXWzJRj.jpg, isn’t visible from below https://i.imgur.com/eWubx0M.jpg, whereas you can see it on the similar nearby barrier https://i.imgur.com/CJEXTge.jpg
  68. In the TOW yard, the support frames for these AC units https://i.imgur.com/oSjA1sk.jpg clip into the wall https://i.imgur.com/NK7dNg4.jpg
  69. Carpark on level 1, can these noticeable floor texture seams be blended/softened? https://i.imgur.com/fU2FoRN.jpg and https://i.imgur.com/CD0cVVD.jpg and https://i.imgur.com/C7ofYxU.jpg and https://i.imgur.com/K5C06YP.jpg and https://i.imgur.com/3NLamKk.jpg
  70. Carpark on level 1, lighting from the fire below bleeds through the floor and is visible along this damaged asphalt’s lip https://i.imgur.com/PYtw4L3.jpg and https://i.imgur.com/OvFkT6n.jpg.
  71. Carpark on level G, this exit sign https://i.imgur.com/QvbNntm.jpg is floating in mid air https://i.imgur.com/p27fxXl.jpg. However, the similar exit signs on levels 1 and 2, clip into the ceiling https://i.imgur.com/zILzhgh.jpg
  72. In the carpark, all of the ceiling lights on the two ramps, except for three, don’t contact the ceilings https://i.imgur.com/kHLhueI.jpg
  73. Carpark on level G, this vehicle https://i.imgur.com/RhrGOQ1.jpg floats above the ground https://i.imgur.com/dXqo1Ad.jpg
  74. Carpark on level 1, this light https://i.imgur.com/Ef2c1PE.jpg is floating in mid air https://i.imgur.com/1Z4lG8J.jpg
  75. Carpark on level 2, this light https://i.imgur.com/1QM0WUB.jpg is also floating in mid air https://i.imgur.com/4mlwXsD.jpg
  76. In the yard between the carpark and car garage https://i.imgur.com/NR1SfaJ.jpg, consider extending the top trim piece across the full width of all three roll-up doors https://i.imgur.com/HFonzuA.jpg. It looks unfinished now https://i.imgur.com/3y6hlZi.jpg
  77. Leaving the TOW yard https://i.imgur.com/42eoiSR.jpg, consider extending this curb to the wall https://i.imgur.com/wtwZYZl.jpg
  78. At the helipad https://i.imgur.com/TBeqlEN.jpg, consider concealing this partial texture https://i.imgur.com/tiBZY0S.jpg
  79. On the helipad, this angled metal piece https://i.imgur.com/4JAbveh.jpg is missing its upper texture on the other side https://i.imgur.com/rvNkyFM.jpg, so you can see through it.

[COLOR=‘DarkOrange’]Conclusion Of Feedback For ST Uncut v1.11 Final - Map C2A5G
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Ok, it’s time to comment here.
First this is a good addition and certainly belongs.
I have low frame rates and stuttering throughout STU but the carpark is bad. There is only one place it is worse. Look to the lower right hand corner for fps.

As a retired pipefitter I love all of the pipeular stuff but the riveted, uninsulated pipes date BM to over 100 years old. Also, valves open by turning left and close by turning right. Lefty loosy, righty tighty.

This gentlemen had suggested to use an air raid siren in OAR uncut. I think it’d be better suited to ST Uncut’s C2a5I map. Would you be so kind as to create a separate soundscape for it?

It’s really cool that you’re revisiting Surface Tension Uncut. Here’s some feedback for it. I’ll sort it by which map I was on so that my feedback is a little more clear.

Feedback for Surface Tension Uncut (v.1.11)

Map 5G

  1. In this area, this light is not connected to the vent. https://i.imgur.com/zlFntUq.jpg
  2. In this area, I think that this walkway needs to be removed as it doesn’t make since for it to be there. https://i.imgur.com/IKsurZP.jpg
    Close up: https://i.imgur.com/iL8lTPW.jpg
  3. A lot of these supporters (don’t know if that’s what they’re called) have this weird texture issue from floor G to the 2nd floor. Examples:
    A. https://i.imgur.com/uwE1GhM.jpg
    B. https://i.imgur.com/81LpG2C.jpg
    C. https://i.imgur.com/PYQf5Ly.jpg
    D. https://i.imgur.com/wWIs01r.jpg
    E. https://i.imgur.com/9jYdHNt.jpg
  4. Frame rate goes down here during this battle between the aliens and the HECU soldiers, especially when the manta ship attacks the helicopter. https://i.imgur.com/WvNfqow.jpg
  5. I noticed the lighting in the area going to up to 1st floor (here and here) is inconsistent with the area going up to the 2nd floor (here and here) (I hope these pictures are clear to you).
  6. Could you shorten a little bit of this wall trim on the left side and the right side, so that it doesn’t touch the gate?
  7. In the stairway from the 1st floor to the 2nd floor, this looks a bit uneven. https://i.imgur.com/Q7AZKVZ.jpg
  8. In the stairway from floor G to the 1st floor, this looks a bit uneven. https://i.imgur.com/52lG6xD.jpg
  9. In the vent area just after the HECU soldiers here you drop down, this light clips into the vent. https://i.imgur.com/ubnCNN5.jpg
  10. At the very end of the map, this switch clips into the wall. https://i.imgur.com/3fLFeQY.jpg
  11. From the TOW Courtyard area to the helipad area, several vehicles clip through the ground.
    B. https://i.imgur.com/A7oKYOc.jpg
    Close up: https://i.imgur.com/m33iQdM.jpg
    A. https://i.imgur.com/vqqNRxr.jpg
    Close up: https://i.imgur.com/PF97AUM.jpg
    C. https://i.imgur.com/KJsLM9N.jpg
    Close up: https://i.imgur.com/acrzFom.jpg

Map 5H

  1. In the beginning of this map, could you remove these shadows over here? To clarify, I was referring to the shadows stretching up to the wall.https://i.imgur.com/Yth8ZGi.jpg
  2. In this area, these monitors look like trapezoids when I’m right here while they look normal when I’m closer to them over here.
  3. I think this HEV first aid charger in the very beginning of the map is a little bit too high. Could you lower it a bit? https://i.imgur.com/hG3ap9A.jpg
  4. In this area, this should be pushed further down as it could be causing us to jump automatically. https://i.imgur.com/sjBBTii.jpg
  5. When using these to turn off the gas, this one is moving clockwise while the other 2 (this and this) are moving counterclockwise.
  6. Before rescuing Barney, I can see through the bottom part of these windows. https://i.imgur.com/pvhqMkO.jpg & https://i.imgur.com/22nSM7p.jpg
    Close ups: https://i.imgur.com/QSFjDqu.jpg & https://i.imgur.com/pK1o2wG.jpg
  7. Could you make it so the map transition from this map to map 5I is triggered by this door at the very end of the map like the transition from map 5I to map 3A? https://i.imgur.com/rxsnD2z.jpg
  8. Frame rate goes down here during this battle between the aliens and the HECU soldiers, especially when the manta ship attacks the tank. https://i.imgur.com/HMNcsEg.jpg
  9. In this area, I believe that this light should be turned off as I think that’s it’s unnecessary for it to be on in the middle of the day.
  10. When opening the maintenance access vault, the wheel rotates counterclockwise when it should be clockwise.
  11. In this area, the electrical box on the right needs be positioned a little higher.
  12. In this area, this light needs to be repositioned to the ceiling.
  13. In this area, this supply box needs to be positioned a little lower.
  14. At the very end of the map, parts of the road are not quite aligned properly.
    A. https://i.imgur.com/6437ZzG.jpg
    B. https://i.imgur.com/prV5U4i.jpg
    C. https://i.imgur.com/EEwMyUN.jpg
  15. In the beginning of this map, could you make part of this wall texture look consistent with this wall texture?
  16. In this area, this door is too dark.
  17. In this area, the carts supporting the .50 Cal and the carts on the other side are not aligned properly to the sandbags.

Map 5I

  1. Please optimize this area when running away from the Gargantua. https://i.imgur.com/5eTiNgs.jpg
  2. At the very end of the map, a couple parts of the road are not quite aligned properly.
    A. https://i.imgur.com/VN5VAh4.jpg
    B. https://i.imgur.com/XfeHCpN.jpg

At the satchel scene, wait for the marine to finish his dialog (Are you kidding me? That was too easy!) before checking if you are alive. It’s weird that he is boasting that you are dead while he obviously sees you alive.

Still, make the garg killable by the mortars that come after you go to the tunnel leading to FaF. If he managed to follow you, he’s already in the tunnel by this point. Maybe, we can lure him? With that airstrike, you may be killed too.

@ PCGameCrazy

Thought you should know, your feedback for map 5H, issue #1, has no images.

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