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

One step ahead of you. At first it didn’t loop properly, but I made some adjustments with a separate audio program. It loops now. Lopped it off just right too.

Edit: I lopped it off from the beginning because they would already be playing it at that point. I COULD get it to loop at a particular point from the beginning again, but I’d need to re-record the sound.

Hey Text. Since your exams are done, when are you going to start to work on B2 again? I realize that you are working on fixing up ST uncut, but maybe don’t forget about OAR uncut. Not trying to push you or anything, just curious.

My exams are not done. I finish next Friday. I’m working on ST Uncut during downtime because it doesn’t require much commitment and can be done very sporadically without much consequence. Working on actually completing the basic mapping of B2 sporadically is very bad, and I don’t want to do that.

I’ve said it before but I’ll say it again, once university is done, and before I start the inevitable job hunt, I have set aside 2 - 3 weeks to completely finish up and release for good ST and OaR Uncut. During this period I will have literally nothing else to do except exercise and chill with friends, so work will get done EXTREMELY quickly. It will be much like the mapping environment I had during the first half of ST Uncut, shit will get done very quickly. I haven’t forgotten about it. I just don’t have the time to do it right now. But it will get done.

That’s a good plan, really efficient use of time. Most of STU was done, so little tweeks here and there are good time-fillers for when you don’t actually have enough time to do full-on mapping work.

Can’t wait to see how the new STU turns out, then B2 after that.

Quick dev question out of curiosity, how are you handling all this feedback during downtimes? Did you just compile a massive list and set it on the backburner until you have the time to get around to it?

They’ve put you on the last day? Wankers.
I know how it feels. My industry placement ran extremely late (finished last week), requiring me to get a freaking extension. But oh well, the staff has been kind enough to grant me one. Was worried it’d fuck my freaking degree up.

Also, what is that ST uncut stuff you’re on about? Moar levels? Tentacles and extra choppers on now?

EDIT: ah nvrmd

Looking forward to the release of B2. I know I haven’t really been participating in this thread as of late but I have the time now. Which I will use… to not participate. In fact, I’m going to try and not even look in here until the B2 release.

The reason for that is because I want to record myself doing a blind run of the map so that you could see how a player would react to seeing all these things for the first time. Participating in the thread would probably spoil it, so that’s why. I think it’s the best form of feedback that I could provide, and would give you lots of insight as to how people will end up playing it.

Of course I will definitely be here once more after that. Or if I happen to come up with any ideas before the B2 alpha release.

Because I know that Dadster everyone else will take care of the technical feedback. And every bit will help.

Thanks for the reply. Good Luck on the rest of your exams. Great plan you have for both ST and OAR uncut.

Best of luck on your exams, my friend. Now, here’s hoping I’ll be able to get my life back on track to get college to work out for me in the end.

One down and only one to go, Text. Best of luck tomorrow!

I’m finally done with my BA. Now how’s your BSc?

Text, I know you’re currently working on Surface Tension Uncut 2.0 right now, but I would like to give you some feedback for Map A1 and A2.

Feedback for On a Rail Uncut Alpha

Map A1

  1. This pipe over here seems to have some weird texture issue. https://i.imgur.com/YwkHXvL.jpg
  2. Some parts of the track have some lighting issues.
    A. https://i.imgur.com/yj8hb1A.jpg
    B. https://i.imgur.com/I8on0kc.jpg
    C. https://i.imgur.com/yYUud6x.jpg
    D. https://i.imgur.com/wi6nGlZ.jpg
    E. https://i.imgur.com/itL9s4z.jpg
    F. https://i.imgur.com/PTx4KGy.jpg
    G. https://i.imgur.com/4oWeMRw.jpg
  3. Z-fighting on this part of the track. https://i.imgur.com/G8BTCQG.jpg
    2nd image: https://i.imgur.com/xhO14pG.jpg
  4. There seems to be a lighting issue with this part of the pipe. https://i.imgur.com/fHj6sap.jpg
    2nd image: https://i.imgur.com/bovfgHe.jpg
  5. Placement of this thing is awkward. Please remove it. https://i.imgur.com/wkHXvLg.jpg
  6. It’s possible to get stuck over here. https://i.imgur.com/idlq92N.jpg
  7. In this area, could you extend the small cross way from here to over here?
  8. This small thing is not flushed to the ground. https://i.imgur.com/TsSNQxr.jpg
  9. Z-fighting near the end of the map. https://i.imgur.com/eK0YLTK.jpg
    2nd image: https://i.imgur.com/ZhkKo6u.jpg
  10. Lighting on this part of the track is a bit off at the very end of the map. https://i.imgur.com/J0uMAPz.jpg
  11. This texture is not quite aligned properly. https://i.imgur.com/eV27srx.jpg
    2nd image: https://i.imgur.com/FuqWGe1.jpg
  12. This latter is a little bit off to the left. Could you move it a little to the right? https://i.imgur.com/aTDWvl0.jpg
  13. Could you close this door so that it doesn’t spoil the puzzle for the rail switch control? https://i.imgur.com/vf83ES2.jpg

Map A2

  1. In this area, could you extend this texture to over here?
  2. This soda machine clips through part of the cafeteria over here. https://i.imgur.com/qFjkeQ0.jpg
  3. This door leads to nowhere when opened.
  4. This ram is pitch black when it should be lit up.
  5. In the same area as the previous one, there is some z-fighting over here. https://i.imgur.com/cVpRUPu.jpg & https://i.imgur.com/54JWvFn.jpg
  6. I think it would be cool if you could put a couple HEV batteries or first aid in the maintenance storage area.
  7. When pressing this switch, you’ll always here a HECU marine saying “Go go go!” even if the ambush is already over.
  8. In the same area, the camera image showing the rail opening up is not attached to the computer monitor.
  9. Also, could you clear the camera image up a bit? It’s very blurry. https://i.imgur.com/3t5bu5j.jpg
  10. This part of the track is not quite aligned properly. https://i.imgur.com/Io6LUCO.jpg
  11. A little farther ahead from #10, there is a little bit of z-fighting on this part of the track. https://i.imgur.com/M7NtSVc.jpg & https://i.imgur.com/0nSjBv6.jpg
  12. In this area, could you extend this texture from here to here?
  13. This part of the track has a little bit of z-fighting. https://i.imgur.com/wQXRzjr.jpg & https://i.imgur.com/wQXRzjr.jpg
  14. It’s also not quite aligned properly. https://i.imgur.com/wQXRzjr.jpg
  15. Some parts of the track are not lit up properly.
    A. https://i.imgur.com/YncpAwg.jpg
    B. https://i.imgur.com/ulCpd4Z.jpg
    C. https://i.imgur.com/AMDIGco.jpg
    D. https://i.imgur.com/uSZv5kx.jpg
    E. https://i.imgur.com/k3DwPfd.jpg
    F. https://i.imgur.com/wlQdkJD.jpg
    G. https://i.imgur.com/40ZABLH.jpg
  16. In this area, I can see through the right side of the window.
  17. Next to this window, there is a pitch black texture. Please fix this.
  18. In this area, there is some z-fighting over here. https://i.imgur.com/XUIHyNV.jpg
    2nd image: https://i.imgur.com/v6T64kn.jpg
  19. Could you lower the left side of the track a little over here so that track is aligned properly?
  20. Could you extend the left side of the track and shorten the right side of the track a little bit? https://i.imgur.com/gYdJsAk.jpg
  21. Z-fighting at the very beginning of the map. https://i.imgur.com/FnuivfH.jpg
  22. Z-fighting on this part of the track. https://i.imgur.com/1tZBTMr.jpg
    2nd image: https://i.imgur.com/Zayd8P9.jpg
  23. Could you extend this track a little more so that you don’t see this weird visual glitch you normally see when no clipping?
  24. In this area, this texture on the left and right side is not aligned properly.
  25. In the same area, the yellow and black texture on the left side of the track is not aligned properly.
  26. This electrical box is pitch black when it should be lit up a bit. https://i.imgur.com/BiMOD4w.jpg
  27. Texture on the left side of the track is not aligned properly.
  28. In this area, this texture is not quite aligned properly. https://i.imgur.com/OPAn3c8.jpg
  29. In this area, could you extend this texture from here to here?
  30. In the same area, this texture on the left and the right is not aligned properly.
  31. Similiar to #30, this texture on the left and the right is not aligned properly in this area.
  32. Near the end of the map, there’s some z-fighting on this part of the track (1st and 2nd angle).
  33. Could you make it so that this door to the hidden goodies opens just like Freeman’s locker door in the Anomalous Materials chapter?

Map B1

  1. In the beginning of the map, this cup is floating in midair.

…getting dusty here…(no offense)

Text has been revamping Surface Tension Uncut. Should be done relatively soon, then work on this will resume. Just be patient. :3

Oh…but…why? …(I know, stupid question, but still)

2 reasons: Fatigue, and he wanted to use the skills he learned from mapping OAR to improve STU.

And so work resumes on OaR Uncut, starting with finishing off B2.

B2 has been really difficult for me as I am creating an environment I am not very comfortable with at all. It’s very open, very bare, and altogether very difficult to work with.

You may have read in the ST Uncut thread that I was planning on scrapping most of B2’s outdoor area in favour of creating a layout more faithful (read: basically the same as) HL1’s F map instead of “reimagining” it into a large open outdoor space. Having spent some time looking through B2 in the editor today, I am no longer so sure about which is the best option. The current layout is actually quite good, it’s just very different from HL1, and quite tricky to work with.

So, I’m here for a second opinion, before I start doing anything drastic. Here are some previews of how the map looks currently in the editor (no lighting), I’d like to see how much the community likes the existing design, to try and determine whether I should scrap it or not.

B2 is supposed to be an amalgamation of HL1’s F and G map, combined together. They way it’s designed currently is that the second half of the F segment (after the first room with the crates moving overhead) is now outdoors. The actual layout - purely in terms of the path the tram takes, is actually the same as on F. You’re on a loop around the “warehouse” area until you flip a switch, which takes you along the track instead and indoors for the G segment (with the broken tram lift).

Here’s a step by step breakdown of the current layout. Please comment on it and let me know what you think. Would you rather I went with a more faithful, indoor HL1 design, or stuck with this?

This is the part which immediately follows the friendly sign at the end of B1. The crates run along the track, across the overhead railings. There will be a boom gate by the little parked tram at the end which the player has to lift, like in HL1. The HECU will be waiting in ambush.

There is a right turn at the red secure door right at the end. This leads to a ramp which takes the tram up to the surface. This path leads to:

This warehouse, whose design is based heavily on the warehouse found in “We’ve Got Hostiles!” It’s supposed to be like a central hub for loading and unloading via trams, so features another overhead crane railing, crates and shelves everywhere. See where the windows are by the stairs at the back? Inside there is the crane control room - and the button to open the big blast doors to take the tram outside is in there. This was just a blank boring tunnel in HL1, so I’m likely to add some kind of cool fight scene in here. I have yet to determine what it will be.

Alternate view of the same area.

This is the large outdoor area directly outside of the warehouse. Again this is meant to be a major, busy loading dock - a vital part of the Mat Trans system. Barely visible on the far right of the shot is the actual loading dock where the trucks park. You can see the orange loaded found in BM Inbound in its own little empty lot for now - but I’ll find something cool to do with that.

The big security wall around the perimeter on the left side give way to the view of the 3d skybox (which you can’t see just yet). Behind that will be a (hopefully!) gorgeous view of an expansive and vast 3d skybox. I have yet to figure out precisely how I’m going to make that work. My current concept for the 3d skybox has been scrapped, and I have to do that bit again.

In terms of the path the tram takes - follow the path coming out of the warehouse. The tram’s path curves to the right (the left track is non functional), and goes past the orange loader. You see where the huge pylon is? By default the track curves to the right there and heads towards the building you can see in the right hand cliffside. This loops around and connects back to the warehouse track, meaning by default you’re on the loop going through the power generators. The very little hut you can see near the middle by the army tent houses the track switcher - and on pressing this the track switches so you go straight on during that bit instead of looping to the right. This takes you towards the Surface Tension style building and into the building on its right, which is the indoor G (broken tram lift) segment.

If I’ve explained it well enough, you’ll realise the actual layout is VERY true to HL1’s style of layout.

Alternate view of the same area.

So, whaddya think guys? Scrap this design and start again, or keep pushing through it? Here’s my current lines of logic around it:

Advantages of current layout:

-Unique and interesting. No other section like it in BMS OaR.
-Flexible and large outdoor area allows for exploration and loads of interesting scripts.
-The basic layout is completely cemented and done (a lot of the work is already finished), all that’s left is detailing and scripting.

Disadvantages of current layout:
-A little unfaithful to HL1.
-Very open. If I put a lot of detail into areas, it might run very poorly - and I can’t do much about it because it’s so open.
-I’m not so comfortable with the current layout. The vast cliffsides surrounding the area are not something I’m terribly happy to work with.

I’m all for keeping the current lay out, but there’s optimization you need to be concerned with as well if I was in your shoes.

The entire loading dock doesn’t need to be open. Can you have a number of buildings to create clutter and block the view in some circumstances? I mean that’s up to you.

If you’re not satisfied with it, modify it so you are. I like the current lay out, but if you don’t like it, then you won’t like how your work will come out (and as a result not have as much motivation to finish it - at least that’s how I would feel in your shoes). Basically I’m saying don’t scrap everything, but make it work how you would like it to be.

You can use my Radar Dish i did for background detail if you want something other than cliffs… You can modify it however you like… might work well… I will upload it to you and if you want to use it or modify it you are welcome to use it… If not no problems.

It is a full size parabolic dish based on king artgur in goonhilly downs cornwall the 1st parabolic dish

I like the looks of the current layout, but like you said you’re not comfortable with it. Maybe you could do a mix between your current layout and HL1’s layout?

I’d like you to keep it for a simple reason, it’s better to be creative than to follow it as 1:1 recreation of Half-Life 1. Some “new” areas are always welcome.

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