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

Yeah… either scrapping the two additional hangers on the left side of the screenie or redirect the position like ^said. It really adds a nice touch and would explain the the heavy bunker type layout (protecting the airport) and the area you come from (the cars, every airport needs a cardeck)

A small military base to protect the Facility with a runway and such

Something as Area 51, but I wonder why the soldiers kill everybody!

Cause they know the scientists and such and if someone wanted to leak what happened inside, they would have done this already in the past, so no reason to kill them now!

Or they are all brainless grunts, shoot first, ask later!

Sarcasm aside, I would say re-shuffle the hangars or a few of the buildings. The hangar’s a good aesthetic touch. Why not have the LAV come out of an underground bunker? Blast doors leading to a tunnel or some such. You can still keep the Harrier in the distance then.

The problem with all this is that it simply doesn’t fit. If you compare the two screenshots, the building on C2A5H should, by all rights, be inhabiting the space on C2A5G next to the helipad, where the main hangar (the only non-skybox hangar) lives. I think I’m going to have to do that. I liked the hangars but…there’s nowhere for them.

You could easily extend the corridor from the door so that it will miss the area in the new level this would be a better decision perhaps?

That would require a total redesign of either the helipad area in C2A5G or the entire opening section of C2A5H. Definitely not a better decision. Way more work for little reward.

EDIT: I’m currently trying out Madcat’s idea - I’ve rotated the Hangar so the back is facing the helipad, and I can slot the other building in next to it. It doesn’t look too bad. I’m not sure how to design the part facing the helipad though. I’m gonna have to put windows there - though it doesn’t make much sense. I’ll see if I can make it work.

He’s talking about the building on the left-hand side as you exit the bunker (center bottom of C2A5H). Sound walls aren’t unheard of, if you remove the I guess “scene” on top of the building there and plausibly, make it thinner, you could keep the run way, but you wouldn’t see anything going off in the distance.

Opening section of c25h i figured to would be easier to extend the corridor where the grunt gets smashed through the wall? just copy pasting the corner with the vort and the broken door on a longer corridor?

as long as the area where the trgger next level is is not messed up… Perhaps i dont understand how this works but as long as the area matches up it can be anywhere?

It’s cool, rotating the hangar has worked out pretty well. Thanks to the two guys in the thread earlier who suggested it. It’ll allow me to use the 3d skybox to give the players a better view out into the runway, as well, as well as allowing me additional room to detail the hangar interior. It looks good.

Good news

Any chance of a traffic control tower by that runway… brush based of course… them green windows you like would look good on it

Great job on keeping the hangars. :slight_smile:

Haha. I’ve been getting a lot of flak from the general community for “liking” those green windows! The truth is, it’s not that I like them, I thought it was what Black Mesa used to indicate bullet-proof glass. I was mistaken, I’ve already swapped it for the one they actually use.

Will post shots of the hangar area when I’ve finished it. This is the last major renovation I’m making to the map.

Still, the whole deal with the hangar and/or silo door incident proves one thing - compromise is definitely worth it! I had my mind set earlier on just removing the hangars, but now I’ve compromised between making the map make sense and look good, and the result is excellent.

Looking forward to the new assets

Just a question partially related to this map (no suggestion, no criticism, just a real doubt for who knows the answer): It is really possible for an Osprey to land vertically in a so small helipad, in the way it is on the map now? I imagine that an aircraft like the Osprey needs a good space to land safely, even when making it vertically.

On the videos I’ve seen Ospreys seem to be capable of fairly accurate and precise landings, though I don’t really know for sure.

Ok.

I asked that because the hangar in the corner between the wall and the hangar (now changed) seemed a bit restrict to a safe vertical landing for an aircraft of the Osprey’s size.

The size of the helipad wasn’t the thing that bugged me (it was a really neat touch in the map)… but its placement. Maybe putting it a bit distant from walls and other buildings to make it feels more “safe for landing” could be perfect.

(I can be wrong though… I know nothing about aircrafts. And the design choice is totally yours of course)

If you plan remaking forget about freeman then there is one thing you should really do. In half life 1 when you destroy entrace with airstrike panel at the beggining of the chapter, then you go there, but right after that the military airstrike begins and it is SEEN by player right before he leaves a place with airstrike panel and a radio, a place when you get rid of gargantua. I’m not talking about groud shakes but real airstrike effects which were included in original half life, but black mesa is missing this stuff I mean airstrike like surface in “We got hostiles!” chapter.

  1. Sorry I’m late to the hangar discussion but are you referring to the main hangar next to the helipad or the additional hangars that you can see through the main hangar? I see no problem whatsoever by keeping the main hangar as it is because it does not overlap with C2A5H and it looks really nice. You could simply delete the two accessory hangars furthest from the main one. Looking at your gameplay videos, you can only see the nearest hanger from the main hangar anyway (the one with the harrier coming out), which looks nice. I think this is a reasonable compromise to maintain realism and keep the nice aesthetic effect.
  1. I agree with Conti here regarding the placement but I don’t think this problem should be fixed because it would require a huge overhaul and actually detract from gameplay. Realistically, the helipad should have been dead center in the map to make for make a safe landing zone, but that would require revison of the road and the adjacent bunkers (with the LAV). However, by placing the Osprey more in the center, it would also obstruct the player’s view from the HECU/alien battle. The alternative would be to expand the size of the helipad, but that doesn’t really help much either because the player is initially too far away to appreciate the fix. I say just keep it as is.
  1. Fair enough
  1. The new bunker design for the LAV entrance does look nice, is consistent with that area of ST and allows you to keep the metal doors, which I really like. My question regarding the harrier take off and visually orienting the player was semi-rhetorical. It seems like you were thinking about placing the harrier takeoff by the Osprey scene…I was actually thinking about putting it near the car shop, in the background as you originally implied in your video. The player would be able to see it on his right-hand side after killing the Agrunts that emerge from the door. You don’t have to visually orient the player, as it’s not an important event, but it looks really cool if the player catches it. Plus this would help reinforce the massive size of the BMRF, as implied by the cliffside airstrike scene.

  2. Some players were mentioning the placement of an air traffic control somewhere on C2A5G. There’s no need, as one already exists near the main hangar (the radar tower thing) in the video.

  1. The green tinted windows look great in the hangar…I’d say keep those. They just look ugly on the rooftops.

The placement of the runway was not good initially, if you look at c2a5h from a side view (I could be wrong) it’s a building, not a wall that is where the runway was initially. It wouldn’t’ve fit. He just fixed it by re-orienting the hangar(s).

As for the helipad, while not realistic, fits. It works, might as well leave it. If you really want it to be realistic, the pad given its placement, would technically be above the buildings for take offs and landings. However that detracts from the whole concept, and would again require a huge redesign. So it’s not feasible.

Actually ALL of the Hangars overlapped with the building in C2A5H. It’s just difficult to see clearly in the picture because the top is textured with nodraw. Reference it against the two square bunker like structures on the bottom right of the C2A5H photos. You’ll see the entire nodraw brush there (which is the building) overlaps clearly onto where the Hangar is on C2A5G. The hangars in the background overlapped massively, and even the main one next to the helipad completely overlapped. Rotating the hangar and placing a small building next to the hangar, has solved the problem, however.

I hadn’t planned too far ahead, when I put the hangar where it was I wasn’t expecting C2A5H to be laid out the way it was (I rotated the “main street on C2A5H” 90 degrees to the left, compared to where it was on the original. It worked better I think, but of course contradicted the design I’d already done. Luckily I accidentally left myself enough leeway to correct it. It works well now, for sure. And the Hangar, considering I’ve worked on it for a few hours today, looks fantastic, I promise you.

I also agree that the placement of the helipad is really unrealistic. But, it’s a compromise. It’s in the best place visually by far. It’s at where the player needs to be going so it gives a bit of orientation, it allows you to see the aliens fighting the humans on the left, and allows the LAV room to make its appearance on the right. Though I’d like to improve it, it would require a lot of effort for little reward, and I think its an excusable flaw.

I will move the harrier take off to the TOW section. It does not fit in by the helipad anymore, for sure.

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.