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

Fuck ‘consistency’, do whatever fits best in the situation at hand.

Looking to the mod and its whole 8 years of development, what you’ve said doesn’t compute. :wink:

https://www.youtube.com/watch?v=_6ogiC3QI5Q
https://www.youtube.com/watch?v=2-mTNw6Z6Dk

Using one of these two would definitely keep it consistent - also the second one was originally intended for surface tension and as such could work as a lighter version for your levels to highlight the action (since they are after the helicopter battle and it’s the same theme just not as “heavy” sounding)

You could also try to use the awesome cut OAR track, though I don’t know how well that would fit in length-wise to your level. If you could make it fit, that would be even cooler since it isn’t used in Black Mesa and it isn’t an earlier version of a song like the ones above.

https://www.youtube.com/watch?v=iVS-CJMoCeI

Consistency is pretty damn important, and putting quotation marks around it won’t change that. If the point of this project is to make the new maps merge seamlessly with the rest of the game, then being consistent with the rest of the game is vital. It shouldn’t feel like it was suddenly tacked on, it should feel like it was already supposed to be there.

this

https://www.youtube.com/watch?v=B8k2wA3r0Io&feature=plcp

What about it?

I was talking about the music, derp. Original HL1 tracks work better and integrate more seamlessly with the rest of BM soundtrack than some of Joel’s own tracks.

if he wants this added to the official mod the original HL1 tracks can NOT be used. (valve copy rights probably wouldn’t allow it)

Since when was this an official release?
But I do digress, although my point about ‘consistency’ stands.

P.S. And no, I hardly care if it will have HL1 tracks upon release or not - it’s all about custom experience, right?

Since it was greenlit.

What, the track that plays during the battle above the rocket silo?

@olddirtybastard and TextFAMGUY1, when this comes out I can garinity that all the people that miss the levels being re made here will download it, and from the sounds of some moderator posts the dev team might be watching this meaning it may be added to the official… of course this is just my guessing at things but I might be right.

Crash through a roof into apart of the industrial complex? Doesn’t have to be outside, you can also make it a puzzle.

How exactly it would work is really up to you, there’d be a fuck ton of rubble though. Gotta navigate through some fires & such.

Edit: I just realized. Oddly enough, if you really want to, you can add a puzzle similar to what Ronster was suggesting with the furnace, it would likely have enough room, and funnily enough, it’d prolly fit into the whole situation (crashed aircraft).

Some valves that turn on & off a series of fires (turn on one behind you, and turn off the one infront of you for instance) you have a grouping of pipes laying around the room to function as a maze, with the crashed aircraft being somewhere in there. The exact lay out is up to you, I’m just spitting out ideas.

Edit #2:

Bahah! These rooms fit perfectly to what I was thinking too!

Lol’d.

Yeah it’s my favourite track of the soundtrack

Amazing work! It’s probably been suggested, but make sure that its possible to remain in the vent while you rain down snarks, because the fun is in being a silent assassin, even when they detect you. Also, it might be a good idea to make the doors open to let the HECU into that courtyard area after the main garage so that it doesn’t look like they just spawned in there when the player came close enough.

OPs maps are on greenlight? :retard:

Defeats the purpose of the scene

How this whole thing will be implemented? Like a mod to Black Mesa?

  • also I wonder what the lead devs say about this.

Keep it up!

Here’s a little something for those of you who’ve been so kind as to follow this thread closely:

https://youtu.be/SB_JIFcpt9c

Hope you enjoy it, and I hope it also settles some of the music debate. I loved how this scene turned out, though it’s far from finished.

The music debate seems to have sparked a fair amount of discussion. Let me just say I’m not planning on doing anything that’ll “split the fanbase” so to speak. Like I said I’m inkling towards using Joel’s unused/cut tracks, and this scene kinda proves, to me at least, that that’s the way to go.

The first shot that Ronster posted rather tickles my fancy. I may replace the building where you come out of the pipe and meet Barney with something along these lines. That segment in the original was nonsensical and kinda awful. I will add some kind of simple puzzle to break up the combat a little.

EDIT: I’ve seen loads of great ideas posted in this thread and I’ve used a lot of the feedback to improve my maps for the better - and for this I am very thankful to all those who have contributed. However, part of the purpose of this thread was to recruit help towards this large project I’ve undertaken, and so far I’ve had no direct assistance. I’m wondering if anybody in this thread can use the particle editor with any degree of competency - because I need the particle satchel_fire to be edited quite substantially to fit the satchel pipe scene. Everything in this scene which I’ve created it so far fits except the effects. The particle effect is poor - its either unfinished on behalf of the BM Dev Team or it was intended to be used differently to how I’d like it. If anyone could modify this particle effect to be better I would very much appreciate is as I’d have a finished version of that scene too, which I could show everyone. If it helps anyone the pipe’s dimensions are 64 (w) X 64 (h) x 512 (l). The first starts at one end and rages down explosively to the other. Please let me know if you’d like to help me with this. I don’t know anything about the particle editor or anything like that and my attempts so far at improving the effect have been useless.

Ok, but who’s making the props?

I approve of your music choice :slight_smile:

I assumed you would use a combination of the thruster effects in blast pit / on a rail and the garg flames and env flame

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.