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

“Irritating” isn’t an innate feature of anything, irritating is in the eye of the person playing. I find Black Mesa’s packs of Houndeyes irritating. But I still enjoy fighting them. The irritation makes it fun, I enjoy being challenged and having to do different things in a game.

I don’t find it irritating. I find it fun to dodge the sniper’s shots and rush to the valve.

Even if it was irritating or other players find it irritating, it’s supposed to be irritating. You know what else is irritating? All these damn soldiers that keep shooting at me and making me lose health. Should I get rid of them too because it’s irritating to the player? Where do I draw the irritation line? Do I judge my irritation line arbitrarily or consistently?

Calling it a “pointlessly difficult obstacle” doesn’t do anything to my argument. You could call anything a “pointlessly difficult obstacle,” and that still doesn’t invalidate it. Why is it pointless? You didn’t explain that. Is it difficult? It’s not pointless, it’s not difficult either. It’s mildly inconvenient. I’ve never had a problem with it, and there’s only a select few people on here who whine about it.

I’ve already stated multiple times that I like that Sniper, and plenty of other people do too. He’s staying. If you object to it so strongly, you don’t have to play my maps. It’s as simple as that. I’m tired of arguing it.

It’s not nearly impossible to kill the Sniper, by any stretch of the imagination. On both my videos I’ve attempted it, and I don’t even normally do it, I’m used to just running past him, and both times I did it with the second rocket I fired. How is that almost impossible?

On another, less irritating (ironically) point, I just did a full playthrough of BM from Questionable Ethics to the end of Lambda Core, to see how well my maps integrated with the campaign, and I had a blast of a time. I was very pleased with how well my maps fit in, and how seamless the whole thing was. Black Mesa really is a triumph, a masterpiece. I certainly didn’t notice any of the bugs one of my testers mentioned which seemingly only occurs when linked. The only problem I ran into which he mentioned was the disappearing keypads, and I know exactly why that happened and have already fixed it. So it should all be fine and dandy now.

You’re mixing up the player with the character. Destroying a microwave, losing your job, watching your friends die, and being hunted by soldiers, all in the same morning, is similarly not fun.

I love the sniper, I think he’s a great addition.

^this

…and is not so hard to kill:

1- equip the rpg
2- right-click
3- aim for the upper part of the window
4- take cover
5- et voilà!

It’s easy to dodge, you don’t have to kill him… where’s the problem?
There are MANY scenes like this if not worse in HL2 and it’s episodes.

Hello, i have a question. Why is there a gap between this wall and the building?
which sense makes it? it would imo look better if there wasn’t a gap
blackmesawallgap.jpg

you are maps are hard, probaby the hardest in the entire game, I think you could be a little more forgiving, but it’s your choice

While I do like the sniper, I think that the lack of cover, as well as the awkward position of the hatch lead to frustration.

Half life 2 and episodes always had very good cover in their sniper areas, and usually a clear method for taking it out.

The hardest in the entire game? Oh god no. That’s an extremely harsh thing to say! The only thing that approaches being remotely difficult on my maps is the fight with the 4 Agrunts, and even that’s pretty easy once you set up the mines/satchels/sentry in a logical order and area.

Are you forgetting the ambush on Questionable Ethics? The infinite marine respawns on C2A5F? The fight with the Apache? The massive groups of Houndeyes on Blast Pit?

No, I don’t believe my maps are the hardest in the entire game, not by a LONG SHOT.

EDIT: In order to get the vent shooting effects to work properly, I need to edit the particle effect itself. I’m going to change the colour, make it duller, and make it a shorter effect. What colour do you guys think would be suitable for the garage that it’s in now? I was thinking just a dull gray.

Mm, sorry I haven’t been paying attention lately, JUST finished working on my fucking mod for NWN 2, been playing the hell out of it.

Anyway, 2 things about the garg chase:

  1. The trigger entity for it to force open the doors maybe too far ahead (maybe moving it back into the tunnel would be a good idea) – Currently I presume it’s immediately after getting in the parking lot just in front of the doors, try opening the doors slightly and going in there before the garg can get to you. See if he’ll open the main gate (I doubt he will). Edit: Nevermind, that theory’s out the window. I wouldn’t know how to duplicate it.

  2. About the LAV the Garg blows up, how about forcing the corpse off the road? It tends to get stuck in the Garg’s path.

About the mortar rounds being lobbed outside after the player enters the structure, why not have the Gargantua be blown up by one of these (in the remote off-chance the player comes back out there for some inexplicable reason)?

Additionally the garg may get stuck behind the doors leading back out if the player some how manages to get by big blue and ugly and close the doors.

Edit #2: Also: Distinct lack of Medic HECU. Perhaps swap out a few grunts for them? May give the marines a little more of an advantage (and give the player some extra health in case they need it).

Forgot to mention the clipping issue (c2a5h/i):

And for some inexplicable reason the garg continues to shoot fire out of his hands after loading C3a1a:




Yeah, but atleast the other maps had plenty of after fight medkits, ammo and batteries, also, not much crossfire, they were more focused fights

Look around in some nooks and crannies inside the maps, there’s some spare supplies (batteries, that sort) all around them if you know where to look… stairwell inside of the parking structure for instance.

Over all, his fire fights are by far, far, [i]far[/i] more forgiving than the original BM ones.

Sorry, I really should have been more specific in my complaint.

Looking back, I don’t have a big problem with having a sniper up there in the first place. It was dumb of me to say that it’s an unreasonable obstacle (or whatever it is I said). It’s just having to turn a valve while being shot at by him that I find annoying. I know you don’t actually have to stand there and hold down the button, and that you can just run to it, tap E, then run away/dodge more shots. But really, try to picture Gordon actually doing this. It’s extremely silly, and doing it feels really awkward.

I know it seems like a tiny complaint, but small things like this can really affect the game feel. Having to do something that is literally impossible (the rest of the game qualifies more as “improbable”) to advance just seems a bit odd. Perhaps you could find another way to have the player open it? Or add more cover?

Or, you know, nothing, since it is your map after all. I’m not trying to dictate what you do, and I don’t want to start any conflict. I’m just saying what makes sense to me. I really do appreciate what you’re doing, and based on your latest video, the maps are getting much better. I look forward to their completion.

(Also I’m not a big fan of the bit where you fight snarks in a small enclosed space.)

It’s like that even in the original HL. Probably for people to think that the right way is in the traps.

and diminish the sense of danger? it’s a sniper people, he’s supposed to keep you on edge, in case you dumb bums haven’t figured it out yet, it only takes one well placed rpg shot to take him out.

If people are really upset about the sniper, then how about, instead of making him easier to kill, you strategically spawn vorts in places that distract the sniper for short periods of time?

I couldn’t get the security guard to press the button at all. I have reloaded the scene a few times but he will only stand there. Asking him to follow works but he won’t do anything a regular unscripted guard wouldn’t do. I don’t think I’m doing anything out of the ordinary in approaching him… through the window and down the stairs like everyone else.

Just an idea, maybe you could add the hazard course. The devs didn’t include it. maybe you could?

https://forums.blackmesasource.com/showthread.php?t=15250

https://www.moddb.com/mods/black-mesa-hazard-course

Spiral driveways in the garage feel uneven when walking them, like you also mentioned in the playthrough video.
I think brushing them out as they are now took quite a lot of time (all vertices seem to be on-grid, did you do that all by hand?).

But what about doing the driveways this way?


Would uncomplicate things.

Edit: Forgot to mention that you did great work, would love to see your maps integrated into a BM update.

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.