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

Wow, Text. These areas look great! Also like that you’re adding new areas of this map as well. Can’t wait to play Surface Tension Uncut v2.0 and get in those new areas!

[COLOR=‘Red’]WOW ! ! ! ! ![/SIZE]

Very impressive stuff. I’m giddy with happiness that you removed the lane separation curb in the TOW yard. Bless you!

Best of luck in your remaining upcoming exams. Knock em’ dead!

Hope the ladder in the osprey scene got replaced with a jumping puzzle.

Cool!

Let me guess, this is the room on the top right of this picture.

The ladders kinda give me a clue. :stuck_out_tongue:
Also like what you did at the area. Adds more awesomeness.

Perhaps the devs once the mod is done and are bored, having some extra free time and nothing else to do will do “Black Mesa 2.0” :smiley:

My requests are :

  • continue adding new areas
  • extend hecu vs alien battles ( give them more health or something ?)
  • do not remove breakable vehicles or even add more of them
  • restore destroyed osprey after coming back with guard in bm_c2a5h
  • improve mortar effects in bm_c2a5i
  • add more hecu vs alien encounters, hecu vs headcrab hecu vs grunt hecu vs vort hecu vs bullsquid hecu vs houndeye hecu vs security guard hecu vs zombie, there are many variations and possibilities for this.
  • Maybe add those flying mantas and jets effect from forget about freeman ? It was the best airbattle effect ever !
  • Add some more explosions here and there
  • Restore warehouse battle from original half life but do not remove the one outside
  • Add some jet or osprey or manta or apache crash into the ground with huge explosion
  • Improve battle sound effects (more mp5 gunshots, explosions etc.)
  • Maybe add some hecu with rocket laucher
  • Add more grenades to soldiers so they might throw them at aliens or at you
  • This one might sound stupid but maybe add new skybox of starting dusk so it is close to the daytime shown in forget about freeman.
  • Add more hecu vs headcrab battles, or hecu survival against waves of zombies
  • More and more smoke
  • Maybe add some jets in far distance making airstrikes like the one in bm_c2a5f at the beginning of the map when they shoot alien grunts with their bombs.

Don’t know if you are trolling or just stupid, next thing you tell him is “make HL3”

Wonderful! I’m really liking the changes to far! I’m just as eager as everyone else to see how far this will be improved now that you’ve gotten so much more experience!

I’m especially happy with how you’ve changed the helipad. One thing I didn’t really like about it’s positioning in the previous version was that it felt very lonely, in that there was only one way on and off it (the ramp). Which is why letting is be accessible from the third floor as well is a major improvement from a real-world standpoint, especially now that we (seem to) have offices in the new building.

Wow, that looks fantastic, it looks far better this way, so much of it just looks like it makes a lot more sense.

One question for now, do you plan on fixing the roads in the first screenshots? The ones on the outside are wider and more detailed than the ones in the map.

These are suggestions not orders I give him. He can change some of these or not. It’s his choice. Next time think about your actions then say to somebody that he is stupid okay ? Besides everybody in this thread is asking him to change this or that so I do the same , that’s what this thread is about right ?

Most of what you propose are major changes. Keep it reasonable please, there’s only as much a single man can do. It’s a revision project, if I remember right, only one map gets gameplay related changes.

  • If you have suggestion to where could he add a new area, you are welcome for as long as it’s within the maps’ limits.
  • For the battles, adjusting the values could possibly screw up the balance, not sure.
  • I don’t get this one. So you don’t want him to do anything about nothing?
  • For the osprey, that’s immersion/realism related one, no idea if it’s technically possible, he sure knows.
  • Bit**es love particles.
  • Entity limits? Also not sure, but those scripted sequences are there only to spice up the experience a little bit, not to have the player watch them for an extended amount of time.
  • No, it would render “forget about freeman” as anticlimactic.
  • Aliens destroying a tank not good for you? Jump on a mine if you want kaboom.
  • Wouldn’t that require a brand new map?
  • God no, keep that in one of the popular military shooters of today.
  • That sounds good. But it may create an illusion that there is more fighting going on than there really is.
  • No idea about the rocket launcher.
  • I thought their supplies were unlimited? If not then I’m not sure if he can change this.
  • Gordon travels underground for a while, it’s a videogame, there ain’t a real-time clock in HL2 either.
  • That was point 6
  • Performance.
  • Not in a disagreement, no real opinion, but no.

Hi TextFAMGUY1. Here’s all the feedback I have for Surface Tension Uncut so far.*

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
  12. In the very beginning of the map, the end of this handrail seems a little bit off. https://i.imgur.com/Afqbxdf.jpg
    Edit: One more picture for clarity. https://i.imgur.com/ILk0Q0f.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/UCb5RTj.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.
  18. These pipes in this area are pitch black while the rings in between them are not. https://i.imgur.com/rymafIn.jpg
  19. This door over here is pitch black in this area. https://i.imgur.com/9QOPJBP.jpg
  20. I think this area is a bit cramped & needs to be fixed up a bit. I suggest you remove that pipe, get that wall texture to contact the left side of the wall, and center this door and room so that it looks a little better. https://i.imgur.com/o5KORFK.jpg
  21. The door in the same area as #20 clips through the wall a bit. https://i.imgur.com/aHPKd8Y.jpg
  22. In this area, it seems that parts of the pipe messes up this sign.
  23. These 2 tables clip into each other in this area. https://i.imgur.com/zdrEoKE.jpg
  24. Simiiliar to issue #2 of Map 5H, these monitors look like trapezoids when I’m right here while they look normal when I’m closer to them over here.
  25. For some reason, I can’t here this guard (aka Barney) say “Oh, thank God!” even though the caption shows up.
    Edit: No wonder I couldn’t hear this! I just realized that I don’t have the grd04_thankgod.wav audio file. Could you include the grd04_thankgod.wav audio file in ST Uncut v2.0?**
    [COLOR=‘Red’]26. Similiar to #25, I can’t hear Barney saying “Man, that sounded bad!” Don’t have this file either. Please include this as well. Name of file is grd04_thankgod_intro.wav.
    Edit: Never mind. After using ysrael214’s game_sounds_ambient_generic_stuncut.txt file, it turns out that I have that file after all.

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
  3. In this area, it’s possible to get clipped right here preventing me from moving around unless you have noclip on.
  • = Sorry for re-posting this, Text. I wasn’t sure if you saw all of my feedback on post #2333 in page 117.
    ** = Please read this!
    Red text = Never mind about this one.
  1. For the new TOW and helipad yards, the road curbs should all have rounded corners, like the ones in the new TOW yard parking lot.
    It would facilitate better access/maneuverability for the military vehicles, especially the larger ones.

  2. In the helipad yard, try and have all (most) of the HECU triage wooden floor contact the ground. Almost all of the current triage floor doesn’t https://i.imgur.com/Kh9u28f.jpg.

  3. Will the helipad reflect lighting capabilities for nighttime operations?

  4. What’s the release schedule for ST Uncut v2.0? What kind of window will there be for community feedback? Will there be a beta, RC candidate and then a final release?

  5. Will ST Uncut v2.0 provide you with the opportunity to include a duct player-headcrab(s) encounter?

ok dadster I see this to much looking at your images, If you have to noclip to see a bug its not a note worthy bug. I have learned this from beta testing a few mods. report major game breakers, and obvious bugs, leave the nit picks for later or never as they just aren’t worth the effort.

Except a bug is a bug. It doesn’t matter how big of how small it is. I have learned this as a modder. And likewise, it’s the job of the modder to decide whether or not a bug is worth fixing.

I think we can agree that Text is going to ignore most of Dadsters nitpicks, but dammit let him decide to ignore it. Because, believe me, it would be even worse for him to not say anything at all.

To me, if it’s impossible for the player to see something without using cheats, it’s not a bug. Might as well report one-sided polys when the camera passes through a wall because the player is out of the playing environment. Misaligned wall textures behind a computer monitor that the player cannot remove from the wall or see behind is not a bug.

Issues, however, that the player may see, such as a light fixtures not being attached to a wall or something, however, are.

Good luck with your exams tomorrow and Friday, Text.

Good Luck for tomorrow text…

I have a few requests for an overhauled ST uncut… So I’ll share them with you but it’s not much.

1.To get to the roof before dropping down into the furnace area… Is it possible to add an alternate route via stairs?

2.When getting past the furnace puzzle is it possible when you come out the broken pipe to have some Barnacles…Also put an explosion and have the burnt corpse ragdoll be lifted up by the barnacle by the explosion pushing the ragdoll in to the barnacles tentacle I sent you example of both of these but I cannot re-send as my computer died it acts as a sort of ingame cut scene

  1. When exiting the gas works shutter a little way down the slope I always wanted an AGRUNT to pounce out of a window on to the road as a fright… Using the animations before becoming active.

  2. Car lift… The window you jump out of would be great if it could be expensive glass and not func breakable if possible

https://www.youtube.com/watch?v=lfM2tfGSHDE

I guess that’s it but I would not mind making the Garg chase make you have to go underground i.e. fencing off the water tower area and when you are underground the garg breaks the fence off screen.

Thanks for reading and good luck

One down and only one to go. Best of luck tomorrow, Text!

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.