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

Edit: Moving this to page 10. Updated with video links for each map and general text has been cleaned up and finished. If you could link to this post in the OP on page 1 Text that would be great, also maybe Wangman could link to it from the pitch bible on page 1.

This is a walk-through of the original Half-Life’s On A Rail chapter with the map names and what happens in each map chronologically along with screenshots and then links to a video play-through of the chapter.

This guide should make it much easier for people that don’t know every map name to know what’s being talked about in this thread and will no longer have to boot up the game to see how the original maps were. This is different from the pitch bible by Wangman in that it’s simply a log of what happens in the original On A Rail chapter. Use it for reference when needed.

Map names appearing in [COLOR=‘Red’] RED are ones that have been significantly cut down in Black Mesa’s version of On A Rail and thus may be re-envisioned and added back in with this Uncut. Note that the Crane blocking the rail tracks puzzle in C2A2A is being re-added, but otherwise this map mostly exists in Black Mesa. Other map names appearing in red may partially exist in Black Mesa, but have some sections left out that could be remade.

C2A2A[/SIZE]

https://tinyurl.com/abhxzp2
Full album of images for this map here.
https://www.youtube.com/watch?v=XiM98LVcovQ
Video play-through of this map here. Relevant until 2:15 in Video.

https://i.imgur.com/qg2rK.jpg
https://i.imgur.com/ASVbG.jpg
https://i.imgur.com/RQvGb.png

  • Start of chapter. Lowered down on turntable elevator for the rail car. Track is flooded with electrified water.

https://i.imgur.com/X8RGo.png
https://i.imgur.com/jeomQ.png
https://i.imgur.com/AURBN.png

  • Arcing electricity across the walls

https://i.imgur.com/g8XIZ.png
*Small side area with Magnum Ammo inside a breakable crate

https://i.imgur.com/rHOXM.png
https://i.imgur.com/Hvvci.png

  • Electric wire hanging down directly over track.

https://i.imgur.com/LexnZ.png
https://i.imgur.com/pQSdf.png

  • First track switch leads into track blocked by crane.
  • Two Houndeyes and One Bullsquid in this room.
  • There’s a Turret up inside the Control Room for the crane that shoots down at you. This draws your attention to the control area letting you know that that’s where you need to go to move the crane.

https://i.imgur.com/j5PVf.png

  • Continuing on the rail past this area you will come to the second Track Switch. If you don’t shoot or change it you’ll simply loop back around past the crane again.
  • If you do switch it you go forward instead to the area with the Crane Control Switch.

[COLOR=‘Red’]C2A2B2[/SIZE]

This is a sort of optional side area map. If you don’t shoot the second Track Switch to change it to going forward and instead turn sideways to loop back around you’ll come to this area on the way. Note that it can be skipped completely if you change the Track Switch and simply go forward instead.

https://tinyurl.com/aezaxcj
Full album of images for this map here.
https://youtu.be/hQKXrqaT4-k?t=7m26s
Video play-through of this map here starting at 7:25 in video. Relevant until 11.30 in video.

https://i.imgur.com/NdUwd.jpg
https://i.imgur.com/OLko5.jpg
https://i.imgur.com/bebNV.png

  • There are several Houndeyes on this platform and once you go inside the hallway this map loads.

https://i.imgur.com/hK2R5.png
https://i.imgur.com/kfg22.png

  • Bullsquid by dead Marines.

https://i.imgur.com/ZSkN1.png
https://i.imgur.com/L0FlQ.png
https://i.imgur.com/mgYjA.png

  • Beneath the Rocket area. A Marine with a shotgun is fighting off Headcrabs that drop down and kill him.
  • Another Bullsquid teleports into the hallway after you exit this area.

https://i.imgur.com/Ubw1H.png

  • Back in the hallway and then up the stairs you encounter a pack of Houndeyes in the room before the bridge.

https://i.imgur.com/o03BQ.png
https://i.imgur.com/CrSjd.jpg
https://i.imgur.com/CniT3.jpg
https://i.imgur.com/KvpHz.jpg

  • Bridge over toxic waste with a Bullsquid and a Headcrab inside it. You hit a switch to extend the bridge and cross it, otherwise there’s a jumping puzzle of barrels you can use to cross or get back up if you fall.

https://i.imgur.com/ya337.png
https://i.imgur.com/yL8YH.png

  • Several Barnacles after this.

https://i.imgur.com/3pcRY.png
https://i.imgur.com/ZTvQP.jpg

  • Bullsquid by broken elevator with grenades and the first Satchel Charges. Two dead Marines by the Bullsquid.
  • Backtrack to outside the hallway and get back on the tram and continue forward around the loop again past the crane blocking the track and when you come to the second Track Switch change it this time and you’ll come to

C2A2A (Continued)[/SIZE]

https://tinyurl.com/bxz76oh
Full album of images for this map here. (Image 17 onwards)
https://youtu.be/XiM98LVcovQ?t=2m15s
Video play-through of this map here starting at 2:15 in video. Relevant until 4:00 in video.

https://i.imgur.com/Xz5Ik.png
https://i.imgur.com/eRLs5.png

  • Bullsquid and dead Marine.

https://i.imgur.com/yqZGl.jpg
https://i.imgur.com/O1k7f.png

  • Multiple Barnacles over track going over toxic sludge. There’s a dead Marine body in the sludge if you fall in.

https://i.imgur.com/BVgsl.jpg

  • Continue to next area with a Bullsquid and several dead Marines and a Headcrab. Health charger here.

https://i.imgur.com/NFEbQ.png

  • Stairs up to crane switch Control Room where the Turret was/is.

https://i.imgur.com/Hl82a.png
https://i.imgur.com/E2GqZ.png
https://i.imgur.com/6dxUU.jpg

  • Hit switch to move the crane then get back on rail car and you hit the first track switch to move the tram onto the tracks the crane was blocking.

[COLOR=‘Red’]C2A2B1[/SIZE]

https://tinyurl.com/bd57qky
Full album of images for this map here.
https://youtu.be/XiM98LVcovQ?t=4m
Video play-through of this map here starting at 4:00 in video. Relevant until 6:50 in video.

https://i.imgur.com/o9zJX.png
https://i.imgur.com/fQLI0.jpg
https://i.imgur.com/u49fC.jpg
https://i.imgur.com/kYHI7.png
https://i.imgur.com/UCwp3.jpg

  • Turntable rail car Elevator. Once you start going up there’s an Elevator alongside the lift with Two Marines on it also going up that shoot at you.
  • Note that the Marine Elevator ends up going a story higher than the rail car Elevator.

https://i.imgur.com/Y7x8W.jpg

  • There’s also a small area half way up with another Marine and a Health Charger. You can get back down to it by ladder from the top.

https://i.imgur.com/ZOSdw.jpg
https://i.imgur.com/CUtb8.png

  • Once at the top with the rail car there’s a Marine with an MP5 Grenade launcher waiting to ambush you.
  • There’s also a malfunctioning Rail Switch that’s sparking here and has no effect when shot (used).

https://i.imgur.com/IyMbH.jpg
https://i.imgur.com/wvcaw.jpg

  • Continue on rail car to an ongoing battle between the Marines and several Vortiguants.
  • Both sides have a lowered Gate Boom (the kind you see at exits of car parks) and a switch. Each switch affects both gates and following either path will lead you to C2A2C.
  • There’s a 50 Cal. Gun that you can mount to finish off the survivors (usually the Vortiguants)

https://i.imgur.com/bbDhd.jpg
https://i.imgur.com/BMVHD.jpg

  • The upstairs area behind where the Vortiguants were has a battery charger guarded by a pair of Headcrabs.
  • Note that this is also where the Marine Elevator came to a stop so if you didn’t kill them earlier they will be here.

https://i.imgur.com/Sddrm.jpg
https://i.imgur.com/Hdy8l.jpg
https://i.imgur.com/jfoZ3.png
https://i.imgur.com/xxY8U.png

  • Go upstairs to find the Office Area. Here the Marines and Vortiguants continue fighting with about 3-4 of each in this area. Marine Radio here.
  • Continue down the hall

[COLOR=‘Red’]C2A2C[/SIZE]

https://tinyurl.com/aal2mxz
Full album of images for this map here.
https://youtu.be/XiM98LVcovQ?t=6m50s
Video play-through of this map here starting at 6:50 in video. Relevant until 9:05 in video.

https://i.imgur.com/axSAl.png

  • More offices and a supply room.

https://i.imgur.com/WnIrK.png
https://i.imgur.com/7cPgZ.png
https://i.imgur.com/w1O8q.png
https://i.imgur.com/2iCWG.png
https://i.imgur.com/80VAU.png

  • Stairs going down with a Marine at the bottom.
  • Beneath these stairs is a grate that you can break and then climb down into a small area where you can witness a Marines vs. Vortiguants fight from underneath them. There’s a Headcrab down there that jumps at you.

https://i.imgur.com/EIERe.jpg

  • Two Tripmines over track.

https://i.imgur.com/DwnCt.png

  • The Marines vs. Vortiguants battle area seen from above.
  • Note that if you hadn’t gone upstairs through the Office area and instead raised the Gate Boom and continued on the rail car you’ll come across this fight and the Tripmines on the track and are able to bypass the Offices completely.

[COLOR=‘Red’]C2A2D[/SIZE]

https://tinyurl.com/a7u5ycz
Full album of images for this map here.
https://youtu.be/XiM98LVcovQ?t=9m4s
Video play-through of this map here starting at 9:05 in video.
https://youtu.be/7bgNV8iLj9M
Part 2 of video here. Relevant until 2:10 in video.

https://i.imgur.com/lJ0xw.png
https://i.imgur.com/r3xzp.jpg

  • Back on the rail car.
  • Come to a stop where Three Marines are waiting on the left to ambush you. They have blocked the rail with sandbags.

https://i.imgur.com/MF4Q5.png

  • Get off and go to hallway where more Vortiguants and Marines battle.

https://i.imgur.com/gLm0h.png
https://i.imgur.com/S4ALH.png
https://i.imgur.com/CXjBS.png

  • Security Guard can be found in a small room that’s boarded up.
  • Another Vortiguant teleports in when you exit this room.

https://i.imgur.com/HoDlF.png
https://i.imgur.com/7dDaD.png
https://i.imgur.com/hwxzz.png

  • Small side room with two Soda Machines. The ceiling collapses and multiple Headcrabs jump down.
  • Boxes to jump up into ceiling area and find Suit Batteries.
  • This is really the only area that the Security Guard can be helpful for as he’s no help with the gun emplacement and can’t continue with you afterward.

https://i.imgur.com/4RWXE.png
https://i.imgur.com/nc2m6.jpg

  • Around the corner is a HECU Mounted Gun inside a sandbag hut thing.
  • “Surrender Freeman” is written on the wall.
  • This area is the other side of the rail track that was blocked by sandbags.
  • There are also more Tripmines covering the track here.

https://i.imgur.com/Zk3rO.jpg
https://i.imgur.com/RJjeM.jpg
https://i.imgur.com/gncc2.jpg
https://i.imgur.com/z0AT8.png

  • Enter through Blast door to inside Rocket Silo.
  • Another Tripmine is set across the blast door opening.

https://i.imgur.com/SbsO2.png
https://i.imgur.com/5BcGQ.png

  • You go down one floor on a ladder here and kill a Marine waiting by another Blast Door.

https://i.imgur.com/YA2OI.png
https://i.imgur.com/ChEo3.png
https://i.imgur.com/fxBm6.jpg

  • Beginning of new rail tracks with a rail car for you to use. Suit Charger here.

https://i.imgur.com/aJh11.png
https://i.imgur.com/YvXgm.jpg
https://i.imgur.com/HHKp5.jpg

  • Start rail car and go forward into the next room which has Three Turrets.
  • Turret Sensor Lasers over rail tracks before this room. You must duck under them to not set them off.

https://i.imgur.com/rQkdk.jpg

  • Two Bullsquids in this room, one by a dead Marine.

https://i.imgur.com/j1SmU.png
https://i.imgur.com/nvQPP.png
https://i.imgur.com/B8TSt.png
https://i.imgur.com/Mmin0.png

  • There’s a side room with a door with two more Bullsquids and Three dead Marines, a Headcrab and a Barnacle hanging down over one of the Marines bodies.
  • “Your dead Freeman” written on the wall in this room.

https://i.imgur.com/0SBKu.jpg

  • Continue on rail car to

[COLOR=‘Red’]C2A2E[/SIZE]

https://tinyurl.com/b4fn4l5
Full album of images for this map here.
https://youtu.be/7bgNV8iLj9M?t=2m9s
Video play-through of this map here starting at 2:10 in video. Relevant until 7:50 in video.

https://i.imgur.com/xC6nm.png
https://i.imgur.com/9DpfI.jpg

  • Marine mounting a Rocket Launcher Turret shoots multiple rockets at you as you ride the rail car towards him.
  • There’s a Tripmine across the tracks directly behind him.

https://i.imgur.com/4FPdd.png

  • Another Tripmine across the tracks with “Die Freeman” written by it.

https://i.imgur.com/c4pl9.jpg
https://i.imgur.com/tyrNz.jpg

  • Come to stop at an area with Six Vortiguants. The rail track is blocked by another lowered Gate Boom.
  • Health charger and small Storage Area here.

https://i.imgur.com/vWPse.png
https://i.imgur.com/RZHcp.png

  • Dead marine behind several ammo crates. Two Headcrabs jump down at you from the ceiling here.
  • Behind the ammo crates are stairs leading up to the gate Control Switch.
  • Two Tripmines on the stairs.

https://i.imgur.com/KmkPx.png

  • Two Marines guarding the Control Room. These Marines have clearly barricaded themselves up in this room to both guard it and protect themselves from the Vortiguants downstairs.

https://i.imgur.com/eTYBE.jpg
https://i.imgur.com/HM5HP.jpg
https://i.imgur.com/d2p2h.jpg

  • Hit the switch to lift two Gate Booms. One was blocking your original rail car that you came in on, the other a second new rail car on a separate track.

https://i.imgur.com/xMXgP.png
https://i.imgur.com/BbPNW.jpg
https://i.imgur.com/zPB2u.jpg

  • If you backtrack here and get on your original rail car and go forward a Marine will then spawn on the new rail car and ride along side you shooting at you and then continue on

https://i.imgur.com/6L8IN.png
https://i.imgur.com/5MEG0.jpg

  • Your track will then lead to a dead end with the Dynamite trap.

  • Dynamite trap consists of three packages of Dynamite stuck to the wall where you come to a dead end on the tracks. A Marine is waiting by a Detonator and pushes it when you come setting off the Dynamite packages one by one. You can then backtrack and follow the other tracks to the next area.

  • Note that the sandbags behind the Dynamite trap can actaully be seen from the other side when you first arrive at this map. This both shows that the rail system makes logical sense and that the Marines have sandbagged this area for the sole purpose of creating an ambush point.

  • If you don’t backtrack here and simply get on the new rail car and go forward you will continue to the next area which is:

https://i.imgur.com/CZkUO.jpg

  • Rail car stops at another lowered Boom Barrier.

https://i.imgur.com/qTk1w.jpg

  • Room that appears to be a rail car unloading dock. Full of Marines behind several boxes and
  • Mounted HECU Gun in a sandbag hut.

https://i.imgur.com/1HPQ4.jpg

  • There’s a 50 Cal Gun you can use to fight the HECU Gun and the Marines with.

https://i.imgur.com/AOXaM.jpg
https://i.imgur.com/X0W4X.png

  • After clearing all of them you climb up a small ladder and find the Switch to lift the lowered Boom Barrier.

https://i.imgur.com/iIza4.jpg
https://i.imgur.com/FrMcH.jpg

  • Continue on Rail Car to find another Turntable Rail Car Elevator that goes up.

https://i.imgur.com/Lu2aw.jpg
https://i.imgur.com/uZyK3.png
https://i.imgur.com/U9vnB.png
https://i.imgur.com/heJrd.jpg
https://i.imgur.com/Ccv2u.jpg
https://i.imgur.com/ygwMF.jpg

  • There’s also a regular human Elevator that you can use if you stop the rail car first. This Elevator goes up to a room blocked with a bunch of Explosive Crates. If you manage to kill these crates without dying it will kill a Marine that was standing by them. You can then take a ladder down to another Marine or take it up to the top where the Turntable Lift would have stopped. If you simply ignore the human Elevator and take the rail car one both of these Marines will shoot at you while you’re going up.

  • Continue on Rail Car tracks.

https://i.imgur.com/OnQDa.jpg
https://i.imgur.com/zQCmu.jpg
https://i.imgur.com/89sde.jpg

  • Electricity arcing across the track from a Generator.
  • This damages you and you have to time going forward with the alternating of the Electricity.

https://i.imgur.com/zkLml.png

  • Two Tripmines over track.

[COLOR=‘Red’]C2A2F[/SIZE]

https://tinyurl.com/a8zbseq
Full album of images for this map here.
https://youtu.be/7bgNV8iLj9M?t=7m50s
Video play-through of this map here starting at 7:50 in video.
https://youtu.be/CFFB90E-pwI
Part 2 of video. Relevant until 0:15 in video.

https://i.imgur.com/axeSX.jpg
https://i.imgur.com/8jpEi.png

  • Room with two sets of Crates being moved across the rail track.

https://i.imgur.com/RSCIM.jpg

  • Two Marines behind a box in this room that ambush you as you get closer to them.
  • Another lowered Boom Barrier stops you in this room. The switch is right there next to where the Marines were and you simply use it to raise the barrier and continue on the rail car.

https://i.imgur.com/oAyyt.png

  • Rail Track goes up a small incline and then into another room with Two sets of Crates being lifted over the track again. There are Turret Sensor Lasers on either side of this room.

https://i.imgur.com/UBMcb.jpg
https://i.imgur.com/BnaGz.jpg

  • Turrets in this room. Only activated by shooting them or triggering the laser by coming in contact with it.

https://i.imgur.com/ezjDm.png
https://i.imgur.com/MEIOI.png

  • Continue forward on the rail car and another Marine with a mounted Rocket Launcher Turret shoots down the hall at you as you approach.

https://i.imgur.com/N33zz.png

  • More electricity arcing across the tracks here
  • Again you must time your advancement with the alternating of the two electricity arcs

https://i.imgur.com/XYQ9j.png
*come to another Track Switch. If you don’t hit the switch you simply loop back into the room with the Turret and moving Crates and then back by the switch again.

  • Hit the switch to continue forward on the rail car.

https://i.imgur.com/VENJa.jpg
https://i.imgur.com/yncYN.jpg
https://i.imgur.com/LOPqx.jpg

  • Come to a broken rail car Turntable Elevator that would have taken you down on it. Instead it’s clearly seen busted in pieces at the bottom.
  • Must take ladder down instead.

[COLOR=‘Red’]C2A2G[/SIZE]

https://tinyurl.com/bhut9qp
Full album of images for this map here.
https://youtu.be/CFFB90E-pwI?t=15s
Video play-through of this map here starting at 0:15 in video. Relevant until 2:00 in video.

https://i.imgur.com/6664R.jpg

  • Turret Sensor Laser covering the very bottom of the ladder. You can jump off without triggering it.
  • There are Three Tripmines covering the doorway into the room where the broken Turntable lift is.

https://i.imgur.com/2UJgQ.png
https://i.imgur.com/VoSsM.png
https://i.imgur.com/ncU80.png

  • Small room with two Zombies inside it that ambush you as you walk in. Health Charger in this room.
  • You can break the glass windows and crawl out of the room and avoid dealing with the Tripmines.

https://i.imgur.com/DUwnW.jpg

  • In this room there are Four Turrets, one in each corner. They are tied only to the Turret Sensor Laser and won’t target you unless you’ve triggered it or attack them.
  • Follow the rail tracks with no tram. (You had to leave it up above)

https://i.imgur.com/hbKvH.jpg

  • Come to another Mounted HECU Gun in a sandbag hut. There’s also a single Marine outside of the hut to deal with.

https://i.imgur.com/oz69i.jpg

  • This sandbag hut with the gun is blocking the large blast door that leads to the outside that the rail cars would have taken.

https://i.imgur.com/xxW8j.png
https://i.imgur.com/Ii5n4.jpg

  • Small room with a radio that plays a constant static sound.

https://i.imgur.com/zU7aL.jpg

  • Door to the outside where Two Marines stand facing the other way and have the speech about Gordon.

https://i.imgur.com/biOxE.jpg
https://i.imgur.com/o5rih.jpg

  • Outside area with a Sniper up on the cliff and the other side of the blast door blocked rail car tracks.
  • Sniper nest is seen where the cross-airs are in the second screenshot.

https://i.imgur.com/uwhJM.png

  • You open the blast doors to the Missile Control area with the door switch

C2A2H [/SIZE]

https://tinyurl.com/beg9qsb
Full album of images for this map here.
https://youtu.be/CFFB90E-pwI?t=2m
Video play-through of this map here starting at 2:00 in video.

https://i.imgur.com/e27Hr.jpg
https://i.imgur.com/DrBoN.jpg
https://i.imgur.com/61wbU.jpg

  • There’s Three Marines in the outside area here and a 50 Cal. Gun that you can use to kill them

https://i.imgur.com/UmT4e.jpg
https://i.imgur.com/NlxW1.jpg

  • You enter the actual Launch Building and find the HECU have set a Dynamite trap for you
  • If you come in contact with the laser sensors the Dynamite explodes killing you.
  • Instead you must arrange the boxes such that you can bypass them and reach the top of the stairs. This is a puzzle element.

https://i.imgur.com/aE9CT.png
https://i.imgur.com/v2pXX.png

  • Once inside there are Two Marines. You overhear one asking who ordered the operation and saying “I didn’t sign on for this shit, monsters yeah, but civilians?”

https://i.imgur.com/C8jR2.png

  • There are multiple dead scientists inside

https://i.imgur.com/uypIv.png
https://i.imgur.com/YnLEW.png
https://i.imgur.com/99OO9.png

  • You press the launch button and the rocket takes off just outside
  • Afterwards you backtrack back outside and through the blast doors you came through to find

https://i.imgur.com/2BnSI.jpg

  • The blast shield door to the rest of the rail system is now open

https://i.imgur.com/edqhA.jpg
https://i.imgur.com/55Jhm.jpg
https://i.imgur.com/lmc9I.jpg

  • There’s another rail car Elevator, but you take the ladder down.
  • Here you find another type of rail car and ammo. This is the end of On A Rail.

*Reserved post for the same type of Walkthrough seen above done for Black Mesa’s version of On A Rail. When finished it should be much easier to quickly check how parts of the chapter are. Double post is due to length requirement already being met on previous post. Please don’t delete.

BM C2A2A[/SIZE]

  • Lowered down on the rail car into first room slightly flooded.
  • Both the water and the rail tracks aren’t electrified in Black Mesa.
  • First room has a Zombie banging it’s head against the glass. Also a single Headcrab inside. Shotgun and a Health Charger here.
  • Barnacle directly over rail track.
  • Tracks go up an incline with a catwalk area to the Right.
  • Dead Security Guard found on catwalk.
  • Two Vortiguants teleport in on area beside rail track as you approach.
  • First split in rail tracks. Rail car only able to take the Left path. No rail switching exists in Black Mesa currently.

  • If you get off the rail car here and walk down the Right path instead:
  • Encounter Bullsquid pacing back and forth across small room that sits above the track you were on previously.
  • Come to room with Three Houndeyes in sleep state. Explosive barrel next to them.
  • There’s a Ladder down to the rail track control room area.
  • Also door to staircase going down to control room. Multiple Barnacles on staircase. Stairs also lead one floor below control room level to where another dead Security Guard is and a single Zombie.

  • If you don’t take the Right path and instead stay Left on the rail car:
  • Encounter same Bullsquid area.
  • Rail car comes to a stop at a raised section of the track over electrified water.
  • A single dead Scientist in the water and multiple dead Headcrabs.
  • Inside the track control room are Health and Suit Chargers.
  • Power box to turn off electricity so you can go in the water.
  • Find and plug in second power cord which was unplugged and inside the water.
  • Re-flip the power box switch .
  • A Vortiguant teleports into the room. Three Headcrabs and a Bullsquid also teleport into the control room.
  • Power is now back on for the control panel that controls the lifted rail track bridge. Hit switch to lower the track into place.
  • Another Vortiguant teleports in.
  • Continue on rail car across track bridge.
  • Come to rail car turntable Elevator. Ladder on the side you can take up as well.
  • Several levels you can get onto from the ladder. One with a Healthkit and ammo.
  • When you start going up on the lift another Elevator rises up alongside you with a Turret on it that shoots at you.
  • At the very top are Three more stationary Turrets that don’t go off unless you trip one of several Laser Sensors deployed across the top room.
  • Continue on rail car to

BM C2A2B[/SIZE]

  • Turret Laser Sensor deployed across rail tracks with a Turret down the hall pointed toward you. Triggers when the laser is crossed.
  • Rail car comes to a stop at a room with several other backed up rail cars on the track. There’s a door shut on the track crushing one of the rail cars between it.
  • In this room are Two Marines who ambush you. Also Tripmine Ammo, a Health Kit, MP5 Grenades and MP5 Ammo. There’s blood on the floor next to some army stretchers.
  • Off the rail car now you walk into a hallway and see “Die Freeman” written with blood next to a dead Security Guard.
  • You walk down this hallway and enter an area with Three Vortiguants fighting Three Marines. The Marines won this fight.
  • In this area the first door on the Left is labeled as a Security Office. Inside there’s a Security Guard hiding behind a large crate. There’s a Health Kit, Shotgun Ammo, Magnum Ammo and Pistol Ammo in this room.
  • This is clearly a small office type area. Another room here is a typical office and across from it is a room labeled as a Cafeteria with a fridge, microwave and lockers. Another small hallway connected to this area has two Soda Machines, Snack Machine and doors labeled as Bathrooms.
  • Here there’s a Headcrab.
  • Up another hallway that’s a slight ramp there’s a room with a Mounted 50 Cal. Gun pointed toward the area you came from. A Marine is mounted the gun and shoots at you with it.
  • Three other Marines may come down the hallway into the office area if you’re spotted while down there.
  • When you’re almost inside the room with the mounted gun Two Vortiguants teleport into the room and fight the Marines.
  • The room with the mounted gun is the other side of the door that’s shut onto a rail car and blocked the track earlier, this is where the track continues and leads into a closed door labeled Silo Access.
  • A flashing Manual Override sign next to a lever can be seen on the second floor of this area.
  • There’s a door in the back of this room you open to find a staircase leading up. Two Barnacles hang down over the staircase.
  • Upstairs there’s Health and Suit Chargers. You pull the Manual Override lever and the Silo Access Blast Door opens.
  • A Bullsquid teleports into the downstairs room.
  • Past the Blast Door is a Missile Silo with a Rocket inside. The Blast Door shuts behind you once inside the silo.
  • As you walk around the Silo Two Marines are on the same level and engage you along with a Third that’s on the level above you.
  • On this level Press the Button to lower the first set of Work Platforms.
  • There’s an optional Ladder leading down one level where you can go to see the very bottom of the Rocket.
  • Instead climb up a Ladder one level to where the other Marine was/is. Press the Button to lower the second set of Work Platforms.
  • Climb Ladder to Third level. A Marine on the level above you engages you. Again you Press the Button to lower the Third set of Work Platforms. There’s also a closed Silo Access door on this level.
  • Note that on every level with a Work Platforms Button there’s also a closed ‘Fire Door’ Blast Door.
  • Climb Ladder to the top level where the Marine was/is. Here there’s a Grenade, MP5 Ammo and a single Suit Battery.
  • There’s a large console on this level. Press the button to initiate the Elevator which lifts the Rocket up above ground level outside. The console then reads “Rocket Ready”.
  • Climb down one level and the Silo Access Blast Door has now opened and there’s another Rail Car on a track waiting for you.
  • Note that it’s possible to climb back down every level raising the Work Platforms again until you get to the bottom to get a good look at where the Rocket was previously sitting.
  • Take the Rail Car forward a little and there’s Health and Suit Chargers on the wall next to the track.
  • Continue to

BM C2A2C[/SIZE]

  • Come to rail car Turntable Elevator with an opening to the outside skybox directly above where you can see the moon and stars and also hear distant battle sounds. Maintenance Ladder alongside Elevator.
  • Continuing on the rail car Two Marines appear on another rail car to your Left and shoot at you while driving parallel to you down the track before disappearing behind a wall. This part is buggy and sometimes the scripted sequence doesn’t trigger at all.
  • Come to a section where there’s two lines of rail track next to each other. A Marine shoots a rocket at your rail car disabling it and Three Marines engage you, one of them mounting a 50 Cal. gun that’s placed on the back of a stationary rail car.
  • There’s a small side area near where your rail car got destroyed that has a Dead Scientist near a Health Kit and locked doors into another hall.
  • Once you go down to where the 50 cal mounted gun is Two more Marines run down toward you presumably coming from the locked doors. You can use the 50 cal. against them. Health and Suit Chargers here and a Marine Radio.
  • Open door into another room which has Tripmine Ammo and Grenades on a shelf.
  • Speech between two Marines talking about who Freeman is triggers. Open door leading outside to find the Two Marines facing away from you who don’t notice you. There’s a radio transmission that you hear advising that Freeman is in the area and not to let him on the launch pad.
  • After killing them multiple other Marines in the courtyard engage you (About Seven). There’s a few Health Kits and some Shotgun Ammo here.
  • Across the courtyard is the Launch Pad with the Rocket you raised from inside the Silo previously.
  • There are Marines here and a 50. Cal Gun you can use to engage them with a Health Kit and Suit Battery next to it.
  • Another Marine Radio by a small bunker opening into the basement of the Launch Control Room.
  • You climb up a Ladder into the control room from this bunker and overhear a Marine remarking to another one that “I didn’t sign on for this shit, monsters yeah, but civilians?”
  • Multiple dead Scientists inside the control room. Health and Suit Chargers here. Diagram of the planet with other Satellites presumably launched by Black Mesa Personnel.
  • Press Launch Control Switch to lift the ceiling observer panel and launch the rocket. Door to the outside opens after launch.
  • Outside one of the previously closed Blast Doors in the courtyard has now opened.
  • Large area where multiple rail tracks converge to a rail car turntable elevator that’s flooded with electrified water.
  • There’s a sparking light above a ladder that you take down one level.
  • On the water is a dislodged rail car with Two Satchel Charge Ammo and a Suit Battery on it. Health Kit and Shotgun Ammo also in this room along with a new type of rail car on a track. Take the car and drive forward to the next chapter. On A Rail ends here.

I don’t think the Devs are going to make any improvements significant enough that it would make the current maps too outdated. Most likely it won’t even be directly noticeable.

At first you said the HECU should be found dead near fauna, and at the end you say they should fare better :stuck_out_tongue:

Personally I think they should have an advantage, but still be noticeable struggling. Even if they win all their fights, they’re still very likely to take casualties, and that’s all it takes to show that they don’t have complete control. But I do agree to keep the bullsquids feeding on dead soldiers, would be cool if you could use some of the skeleton pieces from EP2 among soldier limbs, but I dunno if taking models from EP2 is allowed.

I don’t know if you’re just trying to be a contrarian or what…you can add HECU corpses by the vorts too. It doesn’t matter so long as there’s corpses.

Hey, for once I’m not arguing against you :wink:

I was just saying that even if the HECU win every battle in OAR, as long as they’re taking casualties, they’re still losing in the long run. This is in fact how they end up being overrun, they’re a limited number of people with limited logistical capability, facing a seemingly unlimited number of aliens whom teleport in anywhere with no concept of a ‘front line’. They can win every battle, but the casualties will eventually become unsustainable. Personally I like the idea that the HECU end up with Pyrrhic victories* rather than outright defeat. They still “win” the battle, but in the long run, they can never win the war.

*A Pyrrhic victory in a victory which takes such a toll on the victor, that he will be unable to win another such battle. So in this case, if 4 Soldiers get into a fight with a Bullsquid and 1 survives, it’s a pyrrhic victory, as he will be unable to survive another such battle.[/SIZE]

B is the map I will need to edit. In order to change the beginning of A1, I would need to edit A, as A ends at the top of a lift, and then transitions to B. I may still yet need to do that depending on how A ends - if you can clearly see the top part or not - I haven’t tested it yet. C is the one map I actually don’t need to edit at all to get things to work, and I have no intention of editing more BM maps than I need to.

As for the rocket and the moon problem, the moon is a fixed part of the skybox texture, IIRC. There is no moon entity on the source engine, as far as I know, though they may have cleverly used an env_sun in place of it, I don’t know. Haven’t checked it out yet, doesn’t bother me too much. If it’s a part of the skybox texture, there is absolutely no way to fix it, anyway, and it being perfectly aligned during the OaR chapter, if that is true, is a coincidence.

As for 1 map vs 2 maps, I’ll play it by ear. I’m still leaning more towards having 1 map the size that A1 currently is, but as I said, I’ll see how it goes. There’s still a ways to go yet. There are advantages and disadvantages to each method.

@jessie
Popped a reference to your posts under “Visualizing the Maps” (page 1 pitch bible).

@mods
If possible, maybe move jessie’s 2 posts to under the pitch bible on page 1 since it’s helpful for other members/guests who want to contribute.

Figured I’d post another progress report to keep everyone informed.

I’ve pretty much just finished the Office Complex’s layout, and it’s looking good. It is BIIIIG. Very big. I’m now throwing a lot of detail into each office and room, using C2A2B as the basis for the tileset, but occasionally bringing in other elements from C1A2 (Office Complex chapter) too, as the offices would all look too similar otherwise. The few rooms I have detailed are looking nice.

I’ve got a very cool idea for a script and I’ve already started implementing it. As the player comes into the hallway they come across 3 HECU (one of whom is DOOMED) running away from 4 Vorts chasing them. They run into the storage room. As they enter the storage room and begin firing at the pursuing Vorts, they wake up some sleeping Houndeyes, who are hidden among the many boxes piled at the end of the room. The Houndeyes scream and explode all the boxes (which looks REALLY COOL) and destroy the two storage shelves nearest to them (also, REALLY COOL). The Marines then proceed to fight on two fronts, as their buddies come from the stairwell to assist them. This is probably going to be the (only?) and most dramatic sequence in my maps, and I think it’ll work well.

On the topic of sequences, I’ve also chosen the songs I’m going to use throughout this map set. I will definitely be using “The Year of Death,” and it will almost certainly be playing during or slightly before the sequence I just described. It’ll fit perfectly with the theme I’ll be going for on the second floor of the office complex (it’s all heavily damaged and very bloody from executed scientists/guards, while the top floor is in much better condition). I’ll also probably use Dark Awakening at some point - a more quiet point. Perhaps during the section on (F is it?) where you have to dodge the boxes in the materials transportation system. And, if I find another section which is appropriate, and don’t think it’s overdoing it, I’ll use the Office Complex song which can be found on the complete BM Soundtrack (but wasn’t actually used in the game). It fits in nicely with the piano themed songs that are used in OaR, and could be a nice backdrop for the vista sequence I’ll have.

I’m hoping to get a video out by tomorrow evening, though I’m unsure if this is possible or not. I have a very busy evening tomorrow and a very busy Friday/weekend/next week due to my university course heating up and needing to do work on my dissertation, so I doubt I’ll get much done over the next week or so. So, I’m hoping to throw a bit of good progress out there before that happens. But, we’ll see.

It’s almost unreal in what time you made THAT Progress, judging from the descriptions… . Surely a dedicated Mapper we have here and I’d bite my ass if this won’t blow any expections… again (at least on my side). Thanks a lot for doing ST and now this, I see you’re hungry again, mapping wise ^^

I’m really looking forward to the offices. They had a… strange placement in the original HL; they always confused me a little, but I also found them genuinely interesting. I hope you add enough closed doors with signs and such, as the BM devs did throughout the facility, to give us the sense that it has a logical placement there.

BTW, what vista sequence? Are you planning on showing the outside world before the rocket launch, then? If so, I’m REALLY looking forward to that.

I hope you can give us a sneak peek video by tomorrow, then :slight_smile:

Well, we’ll see! The area I’m remaking is far less vital to the overall story/gameplay/narrative than ST Uncut was, this is more for those who just want Black Mesa to be the most accurate re-imagining of Half-Life possible, like me. By accurate I don’t mean 1:1, but I mean all the important stuff recreated/reimagined. Though I quite liked BM’s OaR, it still felt wrong to me to be playing it in such a shortened state.

I have made a lot of progress on OaR Uncut, and 2 weeks from the project start I’m already getting ready for a fairly complete video release! But, guys, don’t expect it to persist. Like I said, the reason I’m mapping so damn hard is because I know by next week, I’ll be cutting it down a lot due to university ramping up. So don’t be disappointed when you see much less progress on the project. I’m imagining that as my final term at uni ramps up, I’ll probably leave my mapping as a “reward” for when I get work done.

I’m packing the offices full of content, it looks great at the moment and I haven’t even 60% finished yet. They’re massive. There’s at least 15 enterable rooms (off the top of my head) and about 10 more inaccessible ones. It gives a great impression of a sprawling, old office complex. I’m thoroughly, thoroughly chuffed with how it’s shaping up. Now the trick will be holding the player’s interest through the time they’re going to be there.

And yeah, I’m planning on having an outdoor sequence. While previously I was planning on having an original section at the end of B2, I’m now probably just going to use the quiet outdoor area (and extend that area a fair amount!) you come across in HL1 as the setting for my vista. I have a wonderful vista planned - if my shoddy displacement abilities don’t let me down, I might be able to make it look gorgeous. The only nighttime vista in Black Mesa!

EDIT 1: While taking a break I did a quick room count for the office complex. Bear in mind in HL1 this was just 3 small rooms in size.

2 Extremely Large Offices (may make one into a conference room if I can find a large enough table model/make one)
1 Extremely Large Storage Room
5 Partitioned (medium sized) Offices
2 Small Offices
2 Large Locker Rooms
1 Janitor’s Closet
2 Bathrooms (1 Male, 1 Female, durr)
1 Cafeteria
1 Security Office (basically a partitioned office but with controls and guns instead of office furniture)
2 Stairwells
5 Inaccessible Offices
3 Inaccessible Hallways

EDIT 2: Having taken a look at OaR’s layout from HL1 once more I’ve pretty much decided on using 2 extremely large maps. This makes my life a lot easier and I found there were several sections which were not necessary anyway - and a few which weren’t really possible to replicate anyway (especially the very long pathways with the Marines on TOW launchers). I’ve got a very good draft for a layout in my mind to work with, which should work a treat if I can pull it off. My aim is to firstly get A1 into a testable condition, and fire it out into the wild, before I commence work on B1.

EDIT 3: Just figured I’d correct my previous statement and say a video for tomorrow is pretty much off the cards at this point. There’s still just too much to do. It’ll be another 2 - 3 days at most. I’ll be able to map a lot over the weekend but after that, as I’ve said a few times now - my mapping will slow down a lot. I will work like a trojan during my free time tomorrow, and over the weekend to try and get this map ready to RELEASE for next Monday. It’s gonna require a very hard push, but it IS possible, even if it’s unlikely. Now the Office Complex is shaping up nicely it’s helped me regain a bit of inspiration. 85% of the map is now blocked out - I’ve just started blocking out the section after the office complex, and I’d go as far as to say 40% of the map is detailed and complete, at least on a preliminary basis.

The vista sounds wonderful. Is it going to be like the cliffside vista, or more like the one after coming to the surface again in Forget About Freeman? You know, where the tank appears to the right, and to the left there is a pretty big vista at your very same ground level, and above an aerial fight. Since this chapter is pretty deep down in the facilities, something ground level would make sense I guess, or maybe it’s lower into the mesa. I dunno; the BM maps don’t collide, but the geography in the skybox doesn’t make much sense anyway.

I don’t remember such an outdoor area in the original, though… If you’re referring to the place where the two soldiers say they’re going to kill you, that’s recreated in BM too, it’s just that that area is now directly connected with the rocket launch area without any walls. If you’re talking about something else… I’m missing something. I reviewed an online walkthrough of the level and couldn’t find any other outdoor areas…

BTW, 20 rooms sounds ridiculously big. I’m really looking forward to that; especially to how you’re going to direct the player. If I remember correctly (which I probably don’t) there weren’t many enemies there in the original.

Think of it as the cliffside vista, but from the base of the cliff. It’ll involve a large lake and some windy roads with lights stretching off into the distance, and will sorta very vaguely resemble the vista seen on Black Mesa’s “Inbound,” at least very slightly.

The outdoor area I’m referring to is indeed the area with the two soldiers talking, which actually hasn’t really been remade in Black Mesa. That section got merged with the Rocket Launch section. What I’m planning on doing is moving practically all of the G map outside, and having that represent the outdoor area.

As for the Office Complex, there were A LOT of enemies there, but once they died, that was it, there wasn’t much else interesting knocking about. I plan on having (as I described earlier) a large scripted battle to open, and then several enemy encounters dotted around the complex (Zombies in 1 office, some Vorts in the Cafeteria, etc), similar to how I did on C2A5G for ST Uncut. I may or may not include some survivors taking shelter in offices. In addition, once the player reaches the security office and deactivates the blockades, I will probably have a group of soldiers rush in and start attacking Gordon, but in the process get disturbed by some Xenians. This could make a beautiful 4-way battle (Gordon, Guards, Xenians, Soldiers), leading the player towards the bridge to the end of the map.

If I could add just one thing to your design text, I know that you’ve stated that you dont wish change anything on the BM stock maps, and that makes comeplete sense, but if there was one thing that could be changed, it would be one small very cool detail. On the map with the rocket launch, the 2 soldiers that are talking about “making you pay”; are standing next to a field radio. When you open the door to the outside and tigger their speech you also trigger a transmission on the radio. the NCO talkes about Freeman being “in the area” and “dont let him get onto that launch pad”. Its SO QUIET you can just barely make it out. So my question to you is, could you please move that radio transmission back into the area of the rocket and 50 cal ambush so you can hear it right after that engagment.

There’s a long table model that’s used in for a conference room in Questionable Ethics.

That was already recreated anyway, only the rocket hits the tram and disables it, and you’re attacked by a machinegun and the rest of his the squad.

Discounting the cut (thus no longer officially included) “on a rail” that was used in your ST uncut, there’s still 4 more track unused in-game; by you mentioned Office Complex, and:
-Black Mesa Theme
-Apprehension
-Blast Pit 2

Since the cut sections of HL1 are now being recreated by you Mr. Text, would be a shame to leave them quiet. Joel did an amazing job, do you see a possibility of including more of these somewhere? In some bleak areas I mean.

Blast pit 2 or apprehension can fit after launching the rocket.
Try reversing the old OaR track then make few modifications, there you have “BMS - OaROld (crazymix)”. Maybe the reversed version can fit in a HECU vs Aliens scene as it fit in ST Uncut too!

Office Complex can be at the cargo room where you have to duck and it is a loop.

Personally I’d leave out the Black Mesa Theme, somehow it doesn’t fit in, at least not after we’ve heard it a thousand times as the menu theme for blackmesasource.com

I’m only going to use Year of Death, Abrupt Awakening, and Office Complex, and I’ll probably only end up using 2 of those. I have no plans to use songs beyond that. With my additions OaR will be 5 maps long, and with me adding 3 songs there’ll be 5 songs throughout OaR, which is already kinda overdoing it relative to how many songs there are per map in Black Mesa. Anything more would be SERIOUS overkill.

Questions:
-Did Joel actually give you permission to use his track for ST_uncut?
-Is is possible to move/rotate the sections of BMS’ B and C in the map editor in the way that I specified and then build HL’s D-G sections around that to create a perfect fit?

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.