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

The amount of progress you make, not to mention the quality, is amazing.

U go very fast in development, and it’s always a very high standard u keep.

U ROCK!

to bad the dev team doesn’t work as fast as you do, if they did we would have xen by now.

when this is done I really want to play it.

This is a really cool idea and I hope it goes all the way. The current screens are certainly very encouraging.

Edit: I haven’t got too far through the thread yet but I just saw the video and if I had one suggestion I think the replacement for the garage fight should start from the upper balcony like in the original; I think being able to watch the battle from above was an important and memorable aspect of that fight, as well as having the side benefit of making the AI less likely to go for Gordon prematurely.

Perhaps, put a gate in the road before the battle, have battle sound effects going on, and force the player into a door on a building to the right, into a stairwell up a floor and to a hole out onto the battlefield?

I hope the puzzles won’t be particularly long. I think that would kind of break the flow a bit. There is a war going on, after all.

He stated its prolly gonna be a jumping puzzle or two or three, just to break the run ‘n’ gun up a bit.

Thank you everyone for your kind words.

The dev team comparison is a little unfair I feel, their quality of work is extremely high, and they’ve had to do an awful lot more than I have. Not to mention that imagining Xen on its own is one helluva task! I’ve had the advantage of already having a preset style (the buildings in ST) to copy, and lots of the minute details have been emulated from their very nicely designed maps. My maps are very mathematically inconsistent and very messy to look at in the editor, unlike the dev team’s which look beautiful even there - luckily they seem to come up alright in game! Let’s give the dev team a little more credit! They definitely, definitely deserve it! Though I certainly appreciate the sentiment and the kind words.

My puzzles won’t be long at all. The vast extent of them so far amount to “turn off the furnace so you don’t get burned to death,” and “jump around a few pipes to get to the door” in the gasworks. As stated, they’re just there to break up the flow a little. My Surface Tension chapters are relentlessly intense!

I love what you are doing here TextFAMGUY1!

And you are right, the dev’s have done an absolutely amazing job recreating arguably the most best FPS ever… seeing what you are creating feels like its an expansion pack to an already incredible game, and I’m all for it!

I finished BMS, and the first thing I thought was “I wish there was more!!”. The original dev’s were successful in creating that unique Half Life feel, and I can’t wait to get my hands on more of it!

Just thought I would restate my original idea again…

In HL1 you had to Jump on to a pipe and open the Hatch door with a valve on it and craw into a pipe part of the furnace machinel out and drop down into an ruin with an alien grunt.

IDEA 1
My Idea is that instead of Jumping onto the pipes and opening a hatch because the hatch would probably knock you off the pipe as it has physics was to increase the pressure in the plant via a control valve in the room open the furnace door and put a highly flammable barrel there this would then start a chain reaction send the machine into critical and blow the Hatch door off it’s hinges and create a pressure fire explosion. Once the hatch is opened this way instead then you have to make the jump to get to the pipe from the platform… But another difference was when you increased the pressurevalve it would also cause steam hazzards coming from the pipes making it more difficult to get the barrel or barrels to the furnace…

IDEA 2
But thinking of this again it might be better to have to get to the valve turn off the pressure put the barrel in the furnace and then increase the pressure again perhaps putting the control valve exactly where the hatch door will explode to meaning after you increase the pressure and the barrel is in the furnace you need to get out the way pretty quickly

Or Combination of Furnace door button and pressure valve amongst hazzards like this

IDEA 3
Another way could be that opening the furnace door decreases pressure allowing you to pass the steam but it’s timed only giving you a certain window of time to get the barrel in before the steam starts again when the door shuts. once you have the barrel or barrels in then you increase the overall pressure by a valve control this send the machine into critical and blows the hatch obviously straight at you

Just more ideas really

Thank you very much. I appreciate your kind words. I’m making good progress - definitely on track for a video today!

This all seems very complicated. My idea is simple and doesn’t break the flow of the game much. There are 3 pipes leading into the furnace where you can see 3 gas fires burning. 2 of them have valves which you can turn off, which disable 2 fires. One is still burning, meaning you can’t crawl into the other pipe because you’ll…well, catch fire. So to turn off the final fire (the valve for it has broken off), you have to put a barrel or two into the furnace to block the flames which causes them to die, allowing you into the pipe. Fairly simple, fairly elegant.

The idea sounds a lot more complicated than it actually is… It’s a bit tricky to describe it easily basically the key point is having the hatch blow open rather than open it like in the original due to HL2 engine physics in this situation.

Once the hatch blows it kills all the hazzards and lets you through as the machine is broken you know what Gordon’s like

But it sounds like you have done a complete redesign which I can understand as the room made little sense anyway

U actually made a walkthrough how to get through the flames :smiley:

Hi ! I hope you add hecu marines vs headcrabs fight in the furnace room ? It was amazing to see how soldiers were beaten by little innocent looking aliens.

Yes, I think he said he was going to add them. I’d hardly call them innocent, they’re vile parasitic creatures. And there was 2 grunts vs like 5 or 6 headcrabs.

Well I got some good news, and bad news.

Good news: I’m making excellent progress on C2A5H. Better than I thought. It’s nearing “completion”.

Bad news: I’ve had an attack of perfectionism again. Like with the last video, I’m going to polish everything before I publish it. So this means you won’t be seeing a video until tomorrow (but DEFINITELY tomorrow!) There’s not enough time to do it all today but by afternoon tomorrow it’ll be done for sure. And it’s looking good, actually, I’ve regained a bit of motivation.

That scene is included, and it works well. I’ve got a Zombie attacking them as well.

The Furnace room is actually quite a bit smaller than the original and I’ve purposely made it quite cramped. I think it works better, it certainly gives an oppressive feeling off. And the gasworks, though not absolutely fantastic, I feel does a better job than the completely random, ugly building the furnace was connected to in the original.

The sequence with Barney is using cut choreography from other parts of the game. It doesn’t work brilliantly, but it does the job. As I said earlier, I’m looking to recruit someone who can use faceposer. If you’d like to help, please get in touch.

Thanks for the anwser ! That’s cool you added also a zombie attacking a grunts because we never got to see zombie vs hecu fight in half life 1 which was kinda… weird. I’m really happy about your impressively fast progress with maps.

Yes I’d rather call it “being owned by monstrous things which are 2 times smaller than you”

Satchel detonation particle fx
Send a PM to this guy: dsd

his work:https://forums.blackmesasource.com/showthread.php?t=13827

Perfectionism is good, it lets you fix the smaller details that may ruin it or make it even better. Make sure to add a commentary after, I want to hear what you did again. If the map lives up to the first one, it should be a fine piece of art. :slight_smile:

Keep up the good work.

And about the particle guy, you may want to try his Youtube channel as well, he may be easier to reach on that.

It’s a shame there’s no HECU zombie model - it’d work great in that scene.

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.