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

You should specify what difficulty you’re testing on as the outcomes are slightly different. I’m going to post my observations soon as well.

This is neat! If it gets added in BMS, some cracked ceiling effects would go nicely with the falling debris. The rate at which the area gets bombed could do w/a little toning down though.

I’m sure u gonna address the issues posted already, cause if posted they are important for the community, even the most little ones…

It would be a piety if u stop fixing them suddenly cause u think the maps are bugfree or good enough :slight_smile:

No matter what u say, they are your creation…

My contribution: decided not to post any feedback at all (for now) since saving your sight and extra brain cells are more important things than a videogame 0_0 there’s really a lot to read, and I bet using your spare time to map is better than reading 50 posts a day “_”

While I appreciate the sentiment, I’d appreciate the feedback more! Seriously, every little flaw found puts me one step closer to completion. I got no work to do and a very quiet week until Friday so I have the time to map and read all the feedback. I’m preparing version 0.81b right now for release, just finished C2A5G. Should be done some point tomorrow, where I’ll then release a complete walkthrough of my maps alongside it, as well as update the OP and do a general release in other places as well as on the forums.

So we can repeat and repeat our bugs if we see they are not fixed?

I suppose, unless I say I don’t intend on fixing them, or am working on it.

just wondering is this a bug or a bad install. the door that you open that starts your maps is invisible for me and aliens attack through it.

Delete the trigger garg tower shake at the top of the morter control tower in the courtyard this is the problem… or replace it with a trigger multiple to set a scripted sequence of the garg shaking the tower and use an environment shake in combination to get the same effect… set another scripted sequence so the garg will go to another point to shake the tower then repeat…

The trigger brush that updatesenemyposition covering the whole courtyard will be set to also trigger stop scripting.

This is how i think it can only be fixed

just spent 3 hours and this is the best solution

I’ve watched some videos, and it looks incredible!

I only have one suggestion: in the gasworks, maybe move the truck a bit closer to the jumping puzzle, so that you land on it if you miss the jump. That way you won’t lose any health.

2 things.

  1. I’m not sure I appreciate you messing around with my work when I haven’t even finished it yet, and am actively developing it constantly. Though I can’t make any proper objections as that’s what I’m doing to the BM Devs’ work, I still think it’s a bit weird, and I don’t much like it. But I can’t stop you, and it would be hypocritical to ask you not to.

  2. I’ve already fixed that with a much simpler and cleaner solution, so you’ve wasted 3 hours. Another reason not to mess with work that’s in development!

It would make more sense to check with me first next time before you do something like that, cuz you’ve wasted 3 hours. Not talking about permission or anything but if you’d asked me I could have typed “yes I’ve fixed it” and the total effort we both give would combine to about 10 seconds, rather than just 3 hours on your part. Never mind though eh?

It was a bug with the linked version. The linked version had some bugs unique to it which the unlinked versions did not have and vice versa for the unlinked versions. I’m going for a more consistent release with 0.81b which is coming tomorrow sometime, and should be much improved.

So when is the new video? :wink:

OK, some final food for thought:

Observations [/SIZE](This is just an FYI for you and most of these issues don’t necessarily need to be fixed)
You can actually get achievements while playing Text’s sections (I’m using the unlinked version)! I got one for blowing up a bunch of aliens w/a grenade when they surrounded the LAV.

During the garg chase, the marine to the left of the player always survives the encounter and he actually followed me out of the tunnel and into the courtyard on one of my playthroughs! The garg will do nothing when he shoots at him though. Keep in mind that this only happened once after repeated attempts, so you don’t have to fix it. Plus it’s cool to keep him alive because by having the garg prioritize you over him, it makes it seem like the garg is responding to color or movement.

Outcomes of semi-scripted battles
It’s interesting to note that the battles don’t scale properly w/increasing difficulty, but this is not necessarily a problem. Note that all outcomes were tested w/notarget +/- noclip, godmode. There was zero interference from me as I did not attack or absorb damage from enemy fire. Each fight was tested on all difficulties w/a mimimum of 3 times per difficulty (often much more).

Garage fight
All difficulties: aliens win decisively w/3 remaining on avg, 1 Agrunt always survives

Outside the garage
All difficulties: aliens always win, 1 Agrunt always survives
Easy: number of alien survivors highly variable, ~2-5
Normal/Hard: aliens win decisively w/at least 3 survivors, usually 4
If you choose to balance further, another MP5 marine will soften up the aliens more. A shotgun marine might be too powerful here and tip the balance toward the HECU.

Osprey/LAV
All difficulties: aliens win decisively w/a minimum of 3 Agrunts and ~4 vorts
[COLOR=‘Yellow’]This makes a strong case for using the sentry turret(s) here, as it will target aliens almost all the time, which will help out the HECU.

Tank battle
Easy: aliens win almost every time, usually 2 Agrunts +/- 1 vort
Normal: HECU wins 70% of the time, usually 2 soldiers on the ground, 2 on the rooftops
Hard: HECU almost always win, usually 2-3 soldiers on the ground, 2 on the rooftops
The 3 marines that spawn by the hut are the ones that seem to tip the balance to the HECU’s favor on harder difficulties. It’s good that the HECU win on these difficulties because the rooftop soldiers orient the player on where they need to go next.

Rooftop battle (assuming the 2 rooftop soldiers during the tank battle have already been killed)
All difficulties: 1 Agrunt always survives if the aliens win
Easy: HECU win 70% of the time
Normal/Hard: bit of a mixed bag, aliens win ~60% of the time
The outcome of this battle is dependent on whether the Agrunts melee (decreased chance of alien victory) or use the hornet gun (increased chance of alien victory) as the marines use cover very well here.

Zombie battle
Easy: zombies always win
Normal/Hard: zombies win ~70% of the time, only 1 marine survives in an HECU victory
The outcome on harder difficulties is dependent on whether the marine uses the blue pipe effectively as cover. If he can keep from being surrounded, he will likely win.

New suggested changes[/SIZE]
General
All of the M35s scattered across your map are empty. I suggest you put some green crates or other military gear inside some of them. You don’t have to give the players any ammo/health drops…it just makes things appear more realistic. After all, why would these supply vehicles bring no supplies to an active war zone?

[COLOR=‘Yellow’]The collision models in this game are utter shit and render the crossbow essentially useless (see image). While this is not at all your fault, you should fix this issue in your maps if possible.

C2A5G
TOW courtyard
Aside from my previous suggestions regarding the harrier, the takeoff needs to be delayed further as players may still be preoccupied w/the courtyard battle and miss it completely. Compounding the problem is the extreme accuracy of the marines, which make it impossible to get out of the car shop w/o killing them first. The only way the player can see them is to stand on the car lift but it’s very likely that the player will fall off, either by accident or intentionally because they are taking too much damage (hence missing the takeoff). Ideally, you should trigger the launch 15-20 sec after all of the marines have been killed. If you can’t do this, add another 20 sec to the countdown timer or trigger the launch ~20 sec after the player enters the courtyard.

Osprey/LAV courtyard
[COLOR=‘Yellow’]There needs to be a door near the spawn point of the evacuating marines. Though the player cannot see them the instant they spawn, they can easily trace their movements back to the spawn point if they run into the courtyard. Without the door, the marines look like they appeared out of thin air.

[COLOR=‘yellow’]Agrunts must be able to melee the LAV from ALL ANGLES. Currently they can only attack the SIDES of the LAV so when the grunts get into melee range, most of them will just stand there and look stupid. Keep in mind that once this problem is fixed, the LAV will melt like butter as the Agrunts do tremendous damage w/their melee.

I revoke my comment about the chasing manta being too slow. On repeat viewings, the manta appears to move at about the same speed as the harrier. However, both objects do need to be elevated higher as the manta almost appears to collide w/the far wall/buildings.

C2A5H
Opening sequence
[COLOR=‘Lime’]If you scrap the vort health charger sequence, you can make the security zombie room accessible and place the charger there. It can then dispense 75 health as usual.

The inaccessible room w/the dead Barney is too new/clean for this building. It should look more like the room containing the marine-throwing Agrunt.

Tank battle
[COLOR=‘Red’]This is the only area that consistently crashes for me after several reloads. The error message reads “Can’t load lump 53, allocation of 7562745 bytes failed!!!”

[COLOR=‘Yellow’]The 3 marines that spawn by the blue hut CANNOT insta-spawn like they do now. The player can make it to this area w/o cheats and see them appear out of thin air. Perhaps you could have the marines come out the door nearest the jump pad in a scripted sequence or trigger an explosion in one of the buildings and have the marines come of the hole. Note that you CANNOT have the marines come out of the blue hut as it’s locked.

Bathroom and rooftop
I found the ladder that I wanted you to use for the maintenance access…it’s the same one that you used in the vents that connect to the car shop. You can place this new ladder in the maintenance access and delete a few of the handles to create the impression of a broken ladder. These missing pieces can then be placed in the water so the player doesn’t have to be buried by them. Make sure the color of the handles matches the pipe though.

Satpipe and furnace
For the furnace puzzle, the valve connecting to the blue pipe does seem to jam if you use it from certain angles.

Gasworks
When you modify the Barney’s animation, get him to push the big red button on the security access panel…that’s obviously the correct button to unlock the doors.

C2A5I
Garg chase
I revoke my comment regarding the metal doors that need to connect the pool area and reservoir. I didn’t realize that the player could swim through all of them. In this instance, gameplay trumps realism.

Haha Ronster you git.

i have 2 things to say also…

1 when you asked for help i did and got the satchel pipe scene working for you… You said you would credit me and you have not bothered… My solution of how to get the marine to throw the satchel took a while along with the particle effects and sequence in general (10 Hours)… But whilst using my work on this you forgot to notice how i changed the door that the marine opens so that it stays shut until you get to the end. So you don’t mind when it suits you… Anyway only trying to help i feel a bit insulted really. but hey ho never mind.

  1. I was interested in how it works so i had a look at it… Again only trying to be constructive… Out of interest what did you do?

And honestly, I have no intension to screw with your maps and try and release my own version… I am not going to do that to you, that would be out of order so you should have no concerns on this. for the purpose of giving you a different perspective only and search for improvements. brainstorming and Ideas.

I am not as good a mapper as you …nowhere near but I do get good ideas from time to time… So that’s all

You’ve raised a fair point here - I didn’t credit you for what you did to my satchel pipe scene, and that IS wrong. I didn’t do it out of spite - I simply forgot, the week leading up to map release was pretty crazy. I apologize for that - it is wrong. You will be credited in the release which is happening today. But, for reference, I still created the stuff in the satchel pipe scene from scratch, I didn’t copy and paste from yours, so it isn’t strictly fair to treat it like I used your work - it was more like slight plagiarism than theft, but that’s still bad! The 2 things I took from it were your train idea for the satchel (which I still changed quite a lot anyway) and the names for the particle effects. But it did work, and it was because of you, so I apologize for not crediting you.

Now, about me not liking you messing around with my maps - I am their creator, I am allowed to say where and when I like people to mess with my creations, on principle. When I need help, I ask for it. If I receive it and it works I will be grateful for it. But, I didn’t need help there, and it felt just a little patronizing the way you did it, that’s all. Of course I am not allowed to forbid anything because a) I have no actual power and b) I’m already messing around with someone’s work anyway. That doesn’t mean I can’t like it when someone starts messing with something already in development without telling me. That’s not unreasonable, that’s not unfair. If a dev had told me to cease and desist my activities with regards to their maps, and had asked me clearly and strongly, I would have done so. I don’t think it’s wrong to be protective of my work - you having access to my entire map set whereas before it was a tiny section for one scene is a little different, I simply don’t feel too comfortable about it. It’s not because of you specifically, so I hope you don’t feel insulted; I’m just protective of my work, and this is the first thing I’ve ever released.

It’s not a big deal, I just didn’t think it was too cool, I would have preferred to have been asked. Plus it would have saved you 3 hours. Like I said I can’t really stop you from doing anything and I’m not going to attempt to. It’s cool though. No hard feelings. Let’s put it behind us. It was a little uncool of you to do that (I think), and I overreacted a little. Life goes on! Just for future reference, I’m actually not that upset about it having thought about it a bit more, but I would like to be at least asked or informed about it first! I just think it was a colossal waste of time for you which could have been easily prevented.

will you release the next build today?

Today…3 am of tomorrow? :slight_smile:

I advice you to write a full changelog of this build…
It would helps the testers

No, should be within the next couple hours, I’ve already finished changing what I wanted to change on C2A5G and C2A5H.

I’ll write a changelog but it probably won’t be fully complete, I can’t even remember everything I’ve done!

Aslong as we see them, more than enough :wink:

If c2a5g-i is finished, can you add the tentacle area as an extension in the caves in the desert in the same chapter?

OK!

I’ll check later.

Now that we’re going to have more than 1 version on our hands, you should start to give a name to every version:

last version was an open beta, hence is “STUncut1.0b”?
next version STUncut1.1b?

You can try to spawn it as a npc entity, you can find the command on these forums.

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