Lots of comments been posted here and I’m working to get a new version out the door by the end of the weekend, and there’s so much I simply can’t address things point for point. So I’ll go over general stuff.
Firstly, thanks to Conti for his incredible photoshop mockups and some fairly decent points. Then also thanks to Wangman for being so damn detailed.
I will definitely make the early Vort fight at the 50 cal more challenging (though I left it how it was in Black Mesa anyway).
I will also make it so that the HECU starts shooting at you when he opens the door for the Satchel Pipe scene, it just makes sense- he’s checking to see if you’re alive. It may be a little brutal for the player, but so be it. It’s easier than redoing that part of the scene. I will also move the boxes back to their original position and have it as a jump up puzzle. This should kill 2 birds with 1 stone -the HECU will no longer have cover, so should die to the aliens, and the ladder problem is gone for good.
I’ll address much of what Wangman has said as he’s been a constant in this thread - and he’s reiterated much of what others have said:
C2A5G/General
On the issue of the roads blending in, I will not change it. I never thought it was a big deal and I still don’t. Having just spent 5 minutes looking through C2A5D, C2A5E, and C2A5F, it is rarer for the devs to blend the roads than it is for them too to have them elevated about the ground. Most of the roads on D, E, and F are elevated like mine are - because it’s an easier solution. Plus it’s simpler - the displacement alpha blending makes it difficult to line the textures up. It’s far too much work for far too little a reward - and it is already currently consistent with much of Surface Tension ANYWAY.
On the subject of my maps being messy in the editor - again that’s going to be hell to clean up and it’s not worth the trouble. It’s not shockingly messy. Everything still fits on Grid 1. C2A5E is actually similar in messiness to my maps.
I will try and stack the battles more in favour of the aliens as the HECU DO win too much now - but it’s hell to balance these things. So many variables involved. I have fixed up the LAV scene now and it looks/plays much nicer.
The Harrier’s takeoff is just FUCKED. Plain and simple. I’ll do what I can but it’s not easy to do stuff like that in a 3d skybox where you’re working with very confusing scales.
You keep bringing up optimization problems Wangman, but I’m pretty sure it’s a placebo effect/bad luck. I’ve done NOTHING whatsoever that could harm optimization, or even impact it. In fact, I’ve DELETED props and brushes in quite a few places to streamline the experience. There’s probably another explanation.
C2A5H
There is a dead grunt torso by the wall. It explains the explosion.
Again the FPS drop is probably a placebo effect - I REDUCED the number of NPCs and altered nothing else optimization wise.
You say the door to the guard house by the end door should be locked as well, but that doesn’t really make sense. It’s just supposed to be the place where the guard can sit and monitor traffic, and seeing as it has 4 great big windows I don’t see why it would be locked anyway. I will however make them broken windows as it might look quite cool. I’ll also put some security controls in there.
The blue door at the end needing to be unlocked by Barney is a bit of a moot point, seeing as you can climb out the window you came in. You don’t get trapped in the room. I may or may not address that.
C2A5I
The Garg’s clipping issues with prying open the door are BM’s issue, not mine. They designed that scripted scene. Moving it back causes more problems than it solves.
The Garg’s patrol paths have ALWAYS BEEN, and probably will always be messed up, due to the way path_corners work, and due to how screwy his AI is. There isn’t much I can do about it. I have already explained this.
I cannot improve the effect of the shells hitting the water. That is BM hardcoded, nothing to do with mapping.
As for your complaints about the line on the tunnel leading to FaF, that’s how it is on Black Mesa’s version. As it’s not my intention to mess around with those areas, I won’t.
Overall
I’ve been addressing minor bugs as I’ve read them in the thread, so I won’t really go into that. My biggest concern now is balance, and making sure that all the sequences work properly and consistently. The helipad encounter seems to be the one which ends up screwy for most people, due to the LAV being so goddamn uncooperative. I’ve already taken steps to alleviate that.
Once I get the new version out it should also be quite an improvement over 0.81.