Pretty much. This is how games are made…objects are sunk into walls, things outside the playing space aren’t given extra attention…‘behind the scenes’ it’s not perfect, but unless you are actively cheating and going outside the bounds of what the game allows you to do, you don’t notice. Its just like a film - just because a soundstage is set up to simulate a city doesn’t mean the entire town is modelled for the sake of realism.
Wonder if you can share your thoughts on Text’s maps? If you devs played them, that is
Love that your revisiting this Text, seeing as how your now working on “ST Uncut 2.0” (cant wait looks awesome), there was one addition I wanted to ask if you could add but didn’t before because I felt you were to far in development. I was wondering if you could add a scripted event to your harrier/hanger area. Possibly add a garg/HECU fight scene in front of the hanger doors. Just a simple scene of soldiers getting chased, returning fire, running away as the garg runs after them. having it triggered if the player looks in that direction maybe an explosion to draw the players eyes. Adding this would give the a sense of foreshadowing for later on and adds to the scope of the whole battle feel larger. Thoughts???
But we already have one of those in Power Up, and sometimes if you don’t run immediately, the Garg at the start of c2a5i will stick around to kill the Marines before focusing on you.
What we don’t see is a Garg getting blasted to bits by an Abrams, and I would love to see that, but there’s no place for it in STU I’m afraid, (Unless Text suddenly decides that’s the best idea ever and puts it in). 
Text, I hope you aced your exam. It’s over!!!
You better be out celebrating/partying with your mates, releasing built up tensions and letting some steam off, because… it’s OVER!!!
Would be a nice hint at whats to come if you see the garg from the hanger. I know its unlikly but text can you open one side of the hanger door abit and putt a small scene where a abrams and some soldiers are shooting at a garg which will come into view and wreck them if the player looks back there. it would be out of the way and not obvious for most but it would be a cool hint at whats to come.
Oh yeah one last thing… And this is my fault so hands up but this needs correcting…
When dropping down the pipe in to the water before the satchel pipe scene… Please get rid of the env_bubbles box
There is a far superior particles from the elevator that crashes into water from unforseen consequences this would be a much better visual upgrade for the splash down and can be re-used…
On another subject entirely would it be fair to hand the vmf files to text to do the tentacle and extra apache scene to complete this project proper not to mention let’s have some dust when those headcrabs come out the sand please… And well those HECU zombies are still missing… It’s up to the devs but this would be amazing… the sheer ultimate edition… Let’s not do things in half measures… Although perhaps I am now asking too much of everybody… But this would be awesome.
Other than that hope you had a good exam and celebrations good on ya
I just played through the addition (finally) and I have to say that it added a lot to the mod! I liked it very much! Also, it seems that you fixed the scene with the gargantua at the water tower-air strike thing. Kudos! 
I really like it too! Text did a great job with Surface Tension Uncut. BTW, Text is currently working on V2.0 of ST Uncut right now. You can play through the upcoming new version if you want. 
Finished! With Friday’s exam out of the way and complete, my BA in Geography, from the London School of Economics is now done. I’ve (hopefully!) achieved my 15 year goal of finally leaving education! It all went pretty well, better than I thought it would, even though it didn’t go particularly fantastically. Thank you everyone for your support and kind words during this admittedly busy period. It really helped to keep me motivated. In the grand scheme of things, I’m very glad I didn’t do much mapping work over the past 1 - 2 months. I’ve just about been able to keep my priorities straight and it did make a big difference to my studying.
Now that university’s over, I’m going to spend 2 - 3 weeks mapping, before I start hunting for real jobs. That’s literally all I have to do. In a way, this will become like a full time job. I’m even gonna try to treat it like a 9 - 5 job. This means that shit will get done, and fast. Both here and on OaR Uncut. I’m actually hoping to get the V2 beta of ST Uncut out by Wednesday or so, but we’ll see how that turns out. Depending on how I’m feeling, I might just relax for a few days. Let’s play this one by ear.
Quite a bit’s been going on in this thread, and I haven’t had time to respond. I’ll try and reply now to some of the more interesting topics of discussion.
While this is an alright idea and I can definitely see where you guys are coming from (the people who want this), I won’t do it I’m afraid, as I don’t agree with it personally. Part of the reason I kept Black Mesa’s vent drop for the Gargantua scene was because it was its own unique little moment that they added. For anyone playing it the first time, it’s a serious “OH SHIT WHAT THE FUCK” moment. I feel like adding the foreboding beforehand would detract from that. Besides, I think ST Uncut is already pretty damn jam packed with scripted sequences and things like that. There does come a point where oversaturation is a concern. I actually haven’t planned, and still won’t add any scripts or stuff like that to v2.0, for that reason. There comes a point where there could be SO MUCH going on that it just isn’t believable, I feel like adding much more would certainly make it feel like that. This is also why…
…requests like this are silly. About 2/3 of what you’ve asked for are dramatic scripted sequences. This is Half-Life (or rather a loving recreation thereof). It’s not Call of Duty (as much as I HATE people making that comparison, this one here is apt). Half-Life doesn’t need MEGA EXPLOSIONS AND STUFF HAPPENING EVERYWHERE ALL THE TIME to be interesting and immersive. There comes a point where explosions and flying things and sequences everywhere just becomes silly. My target audience isn’t ADHD afflicted 13 year olds. Don’t get me wrong, shit blowing up and stuff going on all the time can be fun, it’s the reason CoD campaigns are as popular as they are, but it doesn’t belong in Half-Life, and it is not my cup of tea. Let’s keep things simple, eh? Again, oversaturation. I feel like two of your requests deserve special mention too:
“Maybe add those flying mantas and jets effect from forget about freeman ? It was the best airbattle effect ever !”
I agree. The airbattle effect on FaF was fucking awesome, and probably my favourite moment in the mod as a whole. Which is why adding it ANYWHERE else would be an absolute crime. It loses all impact the moment you see it more than once, and again, this is really just throwing things in the face of the player for the sake of it. Particularly when there’s already a huge number of scripted air sequences throughout ST Uncut (2 on G, 2 on H, 1 on I).
"Restore warehouse battle from original half life but do not remove the one outside "
I’ve had this one asked far too many times for my liking, particularly on Youtube. The Helipad battle in ST Uncut IS that warehouse battle. It’s a redesign of the fight. There’s no need to double up. It’s there. Already. It’s in the mod. It incorporated all the elements of the warehouse battle from HL1, but changed things up by having it outdoors. Nothing more needs to be said. If that isn’t good enough, the gasworks itself is in many ways the “spiritual successor” to the warehouse.
It’s an illusion, probably caused by perspective. They’re the same. Promise.
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Yes, fine. Done.
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Also fixed, though it really is a very minor issue which you would not see during normal gameplay anyway.
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Maybe. I don’t know. The addition of the new office segment at the end of the map pushes limits even further. It may not be feasible, and I’m not placing too much importance on it.
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Beta, then final release. That’s it. No other window for feedback or fixes. There is no negotiation on this. That’s how it will go. V2 will be the “once and for all” edition. After that I will resume work on OaR Uncut. ST Uncut will later be packaged alongside OaR Uncut in a package I have yet to think of a good name for.
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Most likely, no. The added areas on G are all fairly small and there’s no good place for ducts, sorry. I would have liked to have done this but, circumstances don’t allow it.
This is a bizarre attitude which I don’t really agree with, I’m afraid. When Dadster posts issues such as lights clipping into the ceiling by 1/4 of a unit, or lamp posts clipping into the floor by 1 unit, or a light floating from the ceiling by 1/2 a unit, with NO VISIBLE IMPACT WHATSOEVER, it’s a waste of both his and my time. It has no effect on anything whatsoever. He’s free to post what he wants, but I don’t see why he’d want to spend his time posting certain types of feedback which I’ve stated, several times now, I just don’t care about. It must take 5 minutes or so to sort out the images/report for a single point of feedback. Why waste your own time like that on something I (and pretty much any other developer you can think of) absolutely do not care about enough to fix? As I explained, it doesn’t benefit ANYONE. Dadster, you can post whatever you like. I won’t stop you. But I don’t really see why you’d go to the trouble of posting stuff like that, it’s a waste of both of our time. It detracts from all the otherwise excellent feedback which he posts, and believe me, it’s generally excellent!
So when you say “it would be even worse for him to not say anything at all,” that isn’t really true. This is a conversation I feel like I’ve been having way too many times now. I really hope that we can move forward from this.
In other Dadster related news, I’ve gone through your entire list of feedback for G so far, and addressed everything which is within my power to deal with. Anything outstanding from that list is either intentional, or not fixable on my part. If and when you provide feedback for the next release, please do not repeat any of it except the important stuff. I’ve been through it very carefully, honest.
I’m trying to get all the changes done to G before I move onto H and I. As I’ve said before, G will be the most changed map by far. I have no MAJOR renovations planned to H, or I just a few minor bits and pieces.
Thank you, I appreciate the kind words. Although, I wouldn’t say I “fixed” the Gargantua at the end of the map so much as kicked it enough times that it would do something vaguely resembling what I want. The actual AI for the Garg during that bit is seriously screwy, I used about 10 different “map hacks” to try and get it to play nice.
just wondering on the part where a harrier is chasing the mantas could you have it shoot at them or is that not possible? would think any pilot that would engage in a dog fight would have guns blazing at that range.
Text, could you package the grd04_thankgod.wav file with ST Uncut 2.0 Beta? For some reason, I can’t find it in my sound folder. Ysrael214 mentioned it when he gave you a modified version of your game_sounds_ambient_generic_stuncut.txt file.
Gotta say, I am rather excited to see what you have done. Thanks for pushing through and getting this done!
I think it’s possible, but I don’t really know how good it will look, and I think it would require a VERY complicated and hackish approach to implement; thus using up a lot of entities. I could give it a try, it’s a nice idea but I really don’t think it’s feasible. I do like the idea.
Will do. The most likely explanation is that I renamed it / moved its directory from a file which was already in Black Mesa, and then forgot to package the new version. Easy fix.
Thanks. Hopefully v2 will be quite a step up from 1.11. Obviously it’s not going to be massively dramatic, but I’m hoping to address some of the more apparent weaknesses from before.
- In the new TOW yard, there’s a lamppost on the asphalt near the Humvee. Being situated there, it’s susceptible to being hit by vehicles. Maybe relocate it onto the nearby dirt/ground area.
- In the new TOW yard, there’s a blue crate on the roof of the new office building facing the parking lot (I know it was there in v1.11). It looks odd and like an orphan there. Maybe replace it with some low-rise transformers or a grouping of electrical boxes or ducting similar to that adjacent to the Humvee or AC units laying on their backs (clip their rear support frames into the roof). Whichever uses up the least amount of resources. The HECU situated up there can use it for cover.
- In the new TOW yard parking lot, place one or two dual-type lampposts (don’t have to worry about overhead wiring), like the existing ones situated at the parking spaces, in the dirt area near the forklift. Conceptually, these would provide nighttime lighting at that end of the parking lot.
- In the new TOW and Helipad yards, consider placing lights above all doors, whether new or old. Your decision if they are illuminated.
- Can’t tell, but consider having one or two security cameras (scanning or not) on the office building in the new TOW yard parking lot.
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Maybe these hastily assembled suggestions will spark a thought or idea, for the name of the ST and OaR Uncut combination release.
The Uncut Project
The Uncut Projects
The Uncut Levels Project
Project Uncut
Project Uncut Combo Pack
Project Uncut Dual Pack
Project Uncut Duo
Project Uncut Duo Pack
The Uncut Portfolio
The Uncut Portfolio Pack
BM - The Uncut Levels Pack
BM - The Uncut Version
BM - MIA Uncut Project
BM - MIA Uncut Dual Pack
BM - MIA Uncut Duo Pack
BM - MIA Uncut Levels Pack
Uncut - MIA Dual Pack
Uncut - MIA Duo Pack
MIA Uncut Dual Pack
MIA Uncut Duo Pack
MIA Uncut Levels Pack
The Uncut Episodes
ST & OaR Uncut Combo Pack
ST & OaR Uncut Combined
ST & OaR Uncut Dual Pack
ST & OaR Uncut Duo Pack
ST & OaR MIA Pack
ST & OaR MIA Dual Pack
ST & OaR MIA Duo Pack
ST & OaR Uncut Levels
ST & OaR Uncut Levels Pack
ST & OaR Totally Uncut
The Uncut Agenda
The Uncut Levels Agenda
The Uncut Dual Pack
The Uncut Duo Pack
Uncut Total Vision
Uncut Total Vision Pack
Uncut Total Dual Pack
Uncut Total Duo Pack
The Uncut Perspective
The Uncut Total Perspective
The Uncut Total Pack
The Uncut Combination Pack
The Uncut Expansions Pack
The Uncut Expansion Levels
MIA = Missing In Action
“Black Mesa : Missing Data”
God, did you really feel you had to list every single possible combination of each group of words? Do you have OCD?
In doing so, it creates a plate of delicacies that one can peruse and pick from. And, in fact, I missed some combinations. I’ll start working on that right away. 
How about “Black Mesa: The Lost Levels”

