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

Pre-Feedback For v1.0-RC2 (Issues Actually From v1.0-RC1)

  1. In the room where the Garg enters, are there “blockers” on top of and around the gun sitting atop the sandbags? Movement on and around it is somewhat restricted.
  2. In the room where the Garg enters, move this door control box slightly to the left (see picture). Comparatively speaking, present position is too close to the door.
  3. In the room where the Garg enters, relocate this door control box to the other side of the door (see picture) so that it’s in proximity to the person-door, like the one across the roadway.
  4. In the room where the Garg enters, this particular area is poorly lit (see picture). Can it be brightened slightly?
  5. In the Garg yard, here are instances of plants growing/clipping through concrete curbs (see pictures).

Thanks again, Text.





I find this shit amusing…you do realize he asked for opinions right? I simply rendered mine as others did, and it’s really not a big deal if opinions differ. In this case, it actually didn’t, as everyone, except you and Jones (who’d probably be awful at fashion design given his tastes) eventually saw it my way. The thing is, I’m not here to be anyone’s cheerleader, but I’m also not here to insult or condescend, even if you think the tone of my suggestions is harsh at times. If tempers flare, just read my statements again objectively, then step back and ask yourself “does this make sense?” If yes, then good. If no, then simply disregard it. I think Text gets this. Ultimately, my goal is to make the mod as perfect as can be. I wouldn’t waste my time here if I didn’t think Text had tremendous potential.

As for the boss thing, I’m more of a design consultant and editor. If you look at the suggestions posted by forum users, most are mildly helpful, but there’s also a good amount of neutral to unhelpful suggestions and, to put it “tactlessly,” downright stupid-ass suggestions, some of which have even made it into the mod (e.g. explosive barrels). As all of the key features are locked in, I’ve switched from gameplay/design (ammo, choreography, garg chase into FaF etc.) to polishing up some of the minor issues that have been brought up, w/the goal of making potentially helpful suggestions (e.g. Conti’s hut redesign, which was initially problematic) into helpful suggestions and stupid-ass suggestions into less stupid-ass ones. It’s just quality control.

Pre-Feedback For v1.0-RC2 (Issues Actually From v1.0-RC1)

  1. The far end of the Garg tunnel is pretty bereft of objects compared to the beginning area, due in part to a lack of space width wise. Can some not resource-hungry items be placed here (see picture)? Maybe some items that are present in the beginning part of the tunnel, to keep things consistent.
  2. In the Garg yard, another couple of instances of plants clipping into objects. This time it concerns pipes (see pictures).
  3. In the Garg yard, this short pipe elbow has a texture glitch (see pictures).

Hang in there, Text!





dadster that part of the map was not texts mapping that was BM devs.

Thanks. I new that. I’m not blaming Text for these problems, just making him aware of them in hopes that there may be some that he can correct. If he can’t, that’s fine.

=============================================

Pre-Feedback For v1.0-RC2 (Issues Actually From v1.0-RC1)

  1. Came across this texture/lighting visual glitch in the tunnels at the start of C2A5I (see pictures). It’s apparent in the regular tunnel and the one that the Garg enters from. It doesn’t appear for the entire length of the wall or curb all at once. It appears in segments, as depicted in the pictures, as you proceed down the tunnel.

It occurs in the following areas:

  • At the base of walls that contact the roadway.
  • At the base of walls that contact sidewalks.
  • At the base of walls that contact the two upper walkways on the left hand side, that run parallel to the roadway.
  • At the base of walls of the walkways above the roadway ramp, including the ones across from the ramp above and behind the two garbage containers.
  • At the base of curbs that contact the roadway (except for the ones that run along in front of the half-wall for the two upper walkways).

It does not occur in the following areas:

  • At the base of the walls of the roadway ramp.
  • At the base of the half-wall that contacts the curb, for the two upper walkways on the left hand side, that run parallel to the roadway.
  • At the base of curbs that contact the roadway, that are situated and run along in front of the half-wall, for these two upper walkways.

Oddly enough, looking at the fifth picture showing the half-wall for the second upper walkway, the problem does not exist to the left of the vertical railing post the crosshair is on, in so far as the half-wall and curb is concerned, but it does exist to the right of it, including the half-wall and curb.

Chew on that one, Text.





Sorry guys, I’ve been caught up in some pretty serious business. It’s resolved now, I’m back at the mapping. Expect the maps to arrive within an hour (FOR REAL THIS TIME!) I’ll also reply to everything that’s been said since I vanished.

again, not a problem

Mmmm… everything? I’m looking forward to that :smiley:

Glad to see you’re back. Hope you were able to grab a nap.

Text, if you’ve got more important things to do or places to be, all this can wait until later, you know.

Exactly, priorities come first, we can wait :slight_smile:
Edit: By the way, your next post will be your 400th one.

Well I have waited this long, might as well wait a few more hours. :slight_smile:

[COLOR=‘Red’]Update: Released![/SIZE]

Latest Version: 1.0 Final Release Candidate (Hotfixed). Download here.[/SIZE]

Please report any game-breaking/very serious issues to me ASAP.

This version is the final release candidate. What this means is that I will release one more version, in about a week’s time. That version will be the final, final version - after which I will make no more changes to the maps anymore, aside from fixing them when the devs update Black Mesa.

What this means is, pile on the feedback. If you don’t speak now, your opinion may not be taken into consideration and the final product may suffer, or be less to your liking.

However, be realistic. As you should now be aware, the next version will be the final version. This means that any large feedback which is time consuming and contains many radical changes or whatever, WILL NOT be implemented. There is not time and it’s too late in the development cycle. Please, keep that to yourself. That feedback will be useless to me. I appreciate all the feedback I get but I ask you to be realistic.

Changelog

21/12/12
==1.0 FINAL RELEASE CANDIDATE== <–Surface Tension Uncut - “Maxwell stops saying Black Mesa is shitty” Edition

Assorted/General
-Clipping issues, clipping issues, and more clipping issues.
-A few large(ish) changes to some areas.

C2A5G
-Changed the opening setup so that the keypad to open the door to the parking lot is initially disabled. It must be turned on using a generator in the side room.
-Added 2 large occluders to the parking lot covering each floor. Not a massive difference, but my frames got boosted by an average of 5FPS.
-Extended the playerclip by one of the windows to try and prevent the player from setting off the street sequence by jumping into it. Was finally able to reproduce this bug myself.
-Added a humvee to the second floor, just for visual interest.
-Increased the lightmap scale on high contrast faces on the top floor. Shadows should be clearer in definition now.
-Moved the “hole” on the top floor to a segment further away, and joined up the spiral ramp with the road. The layout of the top floor now makes logical sense.
-Added a destroyed jeep on the road on the top floor. Adds a bit of visual interest, and provides some cover against the wave of aliens.
-Made all the vent lights consistent and added one to the vent where you get shot down. Also moved the cubemap to reduce the highlighting of the reflection in the vent. Should be a bit less trippy now.
-Moved a few of the consoles in the garage around.
-Added (undeployed) ramps to the other 2 car lifts which you can drop. This is actually consistent with C2A5D.
-Removed the shockwave/explosion effect from the ambush, as it had unavoidable clipping issues.
-Tweaked the Harrier takeoff some more. Should be better now, but still far from perfect.
-Moved around one or two of the TOW Courtyard Marines.
-Changed the fence door in the TOW courtyard for a non-rusted one, to be less visually jarring.
-Changed the look of the hangar roof slightly to make structural sense.
-Added a minefield by the hole in the big red wall to make the gap at least make a tiny bit more sense. This large gap was an intentional design decision to allow a view of the expansive skybox, at the cost of some realism.
-Switched the keypad at the end for a switch like the ones you see throughout C2A5H, for consistency. Added a very faint green light to the one you can use, added one on the other side (in the security room) which is lit red.

C2A5H
-Dirtied up the starting corridor a bit so it looks a bit older.
-Moved Barney’s corpse so you can see more of him.
-Adjusted an HECU corpse so it wasn’t leaning against thin air. It now leans against the table.
-Modified the area where the hole gets blown in the wall. It should look fairly dirty and grimy now, and there are more crates and barrels in the area. Turned out nicely.
-Added small beams running across the floor to hide some cubemap seams.
-Modified the hole being blown in the wall sequence. It used to be a sound effect of an RPG travelling through the air, followed by an explosion. It is now a Marine actually spawning on the street, and firing an RPG at the wall. Unfortunately the player has no way of seeing this (it’s a shame, I wanted them to), but it’s a nice detail for those of you looking using noclip.
-Undid some overzealous lightmap optimization on the street. The shadows running along the road should now be clearly defined again, and not jagged.
-Changed the stairs by one of the huts so it doesn’t clip onto sand.
-Changed the stairs by the security hut to eliminate Z-Fighting with the sand.
-Fixed a shadowing bug by a side door near the jump pad.
-Fixed a very serious (unreported) bug with the jump pad. If you used it by approaching from the far right, it would launch you halfway up into the air and the game would crash. This seems to be a flaw in the jumppad’s programming. If you find a position where you can’t launch up to the pad’s target without it being able to calculate a clean arc, it crashes the game with the console error “Emit pitch sound out of bounds.” I’ve recitified this by adding some rocks to the right hand side of the pad, along with a playerclip to prevent them from going to where the game will crash. It looks a bit uglier, unfortunately, but it’s absolutely necessary.
-HOPEFULLY fixed a bug where the shards of the mirror in the bathroom were displaying black.
-Reversed all the shelves on the map so they’re no longer facing the wrong way.
-Increased the size of the fire in the furnace.
-Changed the lighting in the furnace room. The red light from the furnace should be much more prominent, and the other lights a fair bit darker.
-Again grappled with the awful quantization/rounding errors that Hammer gives with the furnace, hopefully eliminating any serious seams.
-Added a playerclip ramp in the janitor’s closet so the players don’t get stuck on the shelf while trying to fight the aliens in the gasworks (unreported problem).
-Overhauled the empty half of the gasworks slightly. Should be far less sparse and far more visually interesting now. The gasworks as a whole should feel a LOT more complete and fleshed out now.
-All the clipping visible in the “inner workings” of the gasworks has been hidden with connector blocks now, similar to the ones I’ve used elsewhere. The visible clipping is still there, but it’s covered up slightly now and looks far less bad.
-Used a little bit of a naughty trick to make the turns on the large pipe connecting from the furnace into nice round ones, instead of the blocky abrupt ones I used before. The texture is a bit low res but the whole thing looks MUCH nicer now.
-Moved the aliens which spawn in when you are doing the jumping puzzle around a bit, but it hasn’t done much to make them less stupid.
-Removed the down arrow from the sign on the security office. There was a GOOD REASON why I wasn’t doing this before, but I found a decent enough workaround for it.
-Fixed a gap in the railings.
-Fixed a pretty bad bug in the security office where the laser beams were being cut off prematurely by a poorly made hitbox for the desks. Made my own custom hitbox to account for this.
-Moved the very last button on the map into the center so it looks less ugly.
-Fixed a support bracket for the upper walkway clipping into the wall.

C2A5I
-Made the effect on the vent lights consistent with the one used in C2A5G. Also added another vent light to make the lighting less bare.
-Resolved some clipping issues with the sandbags on the drop down, and moved a crate.
-Patched up the Garg’s pathing a little bit more. His patrol around the main circular pool should be less messed up now.
-Preliminary fix to prevent plants from growing through certain objects. Note these plants are procedurally placed by VBSP based on the texture, not hand placed by me. The best way to prevent them from growing in unwanted places is to blend a texture which doesn’t have plants growing on it - in this case rock. It it looks bad, I can use a bit of a hackish workaround to fix it and keep the plants away.

Was this jab directed at me, Text? That’s fine, I take it as a compliment, really. I love doing it and find it quite challenging and rewarding. I’m the “clipping bloodhound”… I sniff 'em out and you fix 'em up. I know, I have the easier job of this tandem.

It’s mostly down to tending to the little details now, which will polish your not-so-little gem to a brilliant luster!

========================================================

Pre-Feedback For v1.0-RC2 (Issues Actually From v1.0-RC1)

  1. In the Garg yard, can the texture on this curb be fixed (see picture). There’s a similar instance a little further down. If not, can the ground be raised up to conceal it?
  2. I know almost all players will be running for their lives through the tunnel to avoid the Garg. For those that decide to wander back into the tunnel, after the Garg’s demise, to explore or see what they missed, can we add some color and further believability to this area by placing a couple of orange caution cones and a ladder in the vicinity of the wall vent and wall vent covers to imply that the vent is in the process of being repaired (see picture)?
  3. In the Garg tunnel at the far end, the last person-door on the upper walkway has a seam/texture issue along the bottom edge (see picture).
  4. In the Garg tunnel, the one he enters from, can a light be added above this door (see picture) in order to provide better lighting for the Garg as he prepares and pretties himself up for his eventual encounter with Gordon? I jest! For consistency, please add a light here as there’s one above the door on the other side of the wall.

I’m off to play (scrutinize) v1.0-RC2… sniff, sniff, bark!.. found another one.

Thanks again for all your hard work, cooperation and understanding. Much appreciated!





Thank you for not removing the harrier takeoff. <3
Also yay new version. Thanks for hard work!

Hell fucking yeah!
let’s just hope people aren’t as bossy as they were with the other releases

I’m going to be absurdly busy this weekend, so probably won’t be able to reply to feedback. I’ll check back a bit later to make sure that there are no serious issues that need hotfixing, but otherwise - see you Monday, have a great weekend, and enjoy the maps.

Not alot to say, just some suggestions and new bugs:

First map:

  • Possible to add candy machine next to the two soda machines, cause I see further in the map u have those room with those death agent in the sofa, I see two soda machines AND a candy machine

    - Car is not covered with the window darkness:

No texture loaded on the ground:

I see every big metal door has some kind of panel to open it, not this one in the hangar:

  • Way too easy to run to the exit, u don’t even need to take part at fight, or just shoot from a big distance those flies/bees, so I want to see an obstacle so u need to use landingpad, cause I know it’s beautiful, but in fact u never need to use it

Second map:

No Texture on the ground where u need to use jumppad to get on blue pipe:

Metal glove in the pipe (pipe u enter where u need to turn the three wheels)

  • U meet Barney (?) downstairs behind a table and he hits a button, but maybe also add those retinal scanner at the door he opens himself, it makes more sense for the player why only he can open the door and not you, cause it’s just open the door (so it’s not a covering mission, cause u are still in the same room where u found him downstairs)
  • Where Barney (well it’s not actually Barney, cause it changes model every time) needs to open the big door, I went forward to kill the enemies, so he could stay unharmed, the big door at those big truck inside the building) was closed and he just run through it, WEIRD!

That’s all I need to post, I see alot is changed (even some stuff I posted), so THANKS!

Are you gonna make more changes in the game or is just this? this are awesome.

One last thing I forgot to say:

  • Where u need to turn the wheel (just before Forget about Freeman) to open the two big metal doors, can u set a block, so it stops turning when the two doors are completely open, like with other doors?

Thanks!

Anybody know what these 2 files are that are missing on my copy of the game and feel like uploading them for me? Damn, I don’t wanna have to download the entire game just to fix 'em. It’s the only pink squares I have seen.

If you want players to see it, you’d have to add in an additional fight (more entities) or start the fight earlier. Up to you for the effect, would be interesting to see if you do decide to upgrade some effects.

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.