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

I am currently, and it doesn’t look good. The effect looks like a ship blasting off rather than a raging inferno rapidly exploding towards you. Env_flame looks like a flame orientated upwards moving towards you. It needs its own particle effect.

Does anyone know where I can find those cut lines from the satchel pipe scene and others?

I bet we want something like this: :stuck_out_tongue:
https://www.youtube.com/watch?v=I1kLfi-yFoA

Music approved!

Scripted scene
I love the pack of mantas that flies over the fight but you should underline it with some noisy jet-sound:
It’s an action scene and you must catch the attention of the player:
think at an action movie you like,when some F16 or else fly over the protagonist, you hear a loud rumble.
It’s important, don’t underestimate it!

Movable props
So far, Your maps are lovely but lack of movable props.
will you add them later?
You know,It’s not a source game without them!
Dear Esther doesn’t count…

About particle fx
Did you look at other Source games?
There are several particle explosion fxs…
but I don’t know if you can use them(legal issues)

… sound\vo… choose your chapter.

Back on topic with getting help, I wish I could pitch in, but I have my own projects to take care of, so I barely have any time.

If you don’t already know about it the Valve Developer wiki has an article on using the Particle Editor scroll down and read some of it if you want to.

Not that I don’t have any faith in the community, but it looks like you’re prolly going to end up doing the whole thing yourself. You might have some better luck asking around places like facepunch or related forums. Though I tend to despise those places because the scum of the internet seem to be drawn there in droves.

awesome video!

I just also wanted to say I think your idea is awsome and I’m glad you’re remaking this part of HL. Thank you

Well perhaps just use the Garg flames make them bigger if possible?

I would offer to edit it but I have never done it before… I’ll have a go but cannot promise anything decent.

I guess you have to account for the fact someone won’t know to drop back into the water… Saying that though what did it look like in the original HL again if you got caught out by the satchel charge in the pipe?

I just saw the Vid and although I like the building better you have updated the textures I really think the Water tower thing on top looks out of place… Just a thought but what about that destructible chimney from HL2? on a side of the building

you could use that destructible chimney also to good effect later on seeing as you need to get Barney to the security office could be quite amusing :slight_smile:

Go to 5:51 in this video

https://www.youtube.com/watch?v=DMqIUpps2mQ&feature=relmfu

2nd thoughts after watching a few more times find a way to light the alien Grunt you cannot see him.

Really like the way the tank pulls in (could do with it’s turret raised then lower it to fire a shell) but I feel there is too many mantas… But like the last shot of the manta destroying the tank.

just thinking about the barny in this part, how about putting him in a make shift hecu prison with some scientists. mainly because it doesn’t make sense that a guard would be in a hecu area with out them knowing it.

idea

player enters room to see 2 hecu grunts gun down some scientists in a make shift cell, the player kills them before they an kill the guard in the cell. the guard thanks the player and grabs a mp5 (or shotgun) off a rack… the player then escorts the guard to the key pad. where the guard opens the door and wishes the player luck.

by cheating I know that guards can use the mp5, so why not show that even if it is only for a small area.

EDIT:
also anther idea a simi scripted event(lights go out), have the player ambushed by solders in the building (the night vision model which you only see once) all this ambush would be is a soldier saying something like “he’s here” then the lights go out and 3 or 4 soldiers spawn.

Couple things.

-May I suggest you to revise the harrier flight path? At the roll amount it has now, the turn-in looks really damn awkward and abrupt - you can actually tell by the trails it leaves behind that it uses yaw almost exclusively without any change in pitch - no plane will achieve such a turn-in rate with roll amount as minimal as this. If anything, it would be pulling up faster than it would be turning in.
What I’d actually suggest is to leave the path as is, but increase the roll amount just before the turn-in to about 40-60 degrees to the right. Alternatively you can have it zooming from a bit higher up, with a smoother but constant turn in.
Might wanna take a look at some of these too:
https://www.youtube.com/watch?v=aOPjscakU8c

-The manta on the left appears to dip down for no apparent reason after it passes the wall. Glitch?

-Tank turret animation looks as if he bumped the tube into the hull, then kept turning the turret in with the tube own like nothing happened. Leave alone as to why the fuck would it have its gun depressed while turning the turret on level ground. Another glitch?
May I also suggest to keep the tube parallel to the ground as it rolls down the slope to simulate a gyroscope stabilizer?

P.S. The wall on the building on the right side looks very flat. Perhaps add some vent snaking around? Also, can we do something about those ugly fucking reinforced green windows?

Cool use of the On Rails theme, :stuck_out_tongue:
I agree with ODB, the jet looks akward…

^ It’s not entirely his fault. I’m guessing he had to put the jet on a path track, parented to a train, because none of the animations from the mod fit the flight path he wanted.

Watched your new video… WOW! The music track chosen gets my vote. Suggestions:

  1. Drop the three manta rays to two manta rays.

  2. Slightly lessen the turn radius of the manta rays and jet after they clear the building and raise there flying height.

I know this is a WIP and you probably already have your own designs to possibly make these changes as you fine tune the map.

You’re approaching the more difficult and frustrating part of level design… ironing out and implementing the finer details. Don’t get discouraged. You’re doing some amazing work and all in a very short period of time. Keep up the |/O|/ work!

How hard it is to increase the roll amount really?

But I’d have to agree - keep the animations simple.

Wait a minute what about an apache instead of the jet?

Then the Manta destroys the tank but comes from behind not towards the camera… Just throwing ideas out there

That way it will have more shock factor you see it before it happens too well the way it is right now…

Infact better to have the tank roll out the blast doors that barney does not open… The tank can take pot shots at you in the destroyed building and perhaps have it collapse some more like the floor gives way… And then the Manta comes to the rescue but from behind back towards the hanger

Albeit unintentionally you just have to survive long enough until the manta gets there

Then HECU and XEN clash and your in the middle of it

I agree replace that jet with an apache, they might not be as fast but you only see one before this point (technically 3 but its meant to be one)

and what you think if the jet crashes? instead of just flying…

I think it could do with simplyfying the scene basically… Perhaps trying to do too much with little effect apart from stuff flying overhead which although cool we have already just seen a load of this a few momments ago.

I think the tank should be the first thing introduced but be a direct threat to the player having to seek refuge in the ruins while it fires shells at you collapsing the fllor in the ruins sealing off your way back.

An apache flys over inbetween shells being fired this is just before the Manta follows saving you from being stuck in the ruin.

Then resume the appearance of alien grunts and vorts and the odd HECU on the roof obviously hauled up in the Plant / Factory / Building

Amazing work so far, it’s astonishing how much you’ve been able to accomplish in so short a time.

If there’s one suggestion I’d make for both the original and yours, it was that as the player you felt that you were always walking in on fights that were just beginning, as though they were waiting for you. I never really got the impression that there was a fight going on in spite of the player’s presence.

The fighting is really the most vicious and fierce of the entire game and to me BM didn’t deliver entirely on this level. I’d like to see buildings being torn up, or at least large amounts of rubble everywhere along with ruined walls and smoking craters. Bodies should be strewn and surfaces should be pockmarked with bullet holes and perhaps shell casings if you can get a simple 2D texture. Maybe a few smoking vehicles and fires still raging.

Then on top of this you have fresh fights taking place. The aerial battles are perhaps the trickiest thing to pull off well. You want the player to look up, which is a challenge; you also want it slowed down enough so that players notice but so that it’s not too slow that it looks unrealistic.

I think your safest bet is similar to what you have now - having a jet or helicopter creating loud noises, spinning and smoking and crashing loudly and dramatically off to the side, perhaps as a way of opening up a wall or barrier in much the same way as HL2 does with the gunships at Nova Prospekt. This should then be followed by the manta ray as you already have.

I’d also love to see more of the manta rays, perhaps from a distance about 100m up floating past. They provide a way of reinforcing the alien invasion but without being an enemy the player has to kill. Part of the problem of having this alien invasion is that the player inevitably kills them all, which sort of defeats their fearsome nature.

As a small note, I didn’t see much in the way of Xenian flora and mould taking over, which became progressively more noticeable in HL. This did a great job of reinforcing the alien presence and also helped to make the scene look less ‘new.’

Finally, since this is the moment when the fight is fiercest you’d need better ambient battle sounds. BM did suitable jobs for ST when the fight is meant to be distant but present, but for the later parts it would be great if the battles sounded like they were only 50 metres away. Do these and I think it would be on par with or perhaps better than BM. You’ve done brilliantly so far.

making the tank a threat to the player would lead to most players puttign some rpgs or mp5 nades into it before the manta enters the area, breaking the seen.

EDIT: agree with floyd, we need things that show battles have happened in the area. I have some suggestions

in the mechanic garage, place some dead vorts in a pile this would explain why the soldiers where in there, on the 3rd floor of the car park put a dead group of soldiers and a sandbag wall, (make it look like the battle started up top and you entered in at the end of it).

for the seen with a tank, put some dead soldiers in the room with the a-grunt.

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