Couldn’t you change the wall to have like bullet-proof glass or something there that blows up, so that way if the players look outside they could see the marine blowing the wall?
Hotfix here.[/SIZE]
Packaged it with the missing texture. Sorry about that. Same as before, I won’t be around to check feedback until Monday. Cheers.
Thanks for hotfix, those textures were ruining the mood a bit. lol
If you decide to do OaR uncut but haven’t yet come up w/a good layout, I’ve got a decent template in my mind for about 2 sections worth of content. Otherwise, I’m just going to finish up my BM: Critical Mass pitch bible once this project is done.
1.0 RC2+hotfix critique: the “don’t fix what ain’t broke” (but fix the shit that is) edition
C2A5G
.50 cal vort shootout
Smooth out the lighting effect at the first light by the bend (image 1); it’s very abrupt/rectangular compared to the natural appearance of the rest of the lights.
Adjust the lighting on the non-functional double doors in the vort room. There’s a weird glow surrounding the rims of the doors even when there’s no illumination.
Give the garage door opener the same no access buzzer sound as all of the door openers in C2A5G to keep consistency (see battle area outside of garage for example). Currently, you’re using a retinal scanner sound.
Garage
Delete all vents on the stairwell side of the garage from floor G to floor 2. The vents on the exit side make sense but the ones on the stairwell side do not. You really went vent crazy here. If you make this change, also delete the floor 2 reflecting vents on the outside of the building (stairwell side; the lower floors do not have outside reflections).
The new door on floor 1 has an incandescent lighting effect that gives it a warm reddish appearance. Give it a more fluorescent/cooler color to keep consistency w/the lighting in this area (image 2).
Re-add the second striped line by the Humvee parking space on floor G to keep consistency w/the other spaces in the garage. The column next to it is also has missing a striped line on one side (image 3).
There should be no light on the G floor zombie ambush. Currently, light leaks below the stairwell which is impossible (image 4).
Texture issues on the ground in floor 1 (image 5).
The invisible barrier you used to fix Ulrik’s prespawn bug on floor 1 is really intrusive and the difference is easily felt when viewing the outside from the opposite window. Narrow the barrier a bit and add it to the opposite side to eliminate this discrepancy.
Delete the white line separating the two roads on floor 1 AND floor 2 and connect the dotted lines (image 6). An example of this is seen at the very beginning of C2A5G before the .50 cal.
Minor lighting/texture bugs at the bend by the destroyed vehicle in floor 2 (image 7). Consider elevating the area where I’m standing to create a sidewalk appearance that’s consistent w/floor 1 and add the stripes as well. Vending machines not required (or should be broken if you add them).
White car is not affected by the opacity of the carshop windows (same problem as dragunov).
Vent drop/car shop
Delete the target effects in the vents. This type of lighting is completely inconsistent with the lighting in BMS and the targets look more like decals rather than lighting effects. If you look at the light closely, you’ll see that all of these decals should have been rotated 45 degrees anyway (image 8 ).
Either the destroyed window should be more bluish or its debris should be more yellowish to create a better color match. Delete or change the explosion effect in the window as it looks like water is gushing into the room. It’s also unrealistic as the force of the explosion is carried through the door and NOT the window.
Reduce health dispenser to 50 (75 is way too much, also medkits in the courtyard).
TOW courtyard
Add invisible barriers above the harrier fence, petrol station fence, the door near the large vehicle, and by the high ground marine to prevent players from chucking missiles over these areas and messing up the TOW counter.
Add a takeoff sound for the harrier and give it smaller angles of ascent. Currently the player can see the harrier abruptly switch to horizontal w/o cheats, which looks awkward. With a smaller angle of ascent, you won’t need to make the harrier horizontal which bypasses the problem.
Still not digging the water drums in the power generator area. The large structure on the C2A5H sniper rooftop would be a good substitute.
Osprey/LAV courtyard
Position the medic that spawns w/the LAV in the REAR row (realism).
Delete the security logo on the LAV bunker as its positioning and contents make no sense. A smart way to use the logo is to 1) move the blue logo at the entrance of C2A5H near the nonfunctional white door 2) paste the security logo where the blue one used to be. If you read the signs’ contents, you’ll see why this makes sense.
Give the lightly colored metal plates sitting atop the bunkers and adjacent regions the same gray texture as the C2A5A building as the area can be seen by the player.
Only one side of the rear hangar door is open. Both sides should open SYMMETRICALLY, as there’s no damage here that would cause the asymmetry (image 9).
You can see the rooftop of the rear hangar through the main hangar. Thus, the new hangar rooftop textures need to be added to the rear hangar as well (image 9). Also note that the main hangar door is a SLIDING door. However, one side of the rear hangar door protrudes outward, like a HINGE door. This needs to be changed as it can be seen w/o noclip.
You finally added the missing white light to the ramp side of the helipad. However, its positioning is off (image 10). It needs to be more to the right to align properly with the other light.
Give the zombie the window pounding animation BEFORE loading in C2A5H and continue it WHILE in C2A5H. Currently, he stands perfectly still in C2A5G which looks weird. Also, decrease the speed of his pounding…he moves way too fast compared to all other zombies in game.
[b]C2A5H
Opening section[/b]
Replace the barrels with two additional crates. The shape and color of the barrels clashes too much w/the boxes, which are really meant for older sections of BMS anyway. You can theme this area as a temporary crate storage area for the HECU once the barrels are deleted.
Tank battle
Extend the manta’s swath of destruction to just UNDER the tank. This was fixed in an older version but has been unfixed in subsequent versions.
Again too vent happy here (image 11)…the original two at the center are enough. Also delete the white window covers above the gasworks exit as shown in this image. They are extremely out of place.
Too sign crazy by the hut. Delete the two blue signs inside the hut and move the two outside blue signs inside. Problem solved. Also, delete the camera extending from the hut. Its positioning is awkward and it just stares at the wall most of the time. Note that its field of view is already covered by the tank camera so its presence is redundant (image 12).
Texture problems by the jump-pad…you can still see the delineations by the pad and marine spawn area. Also delete the Xen rock by the jump-pad, which looks unnatural and is clipping slighting into the pad (image 13). Nihilanth only teleports organic shit to earth, not rocks. If for some reason it needs to be there, recolor it to match the desert terrain.
Re-add the bathroom headcrab by the blue pipe. It’s missing now.
Rooftop
Places to put the maintenance access sign (best to worst): 1. On the hatch, such that it’s upside-down when viewed from behind the valve. 2. Extend a section of the valve holder upward and place the sign ABOVE the valve. 3. Position it at the BASE of the red valve and have the sign come in contact w/the base of the valve (no gaps). 4. Delete the sign entirely. 5. Current positioning.
Satpipe/Furnace
Decrease the bounce from the pipe underneath the satpipe. It’s really unnatural currently and shoots you out of the water.
A little sign crazy after the satpipe (image 14). The placement of these signs at various levels looks very sloppy. Also, the no smoking sign is slightly misaligned with the same sign that appears shortly after the bend.
You’ve skewed the battle a little more toward the marines now…its 70-30 zombies rather than 100-0 zombies like it should be. The problem is that the marines have been repositioned closer together and w/their backs to the wall. This prevents a full zombie/headcrab surround and increases the chances of focus fire, both of which favor the HECU.
This door should benefit from the new lighting changes (image 15).
I have noticed that some of the HP and Energy dispensers through surface tension uncut are not standard height. Might want to look into that. Do you need screenshots?
Outstanding work! Your maps have turned my favourite part of Black Mesa into its own epic little game. Loving all the minor upgrades from the lit up keypads to the RPG noise before the wall blows out. The restoring power bit at the start worked quite well
The major issue I’ve had is with the furnace room. In the lead up to it the framerate started to go wonky and then once I was in there it dropped like a stone. However, once the puzzle was completed and the fire put out, the game returned to a stable 60 FPS. Is there any way to make the fire effect less intensive? Maybe disable (some) of it when it’s not in your line of sight? For example, you barely see that first flaming pipe apart from on your way in, maybe turning off that effect once you’ve gone to the bottom floor might improve things?
Apart from that I’ve only got a few small suggestions, mainly things that I think might help the ambiance / mood.
As noted by others, the very first pipe above you when entering C2A5G has the sound of rushing water coming from it, but since it’s leaking, it should really have some dripping sounds. The leaky pipe in the entrance hall to C2A5H (before the Regret Vort) got it right and sounded perfect (although you don’t hear the drips prior to the level load in C2A5G).
I still think you could take out some of the lights in the car park and it’d look better / reduce players walking over to click on unopenable doors. Does it really look that much darker/worse without the electric lights everywhere? Could just make some of those hanging ones invisible and keep the same lighting effect, like on the stairs leading to the Garg vent. I just think it looks a bit silly having so many light fixtures in such a small area in that particular case.
ALSO - will we ever see the return of the candy machine?!
There’s glowing soda everywhere now and nothing for people to eat…
I’ve always loved your aircraft hangar, but the new open doors at the back don’t look right to me. There’s a strange green glow coming from them and whatever’s behind the distant airplane is reeeallly blurry. Also, don’t hangar doors open sideways, not outwards? I think it’d be more worthwhile putting extra detail into the hangar we’re standing right next to, instead of having the other glowing hangar in the background.
Is there no way to stop the debris from the VTOL landing in the player’s path? Everytime I end up getting blocked by a huge piece of wing on the walkway. Of course there’s the ladder to use underneath, but it’d be better if both routes were equally viable without resorting the blasting debris outta the way.
In the gasworks area, one of the security office windows upstairs flickers intermittently between being bright and dark. If it’s not a glitch, I think I see what you were going for- trying to have a faulty light fixture. Except the light above the window is a constant solid brightness and never flickers, which makes the flashing window just look weird, even with the sparks coming from the light. Is there no way to have the lamp itself flicker? Or replace it with another lamp in Black Mesa that does, like the strip lights in the car park?
I noticed that the machines under the pipes by the large exit door in gasworks are making that annoying sound again.
The framerate was still a bit choppy in there, although it’s improved a lot over the iterations. Something that might make the gasworks a bit more interesting and save some performance: how about not having those fires burning by the security office until later on? You make your way through the steam maze and think you’re out of the woods when suddenly the pipe makes a screeching noise and starts belching fire. Introducing more damage as you progress through the area makes it feel more like it’s dangerous and coming apart, plus there’s less particle effects to tank the framerate at the beginning. Not sure if this would conflict with the entrance of the aliens, could maybe combine the two… an Agrunt spawns and gets roasted by the erupting gas pipe :jizz:
One more gasworks note- Is the last flame jet coming out of that pipe by the security office really neccessary? After so many obstacles already and with a turret shooting at you from inside, it’s a bit much and only means more particles; which are what’s bringing performance down around there I’d guess.
The stairs leading up to the Garg vent still have those distracting handrails. It’d make sense to just remove them, since they’re not really needed for a small stairway like that.
Sorry for the wall of text, I just can’t stop my fingers typing when I’ve had a a lot of caffeine and I wanted to say everything I could before you put the project to rest. Thanks for making such a great addition to Black Mesa, had a blast going through the different revisions
There’s a few bugs I noticed. I tend to back-track for supplies, noticed a few of these that weren’t supposed to be there:
C2A5G:
C2A5H:
C2A5H, The security office, I didn’t notice it before, but I was trying to figure out some way for the player to watch the RPG round going into the wall, you got a little issue with the door beside the blown hole in the wall:
^ This door interferes with the lounge – the place with the dead security guard (the staircase specifically).
You’ve got an option of moving the lounge’s stair case to the left a few units to give a “fake” hallway, or just getting rid of the door altogether.
If you go with the option of either connecting the lounge or moving the staircase to the left, you can open up those windows to the left on the outside of the building and let the player observe the fight out there if they so choose… although that would be an additional redesign that I doubt you’d be up to at this point, but it’s out there.
C2A5I:
Garg’s acting up again…
I don’t know at what point exactly I quick saved during the scripted event, but after the reload, it got stuck inside the door, kept elbowing the door itself.
The new gasworks element that you’ve introduced behind the furnace is too big and realistically would have been impossible to place, especially w/the obstructing T-junction. You’re merging themes here and it’s best to keep the furnace and gasworks rooms distinct. Restore the barrel storage area behind the furnace and add the associated sign. This is a perfect area for them.
Delete the rusty pipes extending into the large green pipe as they look unnatural. The other rusty pipes in front of them are fine (image 16).
Gasworks to end
Recolor this pipe to blue, as it’s an extension of the blue pipe seen in the janitor’s room (and throughout C2A5H). Make sure the orange is COMPLETELY gone, as there’s no flames nearby that can generate it (image 17). I’m not sure how I feel about the bend…it looks nice but the texture is shitty. If you decide to keep it, MAKE SURE TO INTRODUCE A BEND at the blue pipe near the Xen jump pad, furnace room and any other place I may have missed.
The generator from LC looks really weird connected to the orange pipe. I can’t figure out what it represents…perhaps it will look better if the blue pipe connecting the right generator (underneath the grill) were re-colored orange for consistency. Also note that both the green and orange pipe should connect into the GROUND. Right now, they’re going into an administrative building, which is bizarre (image 18 ).
There’s a funky opacity effect in the lower windows that re-colors them differently when viewed at different angles (image 19). This is less of an issue w/the upstairs windows.
The gasworks is still cluttered as hell and the new changes really detract from the area by affecting realism. Again, LESS is really more here. Some suggested changes: 1. Delete all barrels except the ones on the rack. They contribute to the clutter and add nothing to gameplay. You can put some in the barrel storage area by the furnace. 2. Delete this generator thing (image 20). Its shape is inconsistent w/gasworks design and its deletion will help free up some space while showcasing the gas drum behind it.
The beam above the debris generated by the Apache crash is too long to correspond to the destroyed area above it.
Move this flame and the invisible wall more to the player’s left to improve pathing of the Agrunt as it’s currently really awkward (image 21)…or simply delete them to improve game performance. The vort’s behavior here is STILL buggy. If he is stationary, he will only fire 1 shot and stop. He only fires additional shots after he moves. Think the problem here is that he is trying to close the distance after the first shot but it’s impossible because of where he’s standing. Thus, he gets locked in place and can’t fire.
Once the road door opens, delete the first white door to your right (by the crates). Note that this door is supposed to lead to the new area behind the hut but when viewed from w/in the hut, there’s just a wall in its place. Again this is a MISTAKE.
Barney pushes the hut button even if you’ve pushed it previously. Perhaps just have him follow the player instead of scripting him to use the panel.
C2A5I
Garg chase
Delete the target decals in the snark vent.
Swap the dead red light in the Garg spawn tunnel for a dead white light. All other doors in C2A5I have white lights above them. Some minor texture issues here as well (image 22).
Right after the vent drop, you can push a button by the door to your left (when viewing the garg tunnel). The no access sound is slightly different than the no access sound in the rest of your sections.
Inconsistent lighting at this segment of the garg chase. Both doors should be illuminated equally (image 23).
There’s a nasty flicker bug by the courtyard fence (image 24), handrails of the pool stairs (image 25, you can actually see it here), and the ladder at the long end of the reservoir.
Garg’s patrol path by the pool and reservoir is different but not better or worse. My only final suggestions to test would be to 1) give the garg a set patrol path around the pool IRREGARDLESS of where the player is in the pool (he just has to be inside). 2) give the garg a set patrol path around the reservoir IRREGARDLESS of where the player is in the reservoir (he just has to be inside). For some reason, it’s only when he gets to the ladder at the long end that he starts making stupid little circles.
Adjust the physics of the falling ceiling debris to decrease/eliminate bouncing.
Some final words:
-The images you posted on the ModDB page really undersell the strength of your work. Try to replace some of them w/better action shots.
-Also you should post a link to this page in the BMS forums as well as a link or direct upload of your most recent ST-uncut video.
Wangman, can you give me the details of how you got 10 pictures in one posting please.
Thanks in advance.
Cpl1 edited my post
There’s an elevator section missing at the start of Forget About Freeman as well
Text, what can I say except BRAVO!!! Really, really, amazing stuff. Seems like you discovered the secret to the bouncing sparks (except for the security hut storage room). Well done!
Want to give you a heads up. Some of the changes you made based on my previous feedbacks (very much appreciated) will be brought up again, as some of them need a little fine tuning. They should be easy to accomplish (easy for you, difficult for me). Here we go again… sniff, sniff… grrrr… BARK!
Feedback For v1.0-RC2
- In newly revised storage room, the four pipe mounting brackets are not attached to the wall or ceiling. https://imgur.com/OALf7
and https://imgur.com/OrUuP - The machinery sound that begins when power is restored is overly loud. Also, it seems to be emanating from the power switch you just flipped? For the sound to be that loud, the machine that’s making it should be in the room. Consider replacing one of the three existing generators with a pump machine. Either way, please reduce the volume of the machinery sound. Please turn down the electrical hum sound from the power panels. Add in a red emergency light in the diagonally opposite corner from the new “power on” switch to signify the power outage. Nice and gloomy. Red emergency light turns off when the power is restored.
- In the yard outside carpark, set up the two large door control boxes to be identical in height and position. Use the one on the left, where the crates are to help access the vent, as a template for the other control box.
- In the vent, can a red light be added not too far in from the vent opening?
- Can the path the snarks take towards you be given a randomness? Right now it’s identical, snark after snark after snark, all taking the same line of attack. They are so easy to kill.
- Can the red light installation in the vent to the service garage follow the same general design as other vents in ST Uncut. Right now, when you drop down onto the vent, and prior to the vent collapse, you only see three lights. They’re all grouped together, all at the far end of the vent and they’re all on the same side. Unless it’s been designed this way for a specific reason or for scripting purposes, can a sufficient number of lights for that length of vent be installed, alternating sides and spaced accordingly?
- TOW yard - The light over the large door behind the TOW does not appear to be throwing any light and it’s not affixed to the wall.
- TOW yard - Reposition or remove this plant next to the air circulation unit (see picture). Clipping issue.
- TOW yard - Grass clipping through Humvee rear left tire. Remove tire… I’m joking! But there really is grass clipping through the Humvee rear left tire. https://imgur.com/BCjWY
- TOW yard - In corner at TOW end near power transformers, can these railings be fixed (see picture).
- TOW yard - Rear right tire of vehicle nearest destroyable door is clipping into the curb. https://imgur.com/oxIeN
- TOW yard - The long run of fencing on the right hand side, both ends finish with fencing that is mid-section. Can one end begin with a fence post attached to the structure and have the other end finish with fencing that is mid-section? This way, at least one end of the fencing looks neatly installed, instead of both ends not looking neatly installed. Decide which end benefits the most in having a neat install.
- TOW yard - The security fencing in the background should be facing the other way (see picture). We don’t want to let people in, we want to keep people out. Needs to be flipped 180 degrees. Same with the fencing running along the rear of this power station fenced enclosure.
- TOW yard - Some of the rubble from the booby trap explosion are floating in the air. There are gaps between the pieces of rumble. https://imgur.com/2vQnY
- Road to LAV - Rock clipping into wall (see picture).
- In the same immediate area, numerous occurrences of plants clipping through debris from door explosion.
- Road to LAV - Rock clipping into wall and plant clipping through the rock (see picture).
To be continued…
Feedback For v1.0-RC2
- Road to LAV - Plant clipping through curb (see picture).
- Road to LAV - Plant x2 and grass x3 clipping through rock and lower rock not making contact with the ground (see picture).
- Road to LAV - Plant clipping through curb and rock clipping into curb (see picture). Also happens on opposite end of this rock.
- LAV yard - At the new minefield, suggest moving the large cactus over in front of the left-most triple wall vents. Improves the look of this area. Also the cactus will be more visible there. Moving it provides a better unobstructed view of your beautiful skybox. Place a second “Danger! Mines!” sign where the cactus was. In front of the triple wall vents, add a few new plants or relocate some from the surrounding area. It’s too barren there. Probably because of overall entity count concerns?
- LAV yard - This plant is clipping through the destroyed truck’s step (see picture).
- LAV yard - Truck part clipping into the ground (see picture).
To be continued…
Feedback For v1.0-RC2
- LAV yard - Odd that there are no plants in the central dirt area, just one lonely cactus. Can the cactus be moved to one side (preferably) or forward or back so it doesn’t look like it’s at the center of this dirt area? Add in at least a few plants, Relocate them in from other areas. Entity count issues again, right?
- LAV yard - Upper red wall visible below concrete half-wall (see picture). Another instance exists to the right at the adjacent wall. https://imgur.com/8kZ8C.
- Helipad - Security camera mounted to the hangar wall above the red doors on first level of helipad, scans too far to the left. Picture depicts furthest sweep to the left. https://imgur.com/ZlPT7.
- Helipad - Center the newly added white warning light between the two corner red lights, so that the entire light group is symmetric. https://imgur.com/BWOms
- Shadow of Zombie in security office visible on floor.
- In the break/leisure room with dead Barney:
a) Raise Barney higher so that he’s more easily visible. Can he be sprawled on top of the desk with some surrounding blood decals? Here’s a different slant on my previous suggestion. Remove the right desk. Two desks there seems one too many. Have the remaining desk on its side, barricade style. Angle the desk, partly towards the door and partly towards the stairwell. Place Barney on the floor behind the desk, along with some appropriate blood stains. Voila!
b) If Barney stays where he is now, but is repositioned, re-add the blood decal that’s been removed, to the top of the left desk.
c) Move the orange pop and snack master vending machines to the left so that the snack master is more visible. - Leading up to the AGrunt-HECU encounter, can a different battle audio track be used that’s beefier, less repetitive and has more weapon variety? The continually repeating ratatatatatating sound is especially annoying.
- In the AGrunt-HECU room, there’s a light with no fixture, on the wall where the hole is generated. https://imgur.com/1TAyT
32 Tank yard - There are two missing wall textures, upper left corner and lower left corner, on facing wall (see picture). - Tank yard - Numerous parts of destroyed truck clipping into sidewalk:
a) Rear tailgate. https://imgur.com/nV98j
b) Both rear left tires and both rear right tires. https://imgur.com/pDlyR and https://imgur.com/gX8TK
c) Front left wheel fender. https://imgur.com/qLse7
d) Right side deck railing (situated on the ground). https://imgur.com/gX8TK
e) The forward rear wheel axle. https://imgur.com/KIiUq - Tank yard - A couple of plants clipping through the rubble (see picture).
- Tank yard - Clipping issues with sandbags:
a) At front, top cartridge container.
b) At front, lower weapon case.
c) At rear, top right cartridge container.
d) At rear, lower weapon case.
e) Both rear legs of the .50 Cal. - Tank yard - To the right of the security hut in the corner, narrow the gap between fenced cage and large vertical vent (see picture). No real-world security the way it is now. Player can’t walk through gap, but it doesn’t look right.
- Tank yard - Rock on right side next to ramp leading up to Gasworks:
a) Has plant clipping through it (see picture).
b) Clipping into vertical concrete column at opposite end. https://imgur.com/PQV1D
c) Does not make full contact with the ground. https://imgur.com/tVQZi - Tank yard - Texture flickering on piece of rubble (see picture). It’s triangle in shape and at the center of the flashlight beam. https://imgur.com/mAwsT and https://imgur.com/ziicr
To be continued…
Feedback For v1.0-RC2
- Tank yard - Security camera attached to security hut sweeps too far to the left. It should sweep more to the right. These pictures indicate furthest left and right sweep positions. https://imgur.com/eUx1g and https://imgur.com/t0A02
- The head, w-headcrab attached, of the dead Zombie in the men’s bathroom clips entirely into the floor. https://imgur.com/uocgu
- In hallway outside the bathrooms, the top portion of the tall alien fauna clips into the wall. https://imgur.com/uvdDa
- In the ladies bathroom, both red colored alien fauna have clipping issues with the walls and floor. Right hand one also clips into the edge of the jump pad. https://imgur.com/yJGpC and https://imgur.com/7gf7y
- In the roof storage room. The light switch is too far from the door. Reduce the distance by 2/3. Also, position it lower as it’s too high.
- On roof, large pipe clipping into roof front crown (see picture).
- The increase in size of the flames in the middle chamber of the furnace is not really noticeable. Can they be increased any further, or can flames be added, one in front and one behind to the existing row.
- In the opposite direction, slightly reduce the size of the flames in the lower chamber to avoid visible clipping and ember issues with the furnace rear wall.
- Furnace flame-out timing is still not quite right. Lower chamber first and upper chamber a few moments later.
- Height and position of “Danger Hot Surface” signs should be uniform. Marginally lower the left one and move it slightly to the left.
- In the furnace room, can the hum coming from the light or whatever is behind the locked door, be reduced. It interferes with hearing the other ambient sounds.
- In the upper level of the furnace room, please position the curved portion of the railing so that all footings do not extend beyond the edge of the platform. Looks like just a slight adjustment needed.
- In furnace room, both gray ceiling trusses severely clip through the large blue pipe.
- Gasworks - Thanks for moving the control box for the large door leading back to the tank yard. Can it be centered in the middle of the panel. Thanks again.
- Gasworks - Remove the monstrously thick brown metal slab. https://imgur.com/t1rbP . It’s way too odd looking.
- The two wires running out of the two newly added machines doesn’t look right. https://imgur.com/Hqv3g . It definitely goes against even the least restrictive building and safety codes. I’m waiting for the GMan to show up and shut the whole place down. Run some conduit up the wall and along the ceiling, or at least run the wires that way.
- Gasworks - Left side of sandbags clipping into sidewalk (see picture).
- Gasworks - I-beam with texture flicker (see pictures). Another I-beam to the left exhibits the same problem.
- Gasworks - Move this gray support bracket a little to the left to hide the existing clipping issues (see picture).
To be continued…
Feedback For v1.0-RC2
- Gasworks - Can something, within this whole new assembly, be moved slightly to eliminate this clipping (see picture). It’s your call.
- Gasworks - Another HECU funny death pose (see picture). Can the bodies here be spread out a little?
- Gasworks - The trigger beams for the tripmines in the security office aren’t working right (see picture). One trigger beam terminated on the leg of a chair. The tripmine exploded as soon as I moved it.
- Gasworks - When Barney moves onto the sidewalk, in this reworked area, he levitates (see picture). As soon as he leaves the vicinity of the sidewalk, his feet are back on the ground.
- Tank yard - Please move this door control box to the left onto the adjacent panel and center it (see picture). This will mimic the control box on the other side of the wall.
To be continued…
Feedback For v1.0-RC2
- Garg yard - Remove the plant that’s clipping through one of the jump pads. https://imgur.com/NKFaf
- Garg start room - Move this door control box 1/3 closer to the door (see picture). Then apply the same height and position to the control box for the door across the roadway. You were kind enough to move it, but it’s too close to the door as it is now. Thanks again.
- Tunnel that Garg enters from - Another “Party & Porn” room for the wild and wacky BM security guards (see picture)! Illuminate it to attract those that like to explore and snoop around. It’ll end up as a wild goose chase for anyone who notices it. Or swap it out for a regular light.
- Tank yard - When at the beginning of the hallway that passes by the AGrunt-HECU room, the added new crates in the distance are not visible. As I proceed down the hallway towards them, they slowly fade into view, larger crate first, smaller crate second (see pictures).
- Gasworks - Another HECU “classic” death pose known as “The Pushup” (see picture).
- Gasworks - The light above the stairs to the lower level of the security room, seems unsuited there. https://imgur.com/QlyeV. I keep thinking I’m gonna hit my head on it. Maybe mount in on the left wall as an alternative. Or maybe select a more appropriate type for the wall, if the existing one doesn’t suit it.
To be continued… (but not right away… it’s time for bed… Zzzzzzz… sniff, sniff… BARK! BARK!)
-after the soldier gets thrown through the wall, the player can be obstructed by invisible obstacles on top of the rubble, similar to the gate door of the houndeye cage in Black Mesa
-glass shards, hand dryer metal
-Security guard choreo still needs improvement
-cars in the Garguanta chase are missing
I also got huge performance drops in near the furnace in this version, never before
Hey guys,
I’ll be off until Xmas, so I will test this new version only after that.
But don’t worry! I keep my promise to post the second (and last) part of my detailed feedback later that date.
Cheers!
I hope all this feedback won’t overwhelm him. He does want to finish some time. I however am of the belief that this mod is near done, just needs more polishing.
Shooting down some BS-pew pew:
-Food machines in the garage: there’s really no place to logically put them, short of swapping out a soda machine on each floor. If you think about it, 2 soda machines actually aren’t bad cuz you can drink soda faster for health. Food machines offer nothing for game mechanics.
-Someone mentioned adding a retinal scanner by the Barney room. NOOOO!!! These elements are only used in labs (AM/QE) and aren’t found anywhere in ST.
-Snark zigzagging pattern…while this would be neat, it would be inconsistent w/their behavior in FaF, which is the same in Text’s sections.
-Snark vent not in the wall in C2A5I (lookin at you Conti). If you look at the very beginning of C2A5G before the .50 cal, the vents are IDENTICAL to the snark vent. Thus, using a flat vent like in UC would actually be less consistent here.
@ chickenprot:
How did you get image 1 and 2? I only get 2 if I noclip up the destroyed wall from the tank battle.
What’s the issue w/5?
I just test your RC2 hotfixed and that was perfect except two little things :
- There is always the early script start in the car park, I think that is because I touch the ceiling and maybe go a little through it, so you need to extend vertically and not horizontally.
- There is body going through the floor in c2a5h at the amazing light point :
https://steamcommunity.com/sharedfiles/filedetails/?id=114978993
Besides that, I though it was well finished. Just need to add subtitles
He could maybe put some snack-vending-machines into the staircase… that would be a good idea
Retinal scanners are found only in the laboratories of the BMRF, where scientists make use of high-end and/or most recent technologies for their work. They aren’t found in the old/industrial areas of the facility.