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

Firstly, concerning the zombie in the security room that’s banging his hands and head on the window, consider swapping his actions prior to the map load with those following the map load. As it stands now, when you open the door you see and hear him banging on the window. As you move forward you trigger the next map load. After this occurs the zombie is no longer banging on the window. Instead, he wanders around within the security office, oblivious to your existence. He doesn’t react towards you at all, which is odd. Why not have him wandering around within the security office when you first open the door. Then, following the next map load have him cease his wandering and come to the window and start banging on it as a sign of his acknowledgement of your presence and his deep desire to separate your upper and lower torso. To add to the realism have a blood decal appear on the window once he starts banging on it. Yeah, I’ve asked you about inserting a blood decal here before, but you turned me down. Hopefully you’ll reconsider, if it is in fact doable.

Secondly, I wanted to echo my agreement with the sentiments expressed by jessiestorm88 in one of his earlier posts concerning ventilation shaft vents without grates covering their openings. Here’s his original comment and below is the screenshot that was attached to his post:

“I think it’s time to delete this ladder and make it a box jump puzzle kind of thing, but not as obvious. Also put an end on the vent that you have to break to get into. This would fit in a lot better with how the other vents are in black mesa and half-life in general. The way it looks now is a little silly. Why would there be a ladder going into an open vent into a mechanic garage? By the way consider adding a vent cap for the vent that goes into the gargantua area as well and if possible cut off the few inches that poke out past the wall making it awkward to get into from the pipe you’re on. Gordon is being sneaky crawling through the vents to get through the facility, it shouldn’t look like they are things people have been crawling through even before the disaster”.

For the most part, determining the proper path one needs to take in both instances mentioned above by jessiestorm88 are fairly simple to figure out. All the player needs to do is take a moment and study the environment. There aren’t numerous path options available for the player to consider. It just makes the world and gameplay more believable and challenging when the proper route is not made to be so obvious. The vent depicted in the screenshot even has the light adjacent to it illuminated as a further indication which path the player needs to take. Furthermore, the lights over doors 2 and 3 are not illuminated which serves as another additional clue. Player hand-holding overkill? Yeah, I think so. Don’t forget or lose sight of the comments and viewpoints expressed by Conti, a BM forums moderator, whom I agree with wholeheartedly, concerning the perils and dangers of providing too much player hand-holding and babysitting.

Please consider my feedback in your usual pragmatic and grateful manner.

Possible to enter the room where those zombie guard is banging his head to the window?

With the possibility to rearm urself?

Did this yesterday. A little obvious yes, but it works well.

And the Zombie thing can’t be done the other way around, I don’t think, because of the nature of trigger_transition. I’ll take a look at it.

Very nice. Maybe a little obvious yeah, but still much better than before. Will you add a vent cap on the vent that you go into to drop down at the gargantua area? Also if possible cut off the few inches of that vent that stick out and make it a little awkward to get into.

Trust me, the vent’s WAY more difficult to get into without the vent cap, because the pipe’s so narrow and you have to jump AROUND the bit which sticks out. The vent NOT sticking out would look a lot weirder.

In other news, I’ve “finished” C2A5G, that is, I’m pretty much locking it in for the current version. The only problem which remains now, as far as I can tell, is the Harrier being tilted prior to take off. And it’s seriously, massively rustling my jimmies as I’ve spent hours trying to fix it. So I’m going to leave it for now. Onto C2A5H!

THANKS!!! :wink:

Just finishing up final edits to C2A5H now, then there are a few things to address on C2A5I, then I can release. Give me 2 - 3 hours and it’ll be out.

Thanks and super job, Text.

Instead of having all of the crates already in position for the player to climb up upon, have a couple of barrels or crates strewn about the area that the player needs to gather and place at the lower part of the crate grouping in order for him to reach the vent. Let him work a little for it.

I know I’m probably pushing it and I don’t want to “rustle your jimmies” any more than they already have been (I know how sensitive they can be), but what about illuminating the lights above doors number 2 and 3 to make it somewhat even less obvious. Doesn’t need to be included in your pending release. Whenever you have the time to get to it is fine.

Really looking forward to your next release.

Heh thanks.

The problem with using movable crates is that all the movable crates are breakable too, meaning if the player is liberal with grenades/satchels whilst watching the street fight they can screw themselves over. My original plan was to do that but I realized it was just better to have them pre-stacked. Using barrels wouldn’t work either as there’s nowhere else in the game (IIRC) which makes you use barrels to reach places so it would be counter-intuitive and in contrast to the rest of Black Mesa’s design.

About the light, I know the light makes it even more obvious than it already is, but my reasoning is that it looks so obvious currently that the light doesn’t really hurt at all. Plus it’s a bit of graphical “spice” to the outdoor area. The way I choose to make outdoor areas interesting/realistic is you have repeating symmetrical themes (such as the garage doors, and sloped pavement, or in other places beams/supporting structures). This is because in reality humans tend to design these with some kind of pattern/logic which is often symmetric. To then make the area seem less copy/paste you add asymmetric/unique bits of spice to each prefabricated “section,” so for example, the one light which is turned on in contrast to the other 2 sections, the boxes missing from one, scorch marks on one, etc etc. Having that section be lit is just another way of making it seem more unique than it is, which makes it look better. I actually like it for aesthetic reasons above the little gameplay hint it adds, that’s why I want to keep it.

Also, don’t you imply my jimmies are easily rustlable! Though I deal with feedback sometimes a little too personally, I’m really very thick skinned. I see the irony in this paragraph, by the way.

EDIT: To clarify, the reason the harrier is rustling my jimmies is because it’s a persistent, yet entirely stupid and teeny little bug, which, incidentally really bugs me! I’ve tried to fix it for the past 2 hours and failing. You try and do that and not get frustrated!

If your boot isn’t enough, try this:

https://www.iemily.com/images/bugspray.gif

My “jimmies” are hurtin’ just from reading about your level of frustration. Yours must really be aching. (o_0)

Ok, suggestions part deux.

By using a barrel you’re introducing a slight twist and new unique mechanic for continued progression. There aren’t a lot of choices or possible routes for the player to consider within this smallish enclosed area. I’m sure they’ll be able to figure it out easily enough.

Concerning the lights above the doors, reverse my initial suggestion. Illuminate the lights above doors number 2 and 3. Turn the light next to the vent off. This will serve as a slight misdirection. Turning the light next to the vent off will heighten the visibility of the red ambient light glow emanating from the vent, providing a slight visual clue. This, along with the damaged vent cover and the crates stacked in the corner, should provide the player with ample clues on how to proceed. Does this suggestion address and maintain your symmetrical themes and design goals? I hope so, or maybe I missed your point entirely.

You’re the man and this is your baby. I leave it up to you.

Hmm, with regards to the light that ain’t a bad idea either. I’ll try it now and see how it looks in game. I do like the way the light reflects on the metal crates though, having that bit unlit would remove that, which is a shame. I’ll try it out, that sounds like a nice inverse bit of direction.

Barrels are a no-no, I’m afraid. Though I agree it’d be cool to add a new element, the usage of barrels would just be totally inconsistent with the rest of Black Mesa. It’s not even players getting confused about what to do I’m worried about, though that COULD play a part. It’s more just there’s nowhere else in the rest of the game you do that, and as my aim is for seamless integration, it would kinda stand out.

I’m pretty much done now, compiling maps and getting ready for the final pre-release test run. Pretty much the only bug that is left is the damned Harrier, I’m gonna spend the next 15 minutes hammering that damn bug. Assuming I don’t come across too much, which I shouldn’t, I’ll release within the hour.

EDIT: I won’t release tonight I’m afraid. I got hell day at uni tomorrow and it’s getting near 4am. However, all I need to do is work on the balance of the LAV fight and fix the Harrier take off, then it’s ready. There are too many aliens surviving the LAV fight, but removing even just 1 Aslave makes the Marines win. Looks like I’m going to have to do dynamic spawning again. But…compiling everything for the final run takes 1 hour or so, and the testrun takes another. Then packaging everything up, and writing the readme. However, I can GUARANTEE that tomorrow evening I will release, without doubt.

To bad about the Harrier. Great to hear you’ll be releasing the next beta tomorrow night. Counting down the hours.

Fair enough, Text. I respect your decision not to incorporate the use of barrels as a climbing apparatus.

Thanks for considering and trying out the vent with the adjacent light turned off. Hopefully the red ambient light glow will provide a nice foreboding effect. I like the idea of throwing the player a small curve using the inverse direction as well.

Hey, while you’re at it, try having the red light closest to the vent opening flicker intermittently. It’ll give the vent a nice eerie appearance. Maybe for the release following the one you’re preparing, insert some flickering lights in some of the other vent systems. Not overly done, mind you, just 1 or 2 additional instances.

Furthermore, I can’t recall any occurrences of headcrabs while crawling through the vent systems. Are there any? If not, contemplate placing a few of them throughout the vents, as well. Again, don’t over do it. Maybe 3 placements would suffice. They’re always a good scare. I loved those encounters in HL and wished they had more of them. Ooohh… vents with flickering red lights and headcrabs… what a lovely combination. I know you have a snark encounter, but some headcrab meetings would be cool too.

In so far as your pending release is concerned, don’t rush through the process. Take the extra time needed in order to ensure the release is properly assembled. It’s far better than releasing it with errors. We’ll all be glad to have it in our hands for the weekend. Besides, your “nellies” could use a break.

By the way, thanks for your comment “This guy gets it” in response to one of my posts. I really appreciated that.

Hope you have a safe and productive Friday.

Great job, TextFAMGUY1!

Thanks for sharing!

Looking forward to release today. I hope you managed to get some sleep last night text. If you’re going to do a bit more editing today could you lower the windows by where you see the marine get tossed through the wall such that you can see the tunnel road connecting the maps better? I think that road really ties the maps together and it’s very subtle as is since you can’t really see it with the windows so high.

Why not let it start vertically?

Well, I pretty much just got back from uni, it’s been a crazy day and I’m mad tired.

Working to the release now. I won’t reply to things people have typed specifically as I’m wrecked enough as it is, let me finish the maps first - I read everything though.

Another good thing - finally fixed the fucking harrier. Goddamn. LAV balancing and lowering the windows on C2A5H left to do.

Good, fuck yes

Congrats on fixing the harrier. I wish you the best of luck for getting on the dev team, good sir. I do hope they include your additions to the next update of Black Mesa, their resources could be better spent elsewhere than on content that a skilled mapper has already done unofficially.

If worst comes to worst, we as a community could go ahead and post up an “unofficial must have add-ons” thread or something.

The good news is, every bug that I can think of is well and truly squashed. There are a few minor tweaks which I have left to do, but they ARE all fairly simple; it’s things just like moving the Ospreys a bit further to the right and stuff like that.

The LAV fight balance is problematic but not terrible.

It’s basically ready, I can edit everything in one final pass and do a final compile.

The catch? I’m absolutely exhausted. Stayed up very late last night, had a very early start, a long day, and I can’t go on anymore. I need sleep. I know I promised I’d release tonight, and I’m sorry if I’ve let anyone down. I seem to do that a bit too much! But, the plus side - I have no plans for tomorrow whatsoever. I can wake up in the morning, fresh as a daisy, iron out the last few problems, and release - clean and simple. No major snags left. In the end it means you get a better product to play with, so I hope it’s not so bad.

Again I’m really sorry to be breaking another promise, but life gets in the way sometimes. On the bright side, at least when I break a “release date,” I’m only a couple days late, not 3 years!

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.