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

I’m determined to see this through, I’ve got a lot of inspiration for this. In all honesty the only thing that’s going to significantly impede me is the scripted events and the AI. The landscaping/environment/lighting etc is all second nature to me. I can do that easy. But I don’t know anything about AI/Scripted Events, so that’s going to be a steep learning curve. There will be screenshots soonish. I’ve just configured my new router so I’m ready to start mapping again now.

I’ll be happy to have you as a playtester, thank you. But I need to get near a finished product first! I’ll probably have a alpha/beta wave with volunteer alpha testers and then the beta for the whole community.

Cannot wait to see what you have…

Just thought about the env beam how does it work on a moving object like a manta… would you have to parent a moving brush under the ground parent an info target to it then place particle effects at surface level?

That’s a problem:
you have described an enormous amount of scripted scenes!

Hey, count me in!
I’m ready to walk near walls and to do my best to get stuck!!!

Car park
I think that these car parks in HL2 “follow freeman” chapter could inspire you:

https://www.youtube.com/watch?v=-QT-7ZfAJdM&t=5m31s

https://www.youtube.com/watch?feature=endscreen&NR=1&v=uJQcUZdKCbA&t=2m36s

Great to hear you are making progress, I’m sure there will be someone here with experience on how to go about doing scripted sequences and AI.

You can set the beam to emit from a target entity, and to fire towards a target entity. So it’s not so complicated (I don’t think!)

Hehe thanks. I’m glad to see there are some takers.

Thanks. That’s kinda what I’ve been hoping for, otherwise my progress will slow down significantly as I learn to program AI.

General Update
I’ve compiled the map with lighting and a 3d skybox, but I’m holding off releasing screenshots until I’ve got things a bit better than they are now. The car park doesn’t look good because it doesn’t receive any environmental light, so I’m going to have to work on that myself. A few misc bugs. Screenshots will be along sometime in the next few hours though!

Great!

Edit: Ugh, accidentally deleted my post’s content.

Here are some new screenshots from the latest, now playable version of my map. Still a lot of work to be done but you can see it’s getting there. I’ve also updated the OP with the new shots. I’m very proud of it! Let me know what you think.


3d Skybox


More 3d Skybox


Early WiP view of the hangar. It is just a background detail you can see through glass, but it’s still nice to have I reckon.

This is really looking fantastic. Loving the comparison shots also. You’re off to a great start. Keeping both eyes on this.

Could use some yellowish fog/haze in the skybox to make the mesas blend better, but other then that, they look pretty awesome. The destroyed garage looks sick.

EDIT:
Actually, those tunnel gates look out of place there next to a chain-link fence. Maybe make the fence something stronger looking/add something in between.

The map looks beautiful, I’ll keep a closer eye on it. I’d offer to program but I don’t know anything about programming on Source. lol

Keep up the good work.

Amazing stuff you’ve got going here, I shall be watching, and am very much looking forward to the end-results.

Absolutely nice!

This is already looking fantastic.

Also, just to be clear, are you going to be redoing the vent shooting/gargantua scenes? If so, how will this integrate into the game?

I’ve got only a word for these screenshots:

Awesome!

The skybox is well done, but I think it’s too clouded.

look the difference:

BM Surface tension

Your map

Your SB doesn’t fit with the SF.

Look at it in another perspective:

You begin the chapter in lovely sunny day, then ,suddenly, the sky gets clouded and then sunny again :stuck_out_tongue: .

A simple advice

Use the BM surface tension skybox.

Your work looks so amazing. I know it’s only a matter of time before someone starts comparing your progress and time taken to Black Mesa’s :stuck_out_tongue:

The maps already have that Black Mesa feeling, it’s fantastic.

Will the LAV unload soldiers out of the back like in HL1, or is that not possible here?

looks great, looking forward to this!

Thank you everyone for your kind words, it’s really helping to motivate me (even though I am enjoying the heck out of making this map, it’s hard work!).

Yeah, they were even more out of place initially when I started, it’s better now but looks weird. I’d intended for them to look like storage spaces for vehicles/tunnels, but it didn’t really work out. I’ll work on it.

Vent shooting is the exact same as the one in BM, except it has been moved to where it was in HL1, and obviously the Garg has been moved to later on. You now get shot down into the garage like you did in HL1. I will also be redoing parts of the Garg scene, and bringing it more in line with HL1.

To put it clearly - my C2A5G is the first half of HL1’s C2A5F. Then it transitions into C2A5H, which is the second half of HL1’s C2A5F, and also incorporates BM’s Garg Chase at the end, which leads into Forget About Freeman seamlessly (I hope!!)

Actually the sky and environmental lighting settings I’m using are from the original map. If you load up Black Mesa’s C2A5G, and go to the outdoor area with the Garg, you’ll see what I mean. They’re the same, though I will probably make it less cloudly/dark. It does look a bit odd, I agree.

I’m 95% sure it’s not possible, sorry. I’m going to have it so the LAV emerges from the blast doors followed by some soldiers.

Alright, it’s good to know that you know what you’re doing.

I kind of hope the vent shooting isn’t exactly the way it was in BM. It was better in the original because you couldn’t see the soldiers that were shooting at you. In BM, you can immediately see them, and instead of thinking “oh shit there’s soldiers that are shooting the vent”, you just shoot them and don’t even notice the holes in the vent.

You might be right, I might block it out. But I don’t want to change much about that particular scene.

Not much progress was made today aside from the obvious move to lighting. I have started scripting some of the events and encounters and it’s gone pretty well. The scene where the damaged Harrier flies over your head and is being pursued by 2 mantas (one of which breaks off to laser beam an Osprey before following) is mostly finished. Of course it’s fairly unpolished, but the only major problem with it is that I can’t get the damn beam to materialize for some reason. Everything else works, the Osprey explodes beautifully and the ship slows down at the right moment - I just can’t get the beam to display. Having worked with beams on some of my past maps I’m finding it rather frustrating.

EDIT: Okay, I got it to work using an env_laser, and it’s looking pretty damn good. I just have to add a few particle effects now to the beam’s emission and its collision and we’ve got ourselves a very nice looking Manta ray zapping an Osprey. The flight paths are a bit wonky, but the rest of it is all good.

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.