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

lol no need to take it personally…was just messing with you. I’ve actually never had the game crash when firing hornets into the pad. I just noticed a correlation between the pads and the high crash areas. Think the main bug is w the alien battle outside the garage. That’s what consistently crashes it for me.

Worst case scenario: remove the jump pad and create tipped(leaned on the ground and the first floor) part of the collapsed ceiling that allows the player to reach the higher floor.

But I know you wouldn’t like it(I would not like it too!)

Edit: did you try to rec (demo) when the bug happens?
Maybe a video will allows you to understand what’s the problem.
If demo gets corrupted when hl2.exe crashes you can use fraps.
The free version allows to record for 30 sec.

Edit2: (answer to the post below) good news! I’ll download your release toworrow, here in GMT+1 it’s time to sleep.

Well, I think I fixed it. How? No idea. I did quite a few things but it seems to be working now so I refuse to argue with it! But I can’t reproduce the crash now. That’s good.

I have a minor issue with C2A5I to sort out (which though I have been working on fixing that problem for a lot of the day it’s not vital to the map’s functioning) but then I should be ready for next release. Give me 3 - 4 hours or so.

So upload in three or four hours?

Maybe. We’ll see. It’s looking that way but I don’t like to say definitely anymore. I want to get every release right from now on after the cock up that was the first release.

On an unrelated note, I’m placing the “semper fi my ass” dialogue from the game into C2A5G, through use of a radio (the Marines are having a conversation over the radio - there’s no other GOOD way to do it, as there’s nowhere you meet marines where they’re not already fighting something or aren’t already aware you’re there). I have 3 potential places to put it:

  1. By the truck on the street where the Marines get ambushed by the aliens
  2. By the TOW
  3. On a box by the truck AFTER you destroy the door with the TOW

What’s the best place for it? I’m leaning towards TOW.

By the tow sounds like a reasonable place. It makes sense that they would have the radio with them where they are holding up at and not left with the supply truck.

I would say 2 or 3.

I don’t know why you’ve latched onto that idea as it’s really dumb. They’re running away from aliens which are trying to kill them. They’re in the process of trying to escape death. Why would they be casually chatting about the state of their mission? In fact, why would they be chatting at all?

I’ve put it by the TOW. Most people seem to agree with me. It’s the area with the smallest chance of the player accidentally missing the script, as the player’s likely going to be hanging around there, unlike the other 2 places where they’re more likely to run past it. I edited the sound clip together using BM effects so it sounds like radios do in Black Mesa.

In other news, I won’t be releasing tonight, as I’m going to bed in a minute. But the maps are, for all intents and purposes, ready for the next release. But I have a lot of work to get through tomorrow, so I’m deliberately pushing this back to stop myself from getting distracted from my work. If I get the work done well and on time tomorrow, which is certainly what I’m aiming for (!!) I can definitely release tomorrow afternoon. That aside, I will definitely release tomorrow. For real real truthsies this time. I have a small problem with a little surprise feature on C2A5I which is holding me back but aside from that I’ve tackled everything for this release that I wanted to.

It’s contextually dependent. I don’t know what the lines sound like but just from reading it, it sounds like their tone is somewhat frantic/panicked so my idea makes sense. If the lines are delivered calmly, then obviously the radio makes more sense. Also, WHEN the line is delivered is much more important than the logic of radio placement. If it were by the vehicle, there’s a greater chance the line would be delivered to the player AFTER the HECU battle. You don’t want it going off midbattle.

Edit: I sorta misread the choices for the radio placement. My ideal placement would be none of the above… It’s actually the M35 WITHIN the tow courtyard. Placing it here is actually better for foreshadowing as opposed to the M35 on the road to the courtyard. That would be lame as who would the radio be communicating to? If it’s in the former position, there’s no way for the player to avoid it as the vehicle is right next to the agrunt silo door.

@TextFAMGUY1: Thank you very much for doing this add-on as it provides surface tension with a whole number of dearly missed scenes from the original.

Incredible work, for a one man job, hope you will get recognition from the Devs for your efforts!

Checking back in on this topic, apologies if i’ve reiterated stuff but it’s ballooned so much that I haven’t been able to really read the 40 pages since my last post. :stuck_out_tongue:

really liking the latest video release. I love almost all of the changes. cutting out that second jet chase in the second big room really helps the scene, because it makes it feel like the mantas have infested that area, and that there may be several of them on rooftops that you can’t even see. Since you see one chase a jet, another clear out humans, round a corner, see two more emerge from above you, and then another mantis zorch the tank, it creates a certain repetition that drives the point home of “they’re taking over” The snarks added throughout the map play off of the manta use. That second jet chase just broke up the setpiece in a weird way and I think its stronger without it. It creates a more impressive atmosphere and adds a nice, subtle background element to the “feeling that humanity is losing”

I think the first vort wave has maybe one or two spawns more than it needs, but just barely. The idea of letting the player backtrack through doors is always interesting. It adds to atmosphere and adds a little tactical option for the crafty player (retreats, gating, coming back for supplies) Sawtooths let you progress and cut off previous access, but its always nice to create back and forths in the stage.

I think maybe removing one snark from the zombie encounter would tweak it just enough so people wouldnt have problems with it, maybe 2 at the most. The big thing is that the game never teaches you that snarks have a weakness, so players will just use what they use on everything else. Hiding a single health pickup just after the snarks before the jumppad, off to the side (unless they’re already there and I missed them" would bridge for a player that isnt yet used to handling snarks while not leaving them in a bad shape for handling rooftop enemies.)

I think putting rockets on the roof wouldn’t be so bad, but you should obscure them off to the side slightly from the “first path”. Like say, put a box between the player and the rockets so they dont see them immediately unless they hunt around the rooftops, that way a player who cant handle the sniper will happen upon the rockets when they try to scrounge for equipment. This way people will at least ATTEMPT to frantically make it past the sniper at least the first time or two before looking for another option, which is in line with half life’s whole thing with giving the player options without holding their hand and designing things around player intuition and mindset.

The idea of fighting the sniper with rockets is a cool one, (you already have rockets anyways so its already a possibility the player will come to that conclusion, you just dont want to force it on them as “the correct way”. The best part about half life is having 2 or 27 ways to go about solving a given encounter) since it sort of creates a “miniboss encounter” naturally, but it shouldn’t be the first thing the player is presented with. Having them off to the side would posit them as “an option”. I hate games that just telegraph how to beat a scenario before you reach it. Doing at least some legwork at the very least makes it feel more earned. But yeah, the idea is that it would clue a FRUSTRATED player in, rather than HAND HOLDING. the rockets is a good idea to a point, but the implementation would have to be just so or it would defeat the purpose of the scene you’ve added.

An interesting thing about the way I play is that when enemies fight eachother in games and i’m trying to progress i use them “as cover” and just try to solve the puzzel or get past them to the next room before the battle ends and they “notice me”. A friend of mine called my tactics “Guerrilla” which I find interesting.

I like the new furnace. I think alot of your puzzels are interesting and i like how you handle alot of things now. You should really try to contact the BMS team about possibly getting this integrated into the final edition of black mesa source. Its made phenomenal progress and feels like something that should be in the base package. Apologies if i’ve reitterated things people have posted, this is a reaction to the latest youtube video.

Again keep up the good work, I’m really serious I want to see this in the real release of the game I think you’ve done a great job covering the work that a previous mapper had to back out of. (IIRC, the reason ST was cut down in the original game is because life obligations lead to the mapper for that section having to back out of the project and leave his files unfinished. I’d think the team would be pretty willing, and probably impressed by the work here, to put it into the real release.) 8)

I’ll probably play the beta myself tonight, but I’m probably gonna download it again tomarrow when you put out the latest version :slight_smile:

Yeah, I just played through your maps and even though the copy of 0.81b I downloaded appeared to have some bugs that weren’t present in your 44m video* overall I found the experience, even considered ‘beta’, to be just as well-designed and balanced (that is to say, fucking hard) as the BM team’s efforts. A crackerjack job, especially for one or two people.

  • The entry door at the beginning of C2A5G was invisible and missing keypads, but only when played from a ‘linked’ previous map, not when using the ‘map bm_c2a5g’ command
  • The Garg didn’t seem scripted to ‘pry’ open the final door exiting the tunnels into the tower area, instead simply clipping through.

i can confirm this

We already established that back a few pages ago. Simply type in your console “map bm_c2a5f” and you’re good…

It’s almost ready guys. Just gotta fix this problem on C2A5I and we’re good to go. I then have to compile it using vertex lighting which should take an hour and a half, and then I’ll upload it.

Good good, very well!

This “extra feature” on C2A5I is proving to be a lot more trouble than it’s worth. The maps are compiled, it’s just C2A5I I need to finish. Then testrun, then upload. Another hour or so. A release IS happening, I won’t go to bed until it’s done, so don’t worry about that!

I don’t know if I will be awake.
Anyway, I’m prepared to be amazed by this new feature. :slight_smile:

If you’re too tired tonight write a changelog tomorrow.

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.