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

could you get the jet to shoot at the manta?

What I mean, u speak about the time u need to make them, well, there is still some amount of extra time left on them if u read the feedback and do something with it.

Sorry my native language is Dutch, so I try to express myself in your language, at least I try.

Cause I don’t think alot of persons here do speak Dutch aswell…

I speak it :3.

So two of us :slight_smile:

three (and bolteh), but i never use captions

Last bit of feedback here before you release ST Uncut 2.0 Beta.

Surface Tension Uncut V. 1.11 Feedback(cont.)

Map 5H

  1. In this area, it seems that one of the military cases clips through oart of the left side of the sandbags. https://i.imgur.com/QJhUrwe.jpg
    Closeup: https://i.imgur.com/xKjox5W.jpg
  2. In this area, this part of the handrail is not connected. I suggest that you get this part of the hand rail to connect to connect them.
  3. In the same area, get that small part of the handrail to look like this one over here.
  4. In this area, the fire seems to disappear and reappear depending on how far you are from it.
  5. In this area, the stairs are not aligned to the floor.

Aint you guys Vlaams (or however you say it in english).

That would be Flemish.

I’m Afrikaans. We understand Dutch perfectly!

I’m am very much looking forward to the new version of ST Uncut, because the previous release was perfect but this will make it flawless. With the added uncut v1 I find myself replaying ST over and over again.

Flemish is a group of Dutch dialects, so I don’t see how that matters :stuck_out_tongue: (@ boxnoob) but yes

Afrikaans is wonderful :smiley: It sounds so funny and delightful to Dutch-speaking people

I love the smell of an updated level in the mornin’!
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So a release is imminent?

[COLOR=‘Red’]Update: v2 Released![/SIZE]

Latest Version: 2.0 Beta. Download here.[/SIZE]

Here it is. After a week and a half of solid blood, sweat, tears, and far, far more work than I’d anticipated, here’s the beta for v2 of Surface Tension Uncut!

I’m really proud of just how much I’ve been able to improve something I’d previously thought was the best I could do. Just goes to show how much I’ve learned about mapping since working on OaR Uncut, and how there’s ALWAYS room for improvement. Kind of a poignant life lesson really if you think about it.

But deep, meaningful philosophical discussions aside, I hope you guys enjoy this new version. I worked really hard on it and I now think it’s every bit as good as anything the BM Devs could have come up with. G is the most improved map BY FAR but H has seen a fair few improvements. I and C3A1A haven’t seen much at all aside from a few minor bug fixes, but then they didn’t really need much IMO.

The biggest focus of many of the major changes I’ve made have been with the purpose of making the maps feel better connected, both to one another and within themselves. There are far less dead ends and weird connections now, everything should flow a lot better and there are lots of hidden goodies and side routes for the curious player to explore and be rewarded.

The scripted scenes remain largely the same but the aesthetics and design are dramatically different in a few places - most notable the TOW Courtyard and the Helipad. Performance wise it’s a little bit of a tricky story. I’m going to do more detailed benchmarks (I’ll record avg/min/max FPS for different areas and compare the results from v1.11 to v2) tomorrow, but for now I feel like from my test runs that performance has improved in most places on G, by quite a large margin in some areas. The TOW Courtyard and the Helipad probably perform a little bit worse than before, or possibly the same. I consider this to be acceptable as I’ve dramatically improved their visual fidelity, a little performance loss has to be expected. It’s not ideal, but it’ll have to do.

As usual, let me know if there are missing textures, and all that horrible stuff. I don’t think there will be, I checked the packaging quite a few times, but you just never know. I’ve also fixed the soundscripts with thanks to Ysrael and Ulrik who both helped me out a bit there, and some of the captions have been tweaked too.

I’ll be making a video tomorrow most likely for these of you who can’t/don’t want to play it for whatever reason. As usual I really look forward to hearing this great community’s feedback, as it always helps to improve my work even further. The next version will be the final release version of ST Uncut v2, assuming there isn’t a vast swath of bugs reported. And I mean real bugs, not things clipping into walls by 1/10th of a unit (DADSTER!).

So, I move onto OaR Uncut, most likely starting on Friday. B2 still has yet to be finished. We’ll see how long it takes. I really ran out of inspiration on it which is why I switched to working on ST Uncut, let’s see if this break from it has helped recharge my batteries in that regard.

I’ll leave you with some screenshots, and the changelog (warning: it’s huge!).

Excellent, doing a play through now.

Just downloaded it and extracted it to my BMS folder. Will play through it soon.

Did a quick play through. Gotta say, awesome job making some additions and revisions of your original works. A few bugs here and there:

End of G: Get an engine crash and it says this: “Can’t load lump 53, allocation of 13713721 bytes failed!!!” - I’d check the I/O with the zombie and the trigger associated with it, because that crash only occurs when I kill the zombie and then walk through the blast door when the map changes. You could also make the door behind it stop functioning all together to get rid of the problem anyway.

H: Look at the images and look where the fan blade is and compare it to where it’s supposed to be. If you can’t spot it look at the top-left of either image.

All in all, great revision.


  1. What’s the purpose of those cabine in the middle of the field, where u need to blow up those gate with grunts behind it? 2. Cause the panel is missing one button it seems (not supposed to work of course)–> level after those ambush with airport

  2. U go through the blown up gate, u continue, passing truck and a bit further on your right u have those old gate with the blown up tank in it, on your left there is now a control room with a working panel it seems, but no gate opens, possible to change this, so it seems the panel is broken?

  3. So u go up the stairs, on the helipad, to the right and u enter the new door completely on the right, in front of u, u see first a door which seems to be open, but with an inaccessable room and no obstacles in the doorgate (like on other parts in those building), when leaving the building again, vorts span and when u return, the door is now almost closed.

  • When entering the control room (previous unaccessable in previous builds with those zombie agent) to the next map, I get an out of memory error! So for now it ends here for me (8GB RAM here)

I’m sorry, I know English isn’t your native language, but I don’t understand anything you’ve just said. The only one I understand properly is the last point. If you can’t put it any better don’t worry about it. I get it. Sorry.

Does the crash occur EVERY time you kill the Zombie and then walk through the blast door, or only sometimes? If it’s every time, then we’ve identified the problem and I might be able to fix it. If not, it might just be the standard crash which happens during the transition from G to H, which happens because both maps are relatively HUGE and PACKED with content, and the Source engine doesn’t always agree with it. I have to say though, I’ve NEVER had that crash personally.

As for the fan, lol, that’s fucked up. Will fix that.

Pin pointed it’s the blast door… got the crash again, but this time I didn’t kill the zombie. I think it’s because the player walks through the transition before the BLAST door closes… why exactly the crash occurs is beyond me. It COULD be due to memory issues, but that’s speculation.

Edit: To answer your question: No. It doesn’t occur each time I make the transition. Only in certain circumstances (the blast door being ajar) cause it to fuck up.

Haven’t quite finished playing through, crashed due to physics props going nuts with those Houndeyes. Loving the new version though. These maps are HUGE!

The only weird thing that stuck out to me so far is that this blast door sticks through the ceiling:

Apart from that, I just think it’s a pity that the cracks in the wall after this explosion… https://i.imgur.com/PTSA0dvl.jpg look so dodgy when there’s smoke in the air.
Edit: Just finished. Great work as usual.

Yeahh… the fan in that area was acting crazy, like it was on some sort of giant loop. https://i.imgur.com/jQUJd8V.jpg
I thought it was a plane at first, since it was zooming up into the sky.

The only other “glitch” was that the Garg failed to follow me to the end of the level, must’ve forgotten how to open gates or something.

I did think that these pipes looked a little weird though- https://i.imgur.com/g0wQjlj.jpg
Shouldn’t they be hollow? Plus, if anything should have steam coming out of it, it’s those.

But still, this is a wonderful update. Love that there’s multiple routes and that even small areas like the Snark hallway got a nice facelift. I just hope that some more performance can be squeezed out by further optimizing the maps.
Been getting constant stuttering with the usual suspects (parking garage, furnace room, steam room).

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