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

I think someone else also mentioned this already, but during the vent drop sequence, instead of the vent just dropping down, maybe make the vent just have bullet holes and half of that portion get wrecked. That way, if the player is nimble enough he/she may retreat backwards and avoid falling down. Then the player can deploy snarks at leisure, just like in the original. Sorry if this is already mentioned!

plese make this part of Forget about Freeman.
https://www.youtube.com/watch?v=ALoAMzt0kBc&feature=rellist&playnext=1&list=PLC82EA8819628C397

I really miss the tank battle.

That part exists already.

watch at min 1:40

In BM it’s actually even extended.

Thanks for the backup bloodshot.

Also, I’d like to add that I love the scene in what used to be the garage, and is now a wide open lot. I can’t wait to see the finished project! Keep up the awesome work.

This is the best cut track from the BMS OST that there is…

https://www.youtube.com/watch?v=XohPdHAW89k

But it is quite a placid piece of music wether it could work or not in this is questionable but I thought I would post this one for logging it here anyway

Edited or even remixed… But the intro is very good and could be cut short at that perhaps or join the intro to the outro I can do this easily if you think it will fit in as an atmospheric or mix a beat in also

That part doesn’t just exist already, it was one of my favourite parts in all of BM!

I’m planning on changing it just a little to make it a large battle between the HECU and the Aliens, though, just as a little experiment. I think it might work better with the music and the MASSIVE aerial battle going on. Of course you actually get caught in the crossfire on this one unlike my other 2 fights where you’re just observing.

It could work. I might try and fit it into the scene where you first enter the gasworks on C2A5H. I’m planning on having the interior be the aftermath of a large battle. Dead soldiers and aliens everywhere. It could fit that. We’ll see!

Yes, likely the most professional part from whole of BM, even if shortened:
-Music fits
-Battle starts
-Sky full of aircrafts

Very cinematic moments without using any scripted-camera angles or cutscenes 0_o

If your going to make more changes beyond the missing areas, you should go ahead and call your modification “Black Mesa: FUBAR”

I don’t think he plans on remaking a remake… if actually good, more additions could be made it officially through a patch if the devs will like them.

I know that it’s his project, but becoming a member of the dev team would allow him to work with the cut areas/assets of those maps, but I guess that would kill the originality of his.

That’s a little harsh. I have to modify C3A1A anyway in order to accommodate my level transitions. It’s my own little project anyway - if you don’t like it, you don’t have to download it, but without me editing C3A1A I cannot have my missions flow seamlessly, which is what I ideally want. Everyone has their own custom skill.cfgs, custom skins, sounds, and cvars which all change the gameplay experience. Why can’t I mess around with the maps a bit, why is that any different?

In other news, made some decent progress today with detailing. Working on the puzzles now.

Something that requires more than 5 seconds? :stuck_out_tongue:

please take note on the aircraft, currently in your map (and in BM except the cliff scene) they fly to low ans slow.

I meant FUBAR in a good way. As in you’ll have made all the chapters a lot more chaotic, such that the war is apparantly not just marines against Freeman, and aliens against Freeman, but also aliens against EVERYBODY.

I reaaaaaallllllly like your work so far. I feel like a douche that that didn’t come across as clearly as I’d hoped.

Oh I’m terribly sorry, I misunderstood you. Don’t feel like a douche, it was just a misunderstanding. Probably my fault for misinterpreting it. Nevermind eh :slight_smile: ?

Not sure what you mean or are implying by this. They’re not really puzzles though, just jumping sections to break up the action a little.

I know. But there has to be a compromise between dramatic effect (being able to see the aircraft - thus them being low/slow) and realism. But they are too low, and I will make them higher.

If them being easy jumps or something that one can fail at, a sequence of trial and error.

well,you could have the same spectacle bye making the harrier fire on the mantas a few missiles or bullets, that way they dont need to be so close to the ground to make it cool.

EDIT: I just had an idea, make the harrier chase 2 mantas, then when they had almost cross the “vissible field” make them breake in diferent directions, so the harrier can just chase one. The other one, moments l ater, its the one that destroys the tank (now flying low to make it look intimidating). :stuck_out_tongue:

That’s not a bad idea actually, I may try to implement that.

In other news, I made good progress today. The map is mostly finished geometry wise, and has been properly detailed in quite a few areas. I’ll write a checklist of areas which still need work:

  • Gasworks needs a fair amount of geometry+puzzle work
  • Furnace needs puzzle work
  • Satchel Pipe scene needs some serious particle effect work done
  • Main encounter at the beginning needs 2 extra phases, as well as some revisions
  • Scene where you meet Barney needs to be properly choreographed. I’m using cut choreography currently but it doesn’t fit brilliantly.
  • Spawn area needs a fair amount of detailing

Once this is complete, and it is quite possible I could get all that done tomorrow, then I will release a video walkthrough of the map. So it’s possible I could show one tomorrow.

In other news, I really need someone who knows how to work Faceposer properly to choreograph the Barney scene for me. If anyone is competent with faceposer and willing to help me, please contact me and we can discuss some kind of arrangement. I need help here - and the long time I’ll have to spend learning Faceposer could be better spent doing something I know how to and can do well - mapping. Please let me know if you’re willing to help!

Thanks!

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.