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

Thanks for letting me know, Dadster. Will fix it soon.

Edit: It’s now fixed.

Feedback For ST Uncut v1.11 Final - Map C2A5H

  1. At level start, there are two door control switches that are morphed together https://i.imgur.com/bh33XL1.jpg and https://i.imgur.com/xEZzqWj.jpg. Before the level loads there’s only one switch, but after the level loads there’s two morphed together, as per the image.
  2. At level start, consider reworking the arcs/sparks emanating from this blast door https://i.imgur.com/FH880wG.jpg. The origins of some appear to be from within the door and/or wall. Correct those and maybe reposition one to the upper left corner of the door.
  3. At level start, the zombie shadows are visible on the support arch. See attached images 1 and 2 below.
  4. At level start, this door https://i.imgur.com/dR0hyts.jpg seems to have two hardware sets https://i.imgur.com/pDowCSb.jpg. Consider using an alternate door model.
  5. The wall damaged by the thrown HECU https://i.imgur.com/6dBrwM1.jpg, has a z-fighting issue. See attached images 3 to 5 below.
  6. Where the HECU is thrown through the wall, there are falling ashes. Can the falling ashes be more focused to fall through the hole in the hallway ceiling and the hole in the ceiling of the adjacent office. Presently, more ashes clip through undamaged ceilings.
  7. At the Tank yard start, this fluorescent light’s arc https://i.imgur.com/rVOMwF7.jpg occurs over the bulbs. Consider moving it to where the terminals are. Also, the arc originates too far away from the fixture https://i.imgur.com/V7KKN5S.jpg. Place it closer to its body.
  8. In the Tank yard https://i.imgur.com/xVvRhaH.jpg, change this texture https://i.imgur.com/5MLPU2m.jpg to the same type that’s used on the rest of the wall. It looks odd the way it is.
  9. At the large door to the gasworks https://i.imgur.com/WEiuRSz.jpg, please move the door control switch slightly left, to the middle of the second panel https://i.imgur.com/jz0Ols1.jpg. This will match the one on the other side of the wall.
  10. At the large door to the gasworks, this status light https://i.imgur.com/Bth5pNu.jpg clips into the wall https://i.imgur.com/ua7MEDj.jpg. Consider moving it to the other side of the door (more visible), and center it on a panel section.
  11. In the Tank yard, this light https://i.imgur.com/wr4mZQL.jpg clips into the wall https://i.imgur.com/pJG6rfR.jpg
  12. In the Tank yard, consider replacing these satellite dishes https://i.imgur.com/CxJ3eZZ.jpg with ones that are more separated and facing in different directions. These are too close together, and one interferes with the other.
  13. In the Tank yard, consider placing these AC units https://i.imgur.com/fH7xNgM.jpg up against the wall. Right now, they’re only being supported by four small pipes https://i.imgur.com/bs7aLrl.jpg, two on each side.
  14. In the Tank yard, this camera https://i.imgur.com/9LPuK6I.jpg doesn’t contact the wall https://i.imgur.com/CW5KU2E.jpg. Also, center it on the column that it’s on https://i.imgur.com/hUEbUkb.jpg
  15. In the Tank yard, beside the security hut, consider moving this door control switch https://i.imgur.com/iNAkMA8.jpg to the other side of the doors https://i.imgur.com/ACHwMeF.jpg. This will put it in closer proximity to the security hut/guards for easier/quicker access, and it’ll match the positioning of the switch on the other side of the wall. Center it on the wall face it’s on, wherever it ends up. Presently, this switch clips into the wall https://i.imgur.com/P61ZQlF.jpg
  16. In the Tank yard, at the security hut, this status light https://i.imgur.com/K80k5ij.jpg clips into the wall https://i.imgur.com/4byDTgE.jpg. Also, center it on the wall face that it’s on.
  17. In the Tank yard, above the jump pad, consider placing these AC units https://i.imgur.com/yazMlLk.jpg up against the wall. Right now, they’re only being supported by four small pipes https://i.imgur.com/V5bmwKZ.jpg, two on each side.
  18. In the Tank yard, above the jump pad https://i.imgur.com/yN72fDh.jpg, for the wires connecting to this AC unit https://i.imgur.com/W5T8Gle.jpg, consider attaching this wire terminal unit https://i.imgur.com/jjiDPa4.jpg to the lower front of the left AC unit. This would be more believable/neater.
  19. In the Tank yard, near the security hut, this wire terminal unit https://i.imgur.com/x9yRiX4.jpg is floating in mid air https://i.imgur.com/HdJbfQF.jpg
  20. In the Tank yard, above the jump pad, consider placing this AC unit https://i.imgur.com/5Qsfkjc.jpg up against the wall. Right now, it’s only being supported by two small pipes https://i.imgur.com/DMDMIrC.jpg.
  21. In the Tank yard, above the jump pad, this light and the attached pipe https://i.imgur.com/LJoVMH9.jpg aren’t attached to the wall https://i.imgur.com/Jk0cVbC.jpg
  22. In the men’s bathroom, this dead zombie https://i.imgur.com/EfFq3kg.jpg, clips into the floor https://i.imgur.com/06l18H5.jpg
  23. In the men’s bathroom, this light https://i.imgur.com/FY6i0mV.jpg isn’t contacting the wall https://i.imgur.com/FNprXZv.jpg
  24. In the men’s bathroom, the two outer urinals https://i.imgur.com/1ZHNJAc.jpg both clip into the wall https://i.imgur.com/3wx9muS.jpg and https://i.imgur.com/PpioW3A.jpg. Text, wear protective gloves and glasses when you fix these.
  25. In the men’s bathroom, both sinks https://i.imgur.com/aJ95ACl.jpg are floating above the floor https://i.imgur.com/qGXiyIP.jpg, nor do they contact the wall https://i.imgur.com/q1NuWwr.jpg and https://i.imgur.com/003zXyT.jpg
  26. At the ladies bathroom https://i.imgur.com/ys4QxQj.jpg, consider having the door open inward towards the wall, like the men’s bathroom door, and not towards the middle of the bathroom https://i.imgur.com/VjOLSEi.jpg
  27. In the ladies bathroom, both sinks https://i.imgur.com/352ImON.jpg clip into the wall https://i.imgur.com/dpeMtFz.jpg and https://i.imgur.com/zzn9WJ9.jpg and both float above the floor https://i.imgur.com/yvj2C4H.jpg
  28. In the ladies bathroom, this plant’s leaves clip into the wall https://i.imgur.com/RqVlAS7.jpg
  29. On the roof at the maintenance hatch, the underside of this roof has an odd illumination https://i.imgur.com/lE36yTU.jpg
  30. In the roof storage room, consider relocating these two electrical boxes behind the door https://i.imgur.com/2RKUDkr.jpg. Place them to the right of the other electrical boxes https://i.imgur.com/MXrhIh2.jpg, where they originally were.
  31. In the roof storage room, this light https://i.imgur.com/qoMFrgy.jpg clips into the wall https://i.imgur.com/5hC9vDt.jpg
  32. At the roof storage room, from a safety perspective, consider shifting this cage and equipment https://i.imgur.com/wTJG4TR.jpg to the left closer to the corner, so that it’s not so close to the edge of the roof. Also, flip the entry gate around, so that it opens the opposite way https://i.imgur.com/jEQdQpD.jpg
  33. In the furnace room, the pipe hatch https://i.imgur.com/KQyL14k.jpg isn’t attached to the wall https://i.imgur.com/AxVBfpB.jpg
  34. In the furnace room, this door https://i.imgur.com/hDtqJSh.jpg seems to have two hardware sets https://i.imgur.com/o85S4r2.jpg. Consider using an alternate door model.
  35. In the furnace room, this light https://i.imgur.com/aHlzNgJ.jpg doesn’t contact the ceiling https://i.imgur.com/TIBq0g8.jpg. Neither does this light https://i.imgur.com/y8J5WQC.jpg just down the hallway https://i.imgur.com/GQBOueO.jpg.
  36. The lighting on these pipes isn’t correct https://i.imgur.com/IX3NJCQ.jpg. It is on the support brackets, but not on the pipes.
  37. At the furnace https://i.imgur.com/ZnLE46I.jpg, both hatches have z-fighting issues with their hinges. Upper hinges https://i.imgur.com/AOxq95A.jpg and https://i.imgur.com/CbxYOdk.jpg. Lower hinges https://i.imgur.com/V7rkVi3.jpg and https://i.imgur.com/2pBJF1c.jpg
  38. In the furnace room, all four ceiling fluorescent lights https://i.imgur.com/0faCjEi.jpg don’t contact the ceiling (no images provided).
  39. In the furnace room, the “u” support bracket on this pipe looks odd and is mispositioned https://i.imgur.com/4qWGpCz.jpg and https://i.imgur.com/ealIppD.jpg
  40. In the furnace room https://i.imgur.com/fjH8MNF.jpg, the alarm bell https://i.imgur.com/LQnJffE.jpg and the alarm switch https://i.imgur.com/9wlyhGF.jpg are floating in mid air.
  41. In the furnace room, this light https://i.imgur.com/ntkvTXc.jpg clips into the wall https://i.imgur.com/fPgIeBs.jpg
  42. In the furnace room, this light https://i.imgur.com/UkxHDz8.jpg doesn’t contact the wall https://i.imgur.com/Znslt4G.jpg
  43. In the furnace room https://i.imgur.com/U3qZDFx.jpg, this rod https://i.imgur.com/YiPEHmK.jpg clips through the wall https://i.imgur.com/k2VBgX8.jpg. It’s from rubble found here https://i.imgur.com/KhCNJeL.jpg near the security hut in the Tank yard.
  44. In the furnace room, the mounting brackets for these pipes https://i.imgur.com/B7WyztJ.jpg don’t contact the wall https://i.imgur.com/zYLf7e3.jpg and https://i.imgur.com/HuLK4fk.jpg
  45. On the furnace room ceiling https://i.imgur.com/76LfixP.jpg, there’s a z-fighting issue here https://i.imgur.com/32gHMtx.jpg and https://i.imgur.com/OhNxSRk.jpg
  46. In the gasworks storage room https://i.imgur.com/NOfXJEj.jpg, consider incorporating some damage or mangled piping on the wall across from the existing mangled pipes https://i.imgur.com/oUMkYUY.jpg. It stands to reason that there should be something there to reflect the aftermath of the pipes bursting.
  47. In the gasworks storage room, the arc from this fluorescent light https://i.imgur.com/1ZDONX4.jpg occurs over the bulbs. Consider moving it to where the terminals are. Also, the arc originates too far away from the fixture https://i.imgur.com/ghKTW7x.jpg. Place it closer to its body.
  48. In the gasworks storage room, this door https://i.imgur.com/nDRgI13.jpg seems to have two hardware sets https://i.imgur.com/R2YIfxg.jpg. Consider using an alternate door model.
  49. In the Tank yard, consider removing these two wall vents https://i.imgur.com/mqECjJ9.jpg, as there isn’t anything on the other side of the wall to support their existence.
  50. In the Tank yard, center this status light above the signage https://i.imgur.com/qtHtSU1.jpg
  51. In the Tank yard security hut, the pipe of the lower left electrical box https://i.imgur.com/9J36Ir4.jpg doesn’t contact the floor https://i.imgur.com/vFty1LC.jpg
  52. In the Tank yard security hut, this light switch https://i.imgur.com/3xxwa3i.jpg doesn’t contact the wall https://i.imgur.com/HUoCaJu.jpg
  53. In the Tank yard security hut, the arc from this fluorescent light https://i.imgur.com/uKE8Vvr.jpg occurs over the bulbs. Consider moving it to where the terminals are. Also, the arc originates too far away from the fixture https://i.imgur.com/OWj5T9g.jpg. Place it closer to its body.
  54. In the gasworks storage room, this light https://i.imgur.com/26nIxdR.jpg is floating in mid air https://i.imgur.com/GGNJR2X.jpg
  55. In the gasworks, this status light https://i.imgur.com/YyJRPvE.jpg clips into the wall https://i.imgur.com/tXXFPhF.jpg. So does the status light at the other end of the room https://i.imgur.com/GivWjTP.jpg and https://i.imgur.com/FBhKz16.jpg
  56. At the gasworks security office, this status light https://i.imgur.com/FCAgaj0.jpg isn’t attached to the wall https://i.imgur.com/CRihK7o.jpg. Also, consider centering it between the wall and the door and raise it higher, for slightly better visibility.
  57. At the gasworks security office, there’s an arcing light on the other side of this door https://i.imgur.com/0YMpP83.jpg. Sparks from it pass through the door/wall.
  58. In the gasworks, this turret at the HECU encampment https://i.imgur.com/diLOLiR.jpg floats above the ground https://i.imgur.com/AWklbvg.jpg
  59. In the gasworks, this military crate at the HECU encampment https://i.imgur.com/LDJk5rJ.jpg clips into the sidewalk https://i.imgur.com/nBazfPS.jpg and https://i.imgur.com/lPgGAuw.jpg
  60. In the gasworks, move this pipe support frame https://i.imgur.com/dWpQ5gE.jpg slightly to the left, so that it’s entirely clipped into the floor crossbeam https://i.imgur.com/Rs1iKlH.jpg
  61. On the gasworks’ upper walkway, this handrail post has a z-fighting issue https://i.imgur.com/AflRYBS.jpg and https://i.imgur.com/Z9yFYl1.jpg. There’s also z-fighting here, both upper and lower rails https://i.imgur.com/aDFf3Kb.jpg at the fire-steam burst pipes, and here https://i.imgur.com/TQFXxVp.jpg both upper and lower rails.
  62. In the upper floor of the security office, this handrail has a z-fighting issue, upper and lower rails https://i.imgur.com/FeefA2s.jpg
  63. In the gasworks, on the upper floor of the security office, there are two arcing lights where the arc originates too far away from the fixture. The first one https://i.imgur.com/cMxByVu.jpg and https://i.imgur.com/GiHphsr.jpg. The second one https://i.imgur.com/pex7pKP.jpg and https://i.imgur.com/Gz2BXOg.jpg. There’s also one on the lower floor https://i.imgur.com/aiEYOTS.jpg with the same issue https://i.imgur.com/RSoqCYn.jpg
  64. On the lower floor of the security office, this electronics console https://i.imgur.com/X83SvOe.jpg clips into the wall https://i.imgur.com/GcH8beF.jpg
  65. On the lower floor of the security office, this light https://i.imgur.com/TEjLr1z.jpg clips into the wall https://i.imgur.com/taV7U2N.jpg
  66. When the guard leaves the security office, he walks along the ground as normal https://i.imgur.com/p1BqO40.jpg However, when he walks on this sidewalk https://i.imgur.com/5Jknu2A.jpg, he magically levitates above the ground https://i.imgur.com/vNh60Zr.jpg and https://i.imgur.com/yfVzUJg.jpg. When he steps off of this sidewalk, his feet are back on the ground https://i.imgur.com/6akK5Wd.jpg
  67. In the gasworks, the eight rear support brackets along the wall, for the upper walkway https://i.imgur.com/tVJjcVE.jpg have two issues. Firstly, ALL of them don’t contact the underside of the walkway https://i.imgur.com/p68y962.jpg, Secondly, SOME of them don’t contact the i-beam/wall, both upper and lower arms https://i.imgur.com/EmbCLSe.jpg
  68. In the gasworks, the four front support brackets for the upper walkway https://i.imgur.com/t1PHjAo.jpg, have two issues. Firstly, ALL of them don’t contact the underside of the walkway https://i.imgur.com/GotRthR.jpg. Secondly, ALL of them clip into the vertical beams that they’re attached to https://i.imgur.com/FdhKtQo.jpg
  69. In the gasworks, consider lowering this green pipe https://i.imgur.com/Ugg14sB.jpg, so that it doesn’t clip into the walkway https://i.imgur.com/uVBxlUS.jpg
  70. In the gasworks, considering reworking this pipe https://i.imgur.com/zWfM1Wr.jpg so that it doesn’t terminate into a ceiling crossbeam (looks very odd), or clips through a portion of this boiler https://i.imgur.com/V9T7LbJ.jpg
  71. In the gasworks, this boiler https://i.imgur.com/w2cA9Q0.jpg, doesn’t contact the floor https://i.imgur.com/ANnm6Mt.jpg. This boiler placement is a real mess. It has numerous clipping issues, because it’s too large for such a confined space.
  72. In the gasworks, this metal slab https://i.imgur.com/AsYy581.jpg floats above the floor https://i.imgur.com/i51wzYw.jpg. Sorry Text, but this prop really looks odd/oversized/silly. It serves no real purpose. Reduce the entity count and yank it.
  73. In the security office, this light https://i.imgur.com/rNfXrp7.jpg clips into the handrail post https://i.imgur.com/cP2uOLZ.jpg. Also, the rear of the light’s mounting bracket has no texture https://i.imgur.com/u6ZRoGh.jpg
  74. At the gasworks security office, these pipes on the upper walkway https://i.imgur.com/WvDcEdl.jpg, have a couple of z-fighting issues. Here https://i.imgur.com/tiPaov6.jpg and https://i.imgur.com/ErRX8cG.jpg and directly below, here https://i.imgur.com/xuIclbO.jpg and https://i.imgur.com/GB8PKGW.jpg. Around the corner, the same upper pipe https://i.imgur.com/7MIqWBd.jpg has a z-fighting issue, here https://i.imgur.com/d3MZNu5.jpg and https://i.imgur.com/WHB9T1H.jpg
  75. In the gasworks security office, on the upper floor, this flat panel TV https://i.imgur.com/ye9KDo7.jpg is floating in mid air https://i.imgur.com/vVehtPT.jpg

To be continued…
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I don’t really like it, how about instead if you don’t destroy the door in 40 seconds after the last HECU dies, the Alien Grunts will just break through it on their own? There could be a loud banging 5 seconds before to draw attention to it, originating from the door and audible through the whole courtyard.

I think the only way it would work is to, again, make a new map for it. A much of ST’s maps end and begin in pipes, I doubt it’d be extremely noticeable if you slipped the canyon map in after the first, second, or third map. You could use entspy to alter the loading and have your map start and end at areas identical to the maps they’re snuck in between. Like OAR, it won’t be that noticeable because of how those areas are set up (crawling through pipes, the most noticeable thing would be the displacements in the “room” ahead).

As for the Helo, I’m pretty sure Health and such is determined by the Mapper. As I mentioned in the LAV-25 debate, the health and damage of certain NPC’s can be altered by the mapper, it’ll reset itself when the next map loads. Failing that, I’m sure there’s other tricks you could use, such as having him be ‘distracted’ by other enemies off screen.

Model problem, nothing a mapper can do to fix that. I haven’t been able to find the texture so I’m not sure if it’s fixable with one or if you’d need to edit the model (which won’t happen).

More to come soon, a couple bugs and suggestions.

Hey text, I’m glad you polish ST Uncut, can you add the subtitle for the radio at the begining of Forget about Freeman ? You forgot it at the last release.

It’s Surface Tension Uncut it has nothing to do with Forget About Freeman.

I believe that there’s an error in the closecaption_english.txt file that’s preventing those captions from showing up even though they are in there.

Even though it is ST Uncut, the first map of FaF is affected and yeah the subtitles are missing in the radio.

Feedback For ST Uncut v1.11 Final - Map C2A5H

  1. In the gasworks security office, on the upper floor, there are two electronics consoles that clip into the wall. This console https://i.imgur.com/vd4nYIw.jpg and https://i.imgur.com/1gadYge.jpg and this console https://i.imgur.com/lDZfzs5.jpg and https://i.imgur.com/at7xNnq.jpg. Does clipping them save on resources? If not, unclip them.
  2. In the gasworks security office, these upper floor desks https://i.imgur.com/guhAaWA.jpg have a z-fighting issue https://i.imgur.com/wT8gzxH.jpg and https://i.imgur.com/oGmLQUp.jpg and https://i.imgur.com/eDirLca.jpg and https://i.imgur.com/XdvktJv.jpg. Similarly, the dual-desk sets on the lower and upper floors https://i.imgur.com/ELOPBcm.jpg and https://i.imgur.com/eZrYlez.jpg, have z-fighting issues where they are joined (no images provided).
  3. In the gasworks security office, there are too many arcing lights, two on the upper floor (next to each other on the same wall) and one on the lower floor. I’m all for arcing lights, but consider eliminating one on the second floor. Maybe substitute it for a light that flickers very seldom.
  4. On the upper walkway in gasworks adjacent to the security office, consider addressing these handrail issues:
    a) For this handrail https://i.imgur.com/dNNqgL9.jpg, shift it slightly to the right to eliminate this running length overhang issue https://i.imgur.com/jydvB3k.jpg
    b) For this handrail https://i.imgur.com/m8gwIcz.jpg, shift it to the right to eliminate this end-post overhang https://i.imgur.com/WFl4hcX.jpg and shift it to right to address this running length overhang issue https://i.imgur.com/wTeuGFY.jpg and https://i.imgur.com/B3GTYUu.jpg
    c) For this handrail https://i.imgur.com/ShXGQxe.jpg, shift it to the left to fix this running length issue https://i.imgur.com/hBP5xfY.jpg and https://i.imgur.com/yna9Zh9.jpg and these various clipping issues https://i.imgur.com/rdy7F0K.jpg
  5. In the gasworks security office, consider removing the metal frames/trusses https://i.imgur.com/IMG13nk.jpg used on two of the walls. They clip through most of the wall monitors https://i.imgur.com/zNOeTGA.jpg and https://i.imgur.com/UtYm93N.jpg and https://i.imgur.com/dXYF1mV.jpg and https://i.imgur.com/1bgrT0R.jpg and https://i.imgur.com/YI0E23D.jpg and https://i.imgur.com/JJ5dmGJ.jpg. The walls that don’t have these look absolutely fine. This would also save on resources/entity counts within the gasworks, which is already an intensely dynamic/busy area. Big performance gain with no loss in the visuals quality.
  6. In the gasworks, to further save on resources/entity counts, consider removing the ceiling trusses https://i.imgur.com/xZzj1Tk.jpg that don’t have lights attached to them. This won’t have a negative impact on the area visually, but it will improve performance.
  7. On the upper walkway in the gasworks, this blue crate https://i.imgur.com/y8sSQ7r.jpg clips into the floor trim in two places https://i.imgur.com/p8MJSd9.jpg and https://i.imgur.com/CPE8On1.jpg
  8. In the gas works storage room, move these ruptured pipes https://i.imgur.com/FzgG46K.jpg slightly to the left, as the rear pipe clips into the wall https://i.imgur.com/AU2319v.jpg
  9. In the gasworks, consider removing these ruptured pipes https://i.imgur.com/M4GKA0h.jpg. They’re not needed and look odd here.
  10. In the gasworks, this wire terminal https://i.imgur.com/yEBFOKE.jpg doesn’t contact the crossbeam https://i.imgur.com/qdPektm.jpg
  11. In the gasworks https://i.imgur.com/Odx3In6.jpg, center this light above the security office window https://i.imgur.com/cnFbozW.jpg
  12. Seems that this stool model https://i.imgur.com/uD3Z0z3.jpg clips into the floor, wherever it’s used. Here it is in the Tank yard security hut https://i.imgur.com/UeZcWE5.jpg and here it is in the gasworks security office https://i.imgur.com/CCT5Ppy.jpg
  13. In the Tank yard, this pipe https://i.imgur.com/Pj8F7iR.jpg has two grasses clipping through it https://i.imgur.com/8n6cDty.jpg and https://i.imgur.com/ONiUPAP.jpg. There are other grass clipping issues in the Tank yard, but none that are obvious or of consequence.
  14. In the Tank yard by the jump pad, can the lighting on this pipe be corrected? https://i.imgur.com/HyD02oe.jpg
  15. In the gasworks security office, remove the tall wooden crate because it’s too large to have been able to fit through the door https://i.imgur.com/1MkgwvY.jpg and https://i.imgur.com/yIQozHe.jpg and https://i.imgur.com/xuhvYFu.jpg
  16. In the gasworks, for these three pipes https://i.imgur.com/BVXJlgp.jpg, can the control valve assembly https://i.imgur.com/MT3WbBs.jpg be further clipped into the pipe in order to hide these visible odd pieces? https://i.imgur.com/fzWa8FI.jpg
  17. Consider halving the opening/closing speed of the large door for the gasworks https://i.imgur.com/YNknETK.jpg and the large doors leading to C2A5I https://i.imgur.com/hV86oYO.jpg. Presently they open/close much too fast for being such large doors.
  18. In the Tank yard https://i.imgur.com/BpP4HRB.jpg, consider placing a vertical end piece here https://i.imgur.com/LdRiCMw.jpg to match the one at the other end of the barrier https://i.imgur.com/rvC4YiM.jpg, The barrier will look much more polished.
  19. At level end, this support bracket for the upper walkway https://i.imgur.com/oUE59uC.jpg doesn’t contact the wall https://i.imgur.com/okmbphr.jpg. To implement the fix easier and for an overall better look, consider shifting all the supports to the left, so that the opposite end of the walkway has a support closer to the corner, as there’s quite a gap now https://i.imgur.com/l6vN2ZU.jpg. The simplest solution may be to just remove it altogether.
  20. At level end, the light above this door https://i.imgur.com/PhYyIip.jpg clips into the wall https://i.imgur.com/gmel6qk.jpg
  21. At level end, this light https://i.imgur.com/NebAlM3.jpg clips into the wall https://i.imgur.com/5GdBTVo.jpg
  22. At level end, these three lights directly under the walkway https://i.imgur.com/GqUWXrO.jpg don’t contact the wall https://i.imgur.com/1Lq9mbT.jpg and https://i.imgur.com/STeaT8f.jpg and https://i.imgur.com/smfTp0v.jpg
  23. At level end, there’s a texture seam issue beside this AC unit https://i.imgur.com/BDxzezw.jpg and https://i.imgur.com/neGfgMn.jpg
  24. At level end, where the wall meets this right i-beam https://i.imgur.com/oh2595Z.jpg, there’s a z-fighting issue https://i.imgur.com/Db5pOny.jpg and https://i.imgur.com/G21T2lk.jpg. It extends vertically for the length of the i-beam.
  25. This hallway where the washrooms are https://i.imgur.com/7mXrXJi.jpg has a couple of issues:
    a) There is only one light in this whole hallway. Consider placing some evidence of other lighting, illuminated or not.
    b) It seems that some of the lighting comes from sunlight that bleeds through the ladies’ washroom door https://i.imgur.com/9GNxYRU.jpg and https://i.imgur.com/zjpDIWp.jpg. As you can see, there’s no difference in the illuminated floor whether the door is closed or open.
  26. In the AGrunt-HECU encounter room https://i.imgur.com/14Q2YxE.jpg the ceiling above this hole in the wall https://i.imgur.com/JHgP7Ca.jpg has a z-fighting issue. See attached images 1 and 2 below.
  27. Just past the AGrunt-HECU encounter room, this ceiling trim looks odd/unfinished https://i.imgur.com/q98dZNE.jpg. Consider extending it to the hallway support arch https://i.imgur.com/2jwIdfT.jpg, as was done at the other end of the hallway.
  28. In the AGrunt-HECU encounter hallway, these two fluorescent lights https://i.imgur.com/lN2JhB5.jpg are positioned differently to each other https://i.imgur.com/2xkwNVE.jpg and https://i.imgur.com/pBMEJ0U.jpg, in relation to their distance from the wall/ceiling. The same applies to these two at the start of the level https://i.imgur.com/sW6cMwR.jpg and the following two https://i.imgur.com/8Vz4bH2.jpg. Consider standardizing all their positions.
  29. At the hole in the wall produced by the AGrunt-HECU encounter, there’s an odd black texture anomaly https://i.imgur.com/JpZgVUF.jpg and https://i.imgur.com/bD0STC9.jpg
  30. At the hole in the wall produced by the AGrunt-HECU encounter https://i.imgur.com/KdvfU56.jpg, you can see through the wall because there’s a missing texture https://i.imgur.com/DTLaegw.jpg
  31. At the hole in the wall produced by the AGrunt-HECU encounter https://i.imgur.com/HzWEJS9.jpg, this upper piece of rebar is protruding from an undamaged part of the wall https://i.imgur.com/r96SXOq.jpg
  32. In the Tank yard, five of the six lampposts are floating above the ground. This one doesn’t https://i.imgur.com/1O4cEVr.jpg
  33. In the furnace room, can the lighting on this door be corrected? https://i.imgur.com/sjTCPTM.jpg and https://i.imgur.com/7PVw9WT.jpg
  34. At the Tank yard jump pad https://i.imgur.com/Lnom4EK.jpg, unclip this alien fauna so that more of it is visible https://i.imgur.com/NCakmYM.jpg
  35. On the roof in the Tank yard, the player can’t pickup either of the explosive crates https://i.imgur.com/PmVM4dh.jpg
  36. In the gasworks https://i.imgur.com/nXQ8Ea5.jpg, consider moving the sign above this door down, closer to the angled surface above the door https://i.imgur.com/ms1YkOF.jpg, to match the one on the upper walkway.
  37. At level end, consider replacing this door model with one that has all of the hinges on the left side https://i.imgur.com/dTe5nmf.jpg
  38. At level end, the arc from this door control switch https://i.imgur.com/grvKwmL.jpg originates too far away from it https://i.imgur.com/gKC1LRJ.jpg. Consider moving it closer. Also, the switch clips into the wall https://i.imgur.com/Zp7538t.jpg
  39. At level end, the handrails on the left side of these stairs https://i.imgur.com/PqRPnV8.jpg, are floating above the floor https://i.imgur.com/MKrDKuT.jpg. They also do on map C2A5I.
  40. At level end https://i.imgur.com/CnEpAb0.jpg, these stairs have a texture seam issue https://i.imgur.com/qVPXQUd.jpg and https://i.imgur.com/kniPVXY.jpg. After the loading of map C2A5I, the seam looks worse https://i.imgur.com/xopUmar.jpg
  41. At level end, the lighting on this pipe is overly dark and inconsistent https://i.imgur.com/hPDcR0o.jpg and https://i.imgur.com/Liqh7Zs.jpg and https://i.imgur.com/DuwsOn3.jpg

[COLOR=‘DarkOrange’]Conclusion Of Feedback For ST Uncut v1.11 Final - Map C2A5H
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@TextFAMGUY1 I’ve added a little more feedback in my previous feedback post.

Feedback For ST Uncut v1.11 Final - Map C2A5I

  1. At level start, this light https://i.imgur.com/mB4AONA.jpg clips into the wall https://i.imgur.com/p5uwBWI.jpg
  2. At level start, this light https://i.imgur.com/ffcxjTH.jpg clips into the wall https://i.imgur.com/JuAOfh0.jpg
  3. At level start on the upper walkway, the light above this door https://i.imgur.com/4pct3Du.jpg needs to be centered above the door https://i.imgur.com/7CvKu3d.jpg
  4. At level start, in the duct, consider the following:
    a) Reposition the first red light one panel to the right https://i.imgur.com/Cd2OwE5.jpg, so that it’s closer to the duct opening. This should provide a nice eerie red glow effect.
    b) Add a red light at the first corner, on the left side https://i.imgur.com/pEG5zAu.jpg
    c) For the remainder of the duct, have the red lights alternate sides. They’re now all on the right side https://i.imgur.com/5qMTHCc.jpg
    d) If possible, vary the shadow type, so that they are not all the same.
  5. At level start, in the duct at the drop-down point into the Garg encounter, consider repositioning these existing three red lights and equally space them out. It’s too far of a distance between this one on the right and the others further down https://i.imgur.com/c9zIlDB.jpg. If doable, place one directly across from this first vent https://i.imgur.com/rm1PX4X.jpg and directly across from this second vent, which is above the drop-down point https://i.imgur.com/BqQwFrB.jpg. If possible, rotate the vent covers 180 degrees so that their fins are angled downwards. This would increase the red glow effect visibility from the initial Garg encounter area below.
  6. Similar to issue #4, place the duct red lights directly across from the other vents that are visible from the start of the initial Garg encounter, here https://i.imgur.com/WN5362P.jpg and here https://i.imgur.com/Ymc5dbU.jpg. Again, if possible, rotate the vent covers 180 degrees so that their fins are angled downwards, in order to increase the red glow visibility from below. Consider having the red light at the drop-down vent flickering. This is the present view from below https://i.imgur.com/Jtu879C.jpg. It’s nothing special, but could be.
  7. In the Garg tunnel, the light above this blast door https://i.imgur.com/GqPvNTv.jpg clips into the wall https://i.imgur.com/XGD6g5O.jpg
  8. There’s a texture seam issue on this wall https://i.imgur.com/yp3AdhT.jpg here https://i.imgur.com/vLEGCYf.jpg and another one across the road, here https://i.imgur.com/t3chD0r.jpg
  9. Attach these two AC units https://i.imgur.com/ClQxZ3X.jpg up against the wall. They’re presently only being supported by four very small pipes, two on each side https://i.imgur.com/rMIq0NX.jpg
  10. Consider adding another ceiling light between these two existing ones https://i.imgur.com/dyP3zKK.jpg in order to reduce the exaggerated sag of the electrical wire. Or, reposition the existing lights to take up the slack.
  11. At this blast door https://i.imgur.com/z3ibcg7.jpg, the end of the sidewalk is missing a texture https://i.imgur.com/sRlLAFh.jpg and https://i.imgur.com/QjB17MI.jpg
  12. In the Garg yard, can this obvious texture seam be improved upon? https://i.imgur.com/mwkDabj.jpg
  13. In the Garg yard, at the carpark, these three transformers https://i.imgur.com/2td679Y.jpg have z-fighting issues in the two seams where they are joined together, both upper and lower. See the attached pictures below.
  14. At the beginning of the tunnel to FaF https://i.imgur.com/uPfepor.jpg, for tunnel design consistency, consider adding a light here https://i.imgur.com/2fLL4af.jpg and here https://i.imgur.com/h0grKdN.jpg
  15. At level end, both of these concrete barriers https://i.imgur.com/wNhQYfa.jpg clip into the curb https://i.imgur.com/SqVfYoX.jpg. Image attached is just for one of them, but they both clip into the curb.
  16. At level end, once the repeated mortar shelling starts in the Garg yard, the volume level of the exploding shells does not lessen based on player distance from the mortar explosion point. Even if the player is at the opposite end of the level, where you drop down from the duct into the Garg battle, the explosion volume level is just as loud. It doesn’t diminish with distance from the Garg yard.
  17. At level end, the tunnel that leads to the door to FaF https://i.imgur.com/rfCAhBt.jpg has four texture seam issues on its left wall:
    a) https://i.imgur.com/BP2X9Sv.jpg Map position: setpos -912.990173 8901.367188 -120.647102;setang 11.557000 160.040665 0.042118
    b) https://i.imgur.com/OZlm0R7.jpg Map position: setpos -525.151855 9045.152344 -161.785431;setang 15.262236 82.318535 -0.004915
    c) https://i.imgur.com/mHDfSkF.jpg Map position: setpos -8.566317 8840.212891 -216.920197;setang 16.585545 52.323742 0.000000
    d) https://i.imgur.com/09ZeHmr.jpg Map position: setpos 147.815216 8463.374023 -256.116089;setang 8.822176 -23.810162 0.005713
  18. At level end, can the lighting on this door be corrected? https://i.imgur.com/eYLm0Fa.jpg
  19. At level start, these military crates https://i.imgur.com/dkT5uYd.jpg have numerous clipping issues https://i.imgur.com/H6IzoqL.jpg and https://i.imgur.com/ZyUBDoT.jpg and https://i.imgur.com/wLXN1M4.jpg
  20. At level start https://i.imgur.com/WJXGqhk.jpg, this upper ammo tin clips into the sandbags https://i.imgur.com/vgJgKiU.jpg
  21. At level start, consider changing this door model to one that has all of the hinges on the right side https://i.imgur.com/uwggzI6.jpg, like this one in the tunnel that the Garg enters from https://i.imgur.com/Yl7jO7O.jpg. Same with the door on the opposite wall https://i.imgur.com/pc7rF0x.jpg, and the one just before the blast doors leading into the Garg yard https://i.imgur.com/1dovKsI.jpg
  22. At level start where the Garg enters, the area has way too many props. Consider removing some of them to lessen the entity count and improve performance.
  23. At level start, this horizontal i-beam https://i.imgur.com/kIsZvbj.jpg doesn’t contact the ceiling https://i.imgur.com/3XP8xHa.jpg and https://i.imgur.com/OBwLU8J.jpg
  24. At level start, this upper corner https://i.imgur.com/bl9uKJq.jpg has a texture seam issue https://i.imgur.com/OYuR9XN.jpg and https://i.imgur.com/2wL3Mz8.jpg
  25. In the Garg yard, consider placing a light above this blast door and a door control switch on the right side https://i.imgur.com/MaeGjjp.jpg. Add additional lights and switches at other blast doors in the tunnel, as you see fit.
  26. In the Garg yard, please consider removing these LAST two plants that are clipping through the asphalt https://i.imgur.com/9n0P3ti.jpg and https://i.imgur.com/A1Ua8QG.jpg
  27. In the Garg yard, this section of handrails https://i.imgur.com/mhUFHwm.jpg floats above the platform https://i.imgur.com/zrwhh12.jpg, as does this section of handrails, on the lower level https://i.imgur.com/gqT8lxR.jpg and https://i.imgur.com/J6wJWfc.jpg
  28. In the Garg yard, consider slightly moving this pipe https://i.imgur.com/sX0TQCc.jpg away from the electrified fence, so that the rear of it doesn’t clip into the wires https://i.imgur.com/sfEQQMs.jpg. This would eliminate a massive amount of sparks and huge short circuit, that could possibly bring down the entire BM power grid!
  29. In the Garg yard, there’s a couple of texture seam issues around this access pipe https://i.imgur.com/dKvuWZ8.jpg. The first one https://i.imgur.com/7103oYK.jpg and https://i.imgur.com/chzNhFw.jpg, and the second one https://i.imgur.com/pgriJbM.jpg and https://i.imgur.com/EsLdz9E.jpg

[COLOR=‘DarkOrange’]Conclusion Of Feedback For ST Uncut v1.11 Final - Map C2A5I

Really, that’s all I could find! This short feedback list has nothing to do with Text’s blunt post. This is all that I’ve discovered… REALLY!!!
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Not to be rude, but please stop doing these ones. If something doesn’t hang to the wall, that’s okay, but if something is partially in the wall, by a cm, then it doesn’t matter. It’s not something you’ll ever ever notice unless you look for it, and it detracts from the real issues that you do post. Furthermore, it looks unfixable, the light clips by about half a unit, which means the light either floats off the wall by half a unit, or clips inside by half a unit, it’s nearly impossible and absolutely unfeasable to try and fix that.

Thanks for your comments.

I’ve previously reported a plethora of other similar situations, pertaining to this mod and others, and found/confirmed that almost all were fixable. I’ve not reported many, many other instances, because they’re insignificant. I’ll continue to report the ones that I feel are enough of an issue, and let the mod’s Dev decide what action(s) to take, if any.

Actually Dadster, he’s right. I’m glad someone said it other than me.

When something floats by less than a unit, or clips into a wall by a slight amount - it is not an issue. It’s not an issue. Full stop. I don’t care about it. Please get this message. I’ve said it to you nicely several times, as did the Black Mesa devs. They’ve also said it to you NOT NICELY (ban). Please get the message. It’s not helpful. It’s a waste of my time and yours.

When something is clipped ever so slightly into a wall and it causes no obvious visual issues, I don’t care. That’s all there is to it. I have said this before as well. As the BM Devs said, clipping is sometimes a necessary evil for any number of reasons, and sometimes it’s just an accident. If it causes no visual abnormalities (as it does not in MANY of the numerous examples you have listed), who cares? The answer - only you.

As for when stuff floats from the wall by an infinitesimal amount, this is because either the bounding box is slightly misaligned with the prop (as is the case for quite a few Black Mesa props), or I’ve moved it along with the brush it is attached to, which given Hammer’s atrocious quantization, has made it float a tiny bit. Like the slightly clipped props, it is seriously not even slightly an issue unless it causes obvious visual abnormalities. OBVIOUS is a key word here. Absolutely vital. When you have to go roaming around with zoom and weird angles to spot abnormalities, it probably doesn’t matter, to me or to anyone else.

Don’t get me wrong, I like my stuff to be as perfect as possible, but there’s a line man, and it’s really obvious. Use your discretion. There’s no need to overload me with feedback when 1/4 of it is useless. No offense, but that’s what you’re doing. I’m not asking you to stop posting feedback, far from it. You’re often insightful and notice things others wouldn’t. But useless feedback wastes both my time, and yours. It just isn’t necessary, and shouldn’t be posted, full stop. Posting more feedback doesn’t make you a better fan.

I hope I’ve made myself as clear as possible without being rude. I’m being blunt this time. I really don’t want to say anymore about this. I shouldn’t have to. I’m very glad to have you on my side but there’s a limit.

=======

Right, as for everyone else.

Had my first exam today, which went kind of okayish.

During my exam downtime I’ve done a fair bit of work on the maps, and have so far made a decent amount of progress on G. G is the map I intend to change up the most as it has the most areas I am unhappy with. So far I have remade (to a fairly significant degree, actually) the TOW courtyard and the Helipad and its surroundings, addressing numerous complaints from the past and actually satisfying my current mapping standards very nicely. I’m particularly proud of the massive facelift I’ve given the TOW courtyard, the area which used to contain the gas tankers and composting towers now feels like it actually belongs, and I put a tonne of work into it. The surroundings of the helipad also fit a lot better into the overall themes of Surface Tension.

That’s another reason the very picky criticisms might not necessarily be helpful. They will most likely be gone in the next version as I’m significantly changing those areas on G. I’m also planning on reworking the top floor destruction in the car park (mostly the destroyed ceiling), as it doesn’t look as good as anywhere else in the current iteration.

I’m looking primarily for gameplay concerns, be they minor or major. I’m not gonna lie, minor clipping concerns and visual issues do not bug me ANYTHING LIKE as much as gameplay issues. Clipping concerns and visual issues exist not only throughout the entirety of Black Mesa but throughout any game you can think of. As I have said many times before, I want stuff to play good first and foremost. I’ve already found a few ways to improve the way it plays. It’d be nice to have all that other stuff eradicated too, but given time constraints and the fact that I’m only one man, it isn’t realistic to expect it. I want my stuff to be the best it can be, but there’s ALWAYS a limit.

The next big drive is optimization. I did a pretty good job with what I had available on the previous version, but I can probably do better. There is no magic fix, don’t expect 100FPS where you previously had 20. Much of the poor performance on ST Uncut comes from the very large numbers of active AI I have in various areas, and there really is very little I can do to reduce the performance overheads in that regards. I will try my best and I am sure I can improve it a bit, but don’t expect miracles.

The only other major overhaul you can expect to see from ST Uncut may be the gasworks on H. This will mostly come in the form of the jumping puzzle segment, as I’m pretty happy with how everything else is. Most of the planned changes I have for H are fairly minor so far, as they are for I.

Hey Text! Good to see you again, hope the exams aren’t giving you too much trouble.

As for STU, I look forward to the changes you’ve made, it sounds like you’ve changed things quite a bit. I’ve got some general feedback, some of it might not be relevant anymore, though. I’m going to deliver my feedback as-is, so I apologise if any of it is already fixed, or irrelevant. This time, I’ve decided to mark my finds based on colour, red most important, green least important.

C2A5G:

[COLOR=‘Red’]* Fix the explosion sound in the garage. The multiple stacks of explosion sounds results in severe sound clipping (that static-like distortion).

[COLOR=‘Yellow’]* One of the Marines outside the garage frequently gets wounded or killed by the ambush, you may want to fix that.

[COLOR=‘Lime’]* The Jet should move faster when taking off, it seems to crawl down the runway, then suddenly launch into the air. The Jet is also not very visible overall due to map design.

[COLOR=‘Lime’]* The Humvee outside the garage can be destroyed by gunfire, and is often blown up by the Marines in the area.

[COLOR=‘Lime’]* The M35 often blows up with the garage door, even when not struck directly by the TOW.

[COLOR=]* Is the wall on the left side really needed? You could just extend the ground to the edge of the building, which follows the road seamlessly anyway.

[COLOR=‘Yellow’]* This building appears and disappears as you move along the fence.

[COLOR=‘Lime’]* Maybe reduce the size of the Air Control tower, or change the scenery around it. It looks strange because the pillbox next to it gives us a sense of scale, and thus, that tower looks ridiculously massive.

[COLOR=‘Yellow’]* Take a second look through your Jet props. Black Mesa has 4 jet props in 3 sizes (2 normal, 2 different skybox). I remember you saying the skybox model was much larger than they normally are. Go take a look at models/props_vehicles/harrier_light_skybox.mdl, it’s much smaller (the one you are using is models/props_vehicles/harrier_skybox.mdl, which I think is for the far-away jets seen in FAF).

[COLOR=‘Lime’]* The inside of the Bunker the LAV-25 comes out of makes no sense, it’s just a featureless tunnel all the way through. You’ve probably redesigned that building though.

C2A5H and C2A5I

[COLOR=‘Red’]* Crashing on map load, often either a generic “HL2.exe has stopped responding”, but sometimes with an error similar to this.

[COLOR=‘Red’]* It is possible to get stuck in the rubble if you try to run down the hall just as the Marine gets tossed through it.

[COLOR=‘Lime’]* The Tank ‘glides’ down the hill when it first arrives. I’m not sure if this is fixable.

[COLOR=‘Yellow’]* Have the level change from H to I happen when the door closes, instead of afterward.

[COLOR=‘Lime’]* Flip these vents around, I want to be able to see the LAV and Soldiers below :stuck_out_tongue:

Misc

[COLOR=‘Red’]* Improve the way the Marines act. In G and H, they charge directly into battle and end up dying because of it. In G, they intentionally get themselves surrounded at the Helipad. In H, the first squad charges infront of the Abrams and gets blown up, the second squad charges directly into the mass of Xenians and again gets surrounded and slaughtered. I feel they should behave much more intelligently.


Also this is may be a tad unrelated, but I made a shipping container stack texture when I was bored. I don’t actually have any use for it though, but I figured I’d mention it incase you could think of one. It’s only the front, but you could use it in a non-playable area and just cap the visible ends with brush or model containers. https://i.imgur.com/dQOpnSY.jpg https://i.imgur.com/yDKC5qO.jpg https://i.imgur.com/94HR773.jpg

In the meantime, I gotta go gather my mods and reinstall Black Mesa. It crashes so much it’s become unplayable, I can’t even finish my test run through H.

@ Mr. Someguy

This third container picture https://i.imgur.com/94HR773.jpg looks like the Los Angeles dock yards on a very slow day.

Haha, I’m sure! You from LA Dadster? :stuck_out_tongue:

I know I ranked this one yellow, because it’s not a gameplay issue, but I think you should look into it regardless, the fix is just a simple model replacement on one model (the hanger jet) (the take-off jet should be fine). It’s probably the easiest fix on my list, really. The difference!

Expanding on this, since I feel I didn’t give enough detail. I don’t mean the Soldiers should win, but they shouldn’t be doing suicide charges. Instead I think they should play defensively and get overwhelmed, rather than stupidly charge into the arms of the Alien Grunts (which they literally do, then the AG punches them and they die). Unfortunately there are AI limitations that prevent them from being good (HG’s tend to wind up running back and forth or cowering when acing AG’s). But perhaps you could experiment with the different AI behaviors, or force them to move to another route so they don’t charge directly into the hands of death. Like, 2 of 'em could come out with the LAV and move left to where the crates are, instead of charging into the middle of the ‘arena’. Just some thoughts.

Aside from that, I only have one lasting issue, I forgot to bring it up in the last post:

[COLOR=‘Lime’]* This lift ramp in the garage does not touch the ground. The fastest fix would be to just replace it with the retracted model the other lift uses.

Another dev question @Text, you spoke of videos that made you consider reworking some of STU? Our of curiosity, could you show us which videos you watched? I want to get a better general idea of what the outer-community thought and what may be changed.

Lastly, I decided to just upload the texture to my dropbox so if you want it, you can just take it and run. It’s 4096 though, there is a 2048 version but it’s incomplete since I favored the larger 4096 version. If you want the 2048 version, I can finish it (it just needs a normal and a vmf, I don’t know how to actually do mipmaps and the like yet). Link here (still uploading at the time of this post). If that’s too big for your liking but you’re still interested, I can still finish up the smaller (though less varied) version, and even scale it down further if you’d want (although then you’d need to manually scale it whenever you use it).

@ Mr. Someguy

Nah. To see where I’m from, look at the details shown below my avatar. It gives specific galactic address details, confirmed by NASA.

I visited LA a few times on business, years ago. Not that I wanted to visit the dock yards, but I saw some of them on a drive-by of one of The Queen Mary ships, that’s permanently docked a short distance away. Oddly, is was clipping into the dock, but nobody would listen to me and fix it. :smiley:

Though I still haven’t been making much progress due to being absolutely overloaded with studying for my last 2 exams on Thursday and Friday, things have still been moving along with ST Uncut.

G is and will be the most renovated map by far. I’ve gone back and given the side areas and surroundings in quite a few places a lot of much needed love. It’s much improved in look and feel. Much like I did with H towards v1.0, I’ve also been adding some new side areas and routes to try and make the G map feel a little bit less linear, the section after the Helipad has a few ways to complete it now.

No sense being secretive. It’s presentable, though not finished yet. The next big drive is optimization! I expect it to run about the same or slightly better than it did before. I’ve improved the way lots of areas look (which have made it more graphically demanding), but by improving the optimization I should be able to roughly offset it.

So, without further adieu, I proudly present to you the first Work in Progress screenshots of Surface Tension Uncut v2.0! V2 promises to be really awesome! I’ve been amazed at how much I’ve been able to improve areas I previously thought were the best they could be.


Refurbished TOW Courtyard. Reworked the side area which used to contain a nonsensical generator and composting tower setup. Fits in with the theme of the rest of the map now, and is fairly detailed for a side area. It doesn’t look empty, but also doesn’t block the view like the old setup did. The rest of the TOW road has seen some change too - particularly noteworthy is that I finally changed the road layout to make more sense. Ignore the random props lying around near the humvee. Haven’t finished placing them yet.


Alternate view of TOW Courtyard. The building behind it has seen some reworking and looks a lot bigger and better now. I’ve also reworked the 3D skybox a fair bit now so it’s even better than before. Really pleased with the improved vista!


One final alternate view of the TOW courtyard.


New wide view of the helipad. One of the ugly box buildings on the right by the far road has been replaced by a building in the style of other ST buildings. Some parts of it are explorable, and you can reach the top floor from the Helipad. The ramp leading up to the helipad has been modified to be a modular staircase rather than a straight ramp. Not only does it look way better, but the Marines covering from the crates no longer obscure vision of the Osprey.


Ground view of the same area. The army tent setup never worked really well for cover and people rarely immediately ran over there for cover as I’d intended. I actually introduced this style of roadblock in v0.83 or something I believe, but it never made it to release as I didn’t like it. I’ve brought it back. Now rather than backing off round the corner or hiding in a weird place, I imagine most players will shelter here where they get a great view of the fight with some tactical advantages too. The building the LAV comes out of has been redesigned too, it has a proper interior now!


Alternate view of the redesigned helipad. I totally redesigned the Helipad and its supporting columns to be more consistent with the ones found in Apprehension. They were much better designed than mine and the columns are way less ugly. The area under and around the Helipad feels and plays a lot more spaciously now, which feels a lot better.


Another high view of the Helipad.


Side view of the Helipad courtyard.


Finally, a sneak preview of one of the new added areas. Very unfinished, but should be a little teaser of the kind of area you’ll find!

Hope you guys liked the WiP shots. It’s been pretty fun to come back and revisit this. I’m very glad I decided to take a break from working on OaR Uncut. Having had a long time to refresh myself and my ideas for ST Uncut has done a world of good. Maybe the same is possible with OaR Uncut. Expect more updates in a weeks time, when my exams are over! Remember, once they’re through, I’ve dedicated several weeks to SOLELY working on these projects! There’s gonna be tonnes of work getting done.

Let me know what you think of what you’ve seen so far, I hope you like it!

that’s…almost orgasmic

1 suggestion, put some military vehicles in that parking lot that you added to the tow court yard.

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.