On A Rail Uncut - Re-Adding Cut Areas/Scenes (Expansion Project)

The ambush scene with the flares is a solid idea. Perhaps you could try having the tram’s motor get shot out in the confusion as well to prevent the player from using the tram to backpedal. (The motor shooting occurred in BM as well in a different place, using it a couple times seems like an interesting idea.)

Whenever I play this section I basically stopped the tram early, outside of the room and take pot shots from behind the solid concrete, relying on rote memorization of the grunt spawn points. The reason for this was that there was basically no cover in the ambush point, which makes sense in story terms but slows any sense of fast paced gunplay to a crawl. Additionally, the incredibly precise shooting of BM’s grunts must be accounted for to balance the scene out a bit.

Isn’t there any way to give some sort of “god mode” to the enemies until we get close to them, then removing it? That way the characters would be fighting with each other (with no casualties) until we get near them; then it gets “serious”.
It’s a kinda weird idea but who knows… xD

Converting a large number of func_brushes to func_details has helped reduce the entdata problem somewhat. Lots of the details on the sides of the tracks were func_brushes as Hammer seems to be less inclined to move their vertices off the grid when it feels like it than it does with func_details. But I’ve had to do away with that, as func_brushes ARE entities in game while func_details, are not. The other major cut I’ve made so far is to simplify the train’s path_tracks a lot. On some of the turns I was using twice as many path_tracks as Black Mesa did to make the turning smoother and less jerky, but sadly, that’s a luxury the map can no longer afford.

This does mean that, so far, I haven’t cut any actual content from the map. I haven’t even changed the inefficient system for prefights yet, though I’d still like to.

From my understanding of entdata, which is admittedly limited but I’m doing more research and learning as I go along - the actual entdata value itself is kinda bullshit. It takes into account lots of things which the game doesn’t actually consider to be an entity. It’s more about how many entities exist in the game at runtime. The limit for the Source engine is 2048 - apparently the moment the engine exceeds this number of entities it will crash.

The point at which things start to go wrong in Black Mesa seems to be at about 1800 entities - my map currently sits at 1850 even with a fair amount of pruning. I was visgrouping out certain entities just for testing purposes and while running at 1750 entities I had no problem at all, aside from the HECU tending not to gib as much (though you still could). However at 1800 or so stuff seems to stop gibbing entirely and just disappears instead. As JeffMOD said, probably the game trying to keep as many free edicts as possible. Most of the Black Mesa maps seem to sit around 1400 entities (at least according to “report_entities” in the console - though it’s not 100% accurate), with the larger ones hovering around 1500.

The two biggest offenders on A2 seem to be env_sprites (400), and prop_physics (450). You can’t really have a light without an env_sprite as it will look really stupid, but removing a few lights here and there (along with their env_sprite) should help a bit. I’ll have to cut down quite a lot on the physics props. This may serve to help alleviate some peoples’ concerns about the map being a bit too crowded, anyway. Lots of the small cardboard boxes you can find on shelves and things like that will have to go, it’s just necessary.

Fuck me I’m an idiot. I just realized there’s a scripted pre-fight in HL2’s Nova Prospekt, the level with the last Antlion Guard & squad of combine soldiers. Why not decompile that one and check it out?

Edit: Map in question is: d2_prison_05 The issue with this one is it only plays the weapon sounds. Not the NPC sounds. You’ll prolly have to set up another ambient generic for that. Also, I look forward to running around in the office complex.

I’ll take a look at the entity setup and see how it works.

With the physics props now cut down and my map’s entity count now sitting at around 1700, the gibbing issue has gone away, and that’s with the prefight still using an inefficient entity setup!

What this means is that I can DEFINITELY release tomorrow evening, now that this major bug is “squashed”. I can worry about making the prefight entity setup more efficient a little bit later. This does mean I have very limited room for expansion, but we’ll cross that bridge when we come to it. This is good news.

This is fantastic news! I’m very happy to see this got resolved.

And at least you’re aware of that for when you’re working on the latter two maps.

You may want to take a look at this one too: d2_coast_10 After everything’s said and done and you’re on the cliff, they use something similar, you may be able to take advantage of this and use the vorts zap instead of another set of weapon sounds.

Well on places where it’s really dark, u can lower the details alot!

Chickenprotector has the best idea here I think. Originally I was going to offer to throw together some battle sounds, but that wouldn’t work for people with custom sounds either, unfortunately.

The alpha will be on its way to you in 4 - 5 hours or so. I decided to expand a few areas on A1 just to make it a little bit bigger. Nothing too major, but it’ll add a little bit of content to the map and fix a problem I’ve had for a while with the map. A2 is ready, though I may still try and throw together a quick theme for the empty C segment.

I actually wanted to suggest making A1 a little bit bigger here and there, but didn’t want to bother you unnecessarily. but THANK YOU.
Looking very forward to the alpha.

Really forward to get my hands on this aswell :slight_smile:

U set a minimum requirement with ST Uncut :stuck_out_tongue:

@Text Stormseeker (the dev who worked on QE) recently posted about the development process on the map including details on the ambush at the end of the map, I thought you may find it interesting and maybe could use the information to apply to your own processes on what you plan on bringing into your B1/2 map.

Edit: Speaking of which; you think after the ambush gets triggered and the player’s blind, why not have a few holes get blown in the roof (via satchels or C4) for the HECU to repel down? With the use of dynamic lights, you prolly wouldn’t need the flares and would end up being an epic (and unique imo) way to light up the room.

It’s on its way guys, I promise, I’m nearly done making the edits to A1. It’s nothing more than a few extra side areas but it makes the map feel a lot bigger even if the path to completing it isn’t really. It adds a little bit of exploration for those who want to have it. I’ll be done in a couple hours, really looking forward to getting this out there - I’m very pleased with it.

Sweet, cant wait! :smiley:

Glad to hear it, I look forward to it!

Awesome! : D However much I support this project (and believe me, if it weren’t for you, I’d probably have abandoned the BMS community by now), I likely will wait a while to try it out. On Surface Tension Uncut, I didn’t download it until it was on the final version, and that worked out great for me.

The maps are 100% complete and ready to be packaged and shipped out. The final compile is done, and I’ve already run 2 test runs on them. I’m excited, they’re in a pretty good state I think. The problem so far has been my perfectionism - I keep on telling myself I’ll just ship the damn maps as they are, but then I’ll end up thinking “Ooh, I’ll just fix this one little bug, and this one, and this one” …and then 5 hours later I’m telling you guys I have to release tomorrow. But, this time they’re in a state I’m thoroughly pleased with and very proud to be shipping.

But, it’s 4:30am here. It’ll take me another hour or so to package up the files properly, and write up a readme - and I’m knackered. It’ll also require me to hang around on the forums for an hour or two to check if a hotfix is needed. Instead, I’m gonna go to bed. Don’t fret though, I actually have the entire rest of the week except Friday off, and I’m looking forward to making some serious headway on the B maps. When I wake up in the morning I will immediately package and upload the maps for you all to enjoy, that’s actually the easy part.

Cheers everyone, I look forward to seeing what you all have to say about the maps tomorrow.

0430 hrs? Holy shit, Text. I admire your stamina.

I’ve been doing mapping on the side as well but I couldn’t manage even a tenth of your pace. Color me green with envy. Looking forward to trying the alpha.

As much as people complain about him not being able to keep up on promises, you gotta give him props for endurance. If he was on the BM dev team, he probably would have knocked the whole game out in maybe a year and a half. At most.

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.