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

have the final count down stuck in my head now… I blame that post.

Is it just me or is the page system broken? I keep clicking Page 48 hoping for there to be a new post…

Nope!
it happens quite often.

…and now we’re at page 48.

Let’s do a recap of this Thread

48 pages
942 replies
49,041 views

in a month…amazing!

points at the number at the top-right of each post

this was an important part of the game and the guy making the maps is doing an epic job so of course the topic hs a high amount of everything.

I actually just got Half Life Source this week and played Surface Tension today, and I must say you adapted the cut areas beautifully

I’m watching this here right now: https://www.youtube.com/watch?v=7XhMNTDfCTs&feature=relmfu

textfamguy, marry me. xDD i cant stop commenting this!

you could have worked together with the black mesa developers!.. very very impressing… just a few minor details like the green glass disturb me a tiny bit. but overall its absolutely more than impressing. maybe add even more details till release. take your time! if you feel that there are some things more to improve, improve. no need to rush…

awesome awesome work… !!!

Almost there guys. The maps are all pretty much as prepared as I need them to be.

Gotta compile, build cubemaps/nodegraphs, do SEVERAL testruns, and then they’ll be shipped out to you. I reckon another hour or so.

It’s night here in Europe…time to sleep!

I guess you’ll send us a pm with the link.

I’m gonna check tommorow.

Good Night!

TextFam- If you need any of the cut tracks from BM to add, I think I have a few from Joel’s early work, such as the mellower “Surface Tension” and the oldest “On A Rail” track. There’s also an unnamed one called “Track 7” that was rather interesting. Might fit somewhere.

It’s (AGAIN!) taking longer than I anticipated, but I’m pleased to say I’ve just cleared C2A5G for release. It’s done. Fully tested, working. Now testing C2A5H.

so, will it be done today?

Patience my child. It’s already Sunday where I am (2AM), I’m doing my best. It will be done in an hour or two, I’m just running final tests. The maps themselves are finished.

3am in here ^_ good night guys “_”

sorry, I should be better at waiting.

It’s only 9:20 Eastern (US), but I’ve had a pretty eventful day I’m prolly going to call it a night early tonight.

Once testing starts ramping up in the morning, what kind’ve criteria do you want us to stress test on?

Apologies if I came across a bit aggressive, I was just joking.

C2A5H has been cleared anyway. Just C2A5I now, and then I’m releasing.

Well, not quite. I check the compiled version of C2A5I, then I compile all 3 maps set to “final” mode (about 10 minutes compile per map). I then build the cubemaps and nodegraph for every map. I will then do 2 beginning to end playthroughs of the 3 maps to make sure they flow properly and everything works, which it will. I will then put all my custom content (very little, but still some) into the BSP, zip it up, write my PM to everyone and bam, closed alpha released.

Glad to see you do your own inhouse run through twice. Because once is more likely be a fluke, heh.

I just hope I am one of the testers, waiting is killing me… ok not really, just going to replay the game from the start and hope.

I doubt I am at all, but good luck to the testers, hope you help make this better than it already is!

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.