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

That wont work well because it completely tips the battle to the HECU side, as I don’t think the aliens can kill it. Plus it complicates the scene and detracts from the C2A5H sniper.

The other major issue regarding C2A5G is the TOW courtyard. After sleeping on it, I hope you’ve finally decided to adopt Conti’s layout because it is the best one by far for aesthetic, functional and gameplay reasons. Also, I think gigantic AC unit is a bit of an issue. Design wise, AC units are usually placed either on the side of a building (think your house) or on top of a building, but yours is placed over the main entrance, which is kind of weird. Ideally something else should be in place, like a fence or a military station (like the tented outposts you see earlier in the chapter). If you decide to keep the AC though, it needs to be made smaller as it’s currently much too tall.

RE helipad
Ya looks like perspective was a bit of an issue…this view does help to address the clutter somewhat but I think now I have even more problems with the helipad. The issue is that you’ve created this gigantic structure dead center on the courtyard that also happens to overlap the road (no small feat of construction I might add) solely for the purposes of housing the Osprey. From a realism and design standpoint, why the hell would anyone do this when the helipad could much more easily be placed on the ground, which would require nearly zero construction effort and would be much safer. For this reason, I think the pad placement is a bit convoluted, though I will say the pillars look damn nice. From a gameplay perspective, this placement will obstruct the crashed harrier script significant and potentially the marines running to the pad as well, which again is a shame.

YES RONSTER THAT"S WAHT I"M TALKING ABOUT AT THE END OF VIDEO YOU SEE AIRSTRIKE, and it’s not only a sound effect but it’s visible so it would be good if it’s added.

I think that on the building or extended from the building was better… felt more solid?

The other logistical issue with the pad is what would happen to traffic during a chopper takeoff and landing? I get the feeling that traffic has to stop and all vehicles would need to pull back as the roads would be closed during these events. Again, this makes the pad placement make less sense. If you didn’t see my main arguments, they are attached as a edit to my previous post.

2TextFAMGUY1:
I signed up specifically to say that you are, in any case, does a wonderful job, as well as to express my humble opinion on the scene with the destruction of the V-22 and the new location of the helipad. On your image location actually looks more logical, but a limited review stage with the pursuit of a damaged AV-8 two strangers can be a real problem. The fact that there is a psychological aspect of the effect on us of what we see in this scene.
If a review is limited, we may lose the element of surprise from the firepower of aliens. The new version may need to find something that will force the player to pull over to the ground and stop momentarily. The appearance of armored vehicles from the hangar to the right, in any case force you to remain for some time under a camouflage net. I will try to provide a step by step direction, starting from the time of flight of AV-8 and his pursuers from the perspective of the new location of the helipad.

  1. AV-8 and two Mantas come to our attention.
  2. AV-8 and the first Manta out of sight somewhere behind.
  3. Second Manta slowing destroying V-22, and at very low speed starts to move not left, as in your last video, and towards the camouflage net, almost hangs over the player, but then quickly takes off, distracted by some new major target that we can not see. Perhaps the sharp maneuver it could trigger another aircraft fired a missile.
    4.Around the same time there is armored from the hangar to the right. The trick is that the moment of departure, the second Manta coincided with the moment of the appearance of APC motivating players keep a low profile and be ready to attack from Manta. But, in the end, you have to deal with the APC and the remnants HECU and Aliens, which are not finished off each other.
    Maybe it will come up as a backup plan in case the chase scene and the explosion will lose part of their psychological tension?
    In any case, thank you for what you decide to continue your wonderful work. I think it really is important and valuable to all of us, for all the loyal fans of the original Half-Life and Black Mesa. I wish you to have your enthusiasm never waned, and had the patience to complete this project.
    And many many apologies for my terrible English. :slight_smile:

You indecisive man. You didn’t like it when it was attached to the building, and you don’t like it now? A helipad doesn’t need to be attached to a building to be solid, did you even see those 4 massive pillars that I’ve built? That’s more than enough support for a helipad like that. It didn’t make sense attached to the building whatsoever - there was nothing like enough space to land comfortably.

Eh, I think you’re overthinking it. That’s cool and all, but I think most players won’t really care - and you’re the only one who’s thus far complained about it, save for Ronster but that’s only because he always wants the opposite of what I’ve done. If you can build a helipad over a car park I don’t see why you can’t over a road. How much traffic do you really think that road would get? It’s not a motorway. Why would they need to shut it down when there’s a heli there anyway? Isn’t that the whole point of building up, so that you don’t have to do that?

There’s no other good way of doing it. I don’t know how many times I need to say it before you people get it, but I will not, I WILL NOT expand that courtyard. It’s an EXTREMELY unreasonable amount of work to ask me to do when we have a compromise here which is acceptable enough. If you don’t like it, you don’t have to play it. Foot’s down here. I will test it and see if it really does harm the Harrier/Soldier scenes. If it doesn’t it’s staying. If it does I may decide to revert to the old layout, though it’s a massive waste of 3 hour’s work and potentially pushing the release back, which is already on edge as it is.

Thank you for your kind words. Your idea is pretty good! But the problem with getting the Manta to hover over the player (which is a nice enough idea) is that the Mantas have 1 animation only: their “wings” flapping. One speed, one animation. Having the Manta hovering over the player, but flapping his “wings” as fast as he does when he flies normally, would look really weird. I don’t think it would work. I might experiment with it though. And your English is great! I understood you completely.

Sorty but how about removing the bunker with the blast doors and put the platform helipad here.

Move the lav to come straight from the building next to the hanger… This i think is best solution

@ronster, that actually sounds like a bad idea.

any way, I like the new area for the helepad, makes more sense for it to be away from a building.

Thats your opinion but atleast if it is on the right where the lav comes from now it won’t have any impact on the aerial sequence… all then is further needed is seeing hecu run to the helipad before it gets blown up…

Lav is broken at the momment… But add the blastdoors to the main building and the standard entrance… i think this would work…

but if not the first version is better.

I don’t like to be the opposite but i am objective and i said i liked the helupad i never moaned about it…

2TextFAMGUY1
I’m not saying that Manta has long hover over the player. Perhaps, Manta can hang over the player to strike, as it does on the Osprey, and was damaged by missile (or missiles just fly by) quickly goes towards launch. Reviewing several times point destruction V-22 in your last video, I’m sure you can try it if you have time. When Manta slow to strike, it looks very good and natural, even if its wings and tail move with the same speed, but when it increases the speed looks a bit jerky. Anyway, thank you for your attention to my opinion.
I’ll be waiting impatiently new videos and screenshots of the progress of your development. :slight_smile:

Compromise king they call me:

Yes/No? Don’t comment on anything other than the positioning please!

that actually looks good. yes on me.

edit: but how would you put a path to it?

See the ramp on the left (was for the “old” positioning of the helipad)? I’d drag that across and attach a flat walkway to the end extending onto the helipad, that way it’s still all well above the road. Seems the simplest solution to me.

Probably put a bridge up from the walkway that you enter the next level from.

ninja’d by the guy who knows better.

Yep this is it

This is the other alternative I guess, and POSSIBLY the best one:

Which is really fucking annoying seeing as it’s basically the first one but extended upwards - would have saved me all that trouble. Well guys, what do you think? I need to decide before I move on. And just so you know, a release tonight is looking unlikely. When I was saying I can do tonight I wasn’t anticipating screwing around with this helipad so much. It’s still POSSIBLE, but I dunno. Once this helipad is dealt with C2A5G is mostly done, but I have still quite a bit to do on C2A5I. I think it’s 50/50.

think above the blast door looked better.

Prefer the version on the right or the center… but think on the right is better and looks less cluttered… also center position will screw with aerial sequence so first choice on the right by bunker with blast doors

Okay, that’s two people voting for putting it on the right. Anyone else? I need more opinions please! Just a quick vote for the positioning: left, right, center! That’s all I need! Thanks. Need to make an informed decision. The quicker I can decide, the quicker I can get back to work, the quicker I can release! That’s for those of you who need a bit of incentive.

So, left.

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.