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

I’m just fucking with you at this point, it was in context just not worded right. Think about the scene, the pilot doesn’t want to die, he turns tail and runs as fast as he can inside of the jet he’s currently in, he would be scared shitless of the current situation, thus my statement. However, you are correct, things are getting too far off topic, so let’s cut this short and focus on the subject at hand. If you wish to discuss this further, PM me.

On topic: How high is the flight going to be? Because since the mantas are going higher than the speed of sound it’ll be a slight delay between them flying overhead and the sonic boom.

Edit: I agree with ODB on this point, you should make it an Abrams, not an LAV. Once the mantas fly over (if the grunts are already outside) their reactions may be to watch them fly overhead, guns raised, then all hell breaks loose.

don’t know if its possible, but could you have a hecu grunt holding a rpg at some point in the map?

probably near the lav or tank (which ever it will be) the grunt would die before firing the weapon, but its there to show that they are using the heavy weapons but still are losing.

Before osprey explosion, can we hear “Get to the choppa!” in the distance? =)

We should ask the BM VA for a clip like that. :stuck_out_tongue:

GET. TO. THE. CHOPPAH.

Furnace pilot fire - Physics puzzle

Small Idea for a puzzle… Have it so the pilot furnace the grate is breakable… In order to open the valve hatch you have to turn another control valve to increase the pressure within the plant. Steam will be naturally occuring around the pipes and containers but will increase upon turning this valve.

The player must avoid harmful hot steam whilst trying to get a oil barrel to the chute leading to the furnace

An oil barrel needs to be put onto a chute and rolled down into the furnace. This sets the machinary into critical condition alarms sound and alarm lights flash the fire start to rage and the hatch with the valve to the next area explodes open under pressure. This then kills all the harmful steam allowing you to make the jump

How about that… When I said cooling the level down… Something like this will break it up and slow it down also after this you have the escorting SG to get to the door

so on keeping the layout the same the chute will be as you enter the area, the control valve will be where the health dispeser is with oil barrels. Basically having to make your way back up via the furnace grate with the barrel through dangerous steam back to the chute and get the hatch open this way… But keep the jump to the hatch onto pipes from a platform. A large anount of steam would block the normal way back up via steam straight onto the ladder and a physics push and would kill you if you kept tryng to go that way

It’s plausible, but after they fire off a rocket they’ll just constantly reload… so you can’t.

Any comments on this? :slight_smile:

Amazing job you have done here :smiley: .

my only gripe is the size of a few parts, specialy the 3-store garage and the helipad scene. parking buildings are a bit taller (and bigger, but this been a parking in a research facility, as opose to a airport, is not a problem).

Just an idea, it might make a nice change to see on of the other aliens owning marines, as it seems to be mainly alien grunts and vortiguants doing the killing. For expample I would love to see a garg killing a tank, though I know thats not in hl and it would detract from the actual chase. So what about having a tentacle suddenly sprout from the ground in the middle of a battle, or an Ichthyosaur (though your map probably isn’t near water.)

Found out that that the aliens actually do have their own kind of artillery.
https://half-life.wikia.com/wiki/Xen_Sentry_Cannon

There is a scene where two soldiers are being mobbed by headcrabs, which isn’t really a scripted sequence, but it’s going to be in my version.

I’ve come up against a problem, I’m afraid - I’ve got to split the second map into two maps. I copypasted the old garg chase section from Black Mesa into my C2A5H today and I’ve already hit the brush limit. This is very aggravating as it means a lot of extra work. So a C2A5I is now in development too, though it is pretty much just going to be the garg chase leading into FaF.

You can go in there but there’s no vent. I’ll just make it a little side area to explore.

This could work, but I’d probably need to make it a bit simpler than that, as the furnace room is quite small.

For some reason I want a scripted Cinematic Physics sequence of a Harrier after trying to combat the Manta’s and just coming in from out of sight all smoking, eventually twirling around and crashing to the ground with a large explosion
But that could take too long to implement, and also may cause a lot of performance lag

^ Plus, he’s working with default BM assets and the fighters are props, so you can’t crash one dynamically.

nevermind this post

Really Great job! I love it so far. One tiny suggestion, around the area of the jump pad in the garage, how about some xenian plants or something, to reinforce on the snark vents and general look of alien take over?

Sorry to hear about the extra work… But that means that you are basically nearly there… Especially if you are copy pasting the garg on the end Cannot wait to see the last part

I’m not basically nearly there, I’m afraid. I was just pasting that part to see how it fit into my existing structure. It fit damn well, which makes it a shame that I have to separate them.

Here’s my progress on C2A5H since I started it yesterday:

https://youtu.be/lcBelXHMI40

Let me know what you think. I did very well progress wise yesterday and it’s going a bit slower today I’m afraid.

The scripted scenes it’s on a good path but the moaning of the hecu does not fit with the scene.

It’s good to see that Vort has learned to use a medic station :slight_smile:

In this scene, if you ignore the battle and go to second floor, can aliens use jump pad?

Will security guard in C2A5H follow you to garg chase passage?

just something I have noticed, there isn’t much ammo on the maps… and you would think the area with the osprey would have lots of ammo near it, as that is a landing zone so it would be used a resupply.

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.