Yes it does, read the instructions on readme in the loopmod.zip, after you download it
The new Beta maps look great. Thank you for your awesome job!
Here is my feedback (sorry if these issues were already mentioned):
A2 map
- There seems to be an issue with the blood splatters on the wall (picture #1). However this issue is only evident when the player’s flashlight is on.
- In this hallway (picture #2), if the player begins to sprint and is fast enough, he has the time to see that the soldier’s corpse is being dragged by nothing! I suggest that the soldier’s corpse animation begin a little bit earlier… (in that case, even if the player sprints, he will not have the time to see that the corpse is in fact being dragged by nothing.)
B1 map
- In this room, I shot the tripmines earlier, so this tripmine should not appear on the screen. (picture #3) Also, the bullsquid on the screen seems to be alive, even though I killed it earlier. I think that the vast majority of players will shoot the tripmines and kill the bullsquids, so it would be more logical if there were no tripmines and no living bullsquid on the screen. However, I know that this is a very, very minor issue…
B2 map
- I suggest that these two helicopters (picture #4) appear only 2 or 3 seconds after the player gets outside for the first time.
- The red flare sound effect is too loud, in my opinion. The sound should be more distant. In one of my playthroughs, the flare was shot when I was in the tunnel with the vortigaunts, and it sounded like it was shot right next to the player…
- The sound effect for the truck convoy should be more distant and should last longer, in my opinion. It should begin earlier (a little bit before the trucks can be seen) and slowly fade in. Even after the trucks disappear from the player’s sight, I think that the sound effect should continue for a few seconds and then slowly fade out.
- These 3 boxes are not touching the ground. (picture #5)
- This issue was already mentioned, but I can still see the bullsquid through the container.
I kinda agree with Swaggless.
Otherwise, your maps are fantastic. Sorry if the issues I mentioned are unfixable!
Yes it is. You just need to install it after installing Text’s work. Here’s a quote from .RK’s readme if you have OaR Uncut installed after extracting the Loop Mod to your BMS folder.
“Now if you have downloaded On a Rail Uncut, you will now have to locate the bm_c2a2a in your BMS folder and move it into the maps folder. You should be prompted to replace a file. Click yes.”
Once you do that, you will have the full OaR experience!
That is possible.
I can’t really imagine why that would be the case though. It’s true that I borrowed this type of security station for use in loop mod but at the time I took that picture (which we can reasonably assume was last night) was using every single file that Text sent in the beta.
I got an idea, why don’t you take the security station from the beta folder, and stick into your future loop mod patch, what do you think of that idea?
Fucking hell.
Apparently it is the cause of it. Which is bizarre since I have never had to install Loop Mod. Ever. It’s one of the perks of being it’s maker. And all the files that I did have should have been overwritten by the Uncut Beta.
All of the security screens are separate textures files (which, on a related note, Ctrl-Alt-Del, is why Text will not be able to fix the issue you have with B1, those pictures are not real-time), and they were only just updated with this beta. Loop Mod packages the old screens, so if you install that after Uncut, then they’ll revert to the old files. Patching that straight away.
Why the new screens didn’t get installed on mine, I have no idea. But that’s what’s borking the security stations. I take full responsibility for this. Meesa sowwy for ruining your release, Text. :3
Thanks for hotfixing the Loop Mod, .RK.
Why headcrabs removed from this place?

Possible to open this a little bit, not completely, so we still have a railing, maybe open it a bit at the wall

Errors when I look at the console:

Instead of a worker, maybe make from this guy a security agent, just left his car and killed in cold blood

Now in the cave, u can to the elevator and maybe close this end, so between the existing rail and the rock:

I forgot to make a pic of it, but where they have those ambush (where they darken the room and throw flares), there is a place with some kind of band recorder, well the wheels the tape is on run to eachother, instead of in the same direction, I don’t know if this is normal in real life, but if u think logical the tape normally goes crazy between it…
U have office workers and workers in orange, just wonderful, what do u think of making some of them possessed by a headcrab, can be death, cause I don’t think u can make living beings from them…
WOW, Text, just… WOW! That’s some pretty impressive work. And the layout changes/additions… double… no, triple WOW!!
In answer to your question, keep the directional wall stripping that leads you to the security office, in A2.
On to the feedback. To avoid confusion, each of my feedbacks will concentrate on a single map. They’ll be the usual suggestions for adding and removing objects (to lessen resources-improve framerates) and item repositioning to maintain as much design consistency and symmetry as possible. They’ll be feedback from a common sense viewpoint, as well.
Concerning maps A1 and A2, it’s been a while since their alpha releases, so some of the feedback for the new Betas may include items from the old Alpha feedbacks. Best they be repeated in case they were unintentionally missed or overlooked. Nuff said, off we go.
Feedback For OaR Uncut A1 Beta Map - Part 1
- Just after level start, consider removing the fencing in front of the blue garbage bins https://i.imgur.com/zfYRsFp.jpg. All it does is restrict easy access to the bins. Besides, the fence end post clips into the vertical support https://i.imgur.com/OZnR0M1.jpg and https://i.imgur.com/VFRszAv.jpg. If you want to keep the fence, remove one of the bins and rotate the remaining one 90 degrees, and reposition the fence.
- This tunnel support https://i.imgur.com/NblRpIP.jpg has a texture z-fighting issue. See attached images 1 and 2 below.
- Across from the tunnel support in item #2, at this light https://i.imgur.com/Oslv83o.jpg, there’s a texture seam issue https://i.imgur.com/3fKtJoj.jpg. Also, the lighting across the top of the wall cladding is not uniform https://i.imgur.com/85iKQtc.jpg. Seems the wall cladding is missing a portion of its texture https://i.imgur.com/JjZo4zL.jpg
- In this area https://i.imgur.com/vHcFvFP.jpg, reposition this fencing https://i.imgur.com/hQa2TAT.jpg to eliminate this clipping issue https://i.imgur.com/uHNMOmS.jpg
- At the same location, consider giving these curbs angled ends https://i.imgur.com/8YFkleU.jpg and at the opposite side https://i.imgur.com/qK1GtXa.jpg
- At this location https://i.imgur.com/CdK2Lsc.jpg, there are a couple of issues with the two books at one of the elevators:
a) There’s a lighting issue https://i.imgur.com/EF4jyb8.jpg and https://i.imgur.com/8eNtWk1.jpg and https://i.imgur.com/z8UENce.jpg
b) While repositioning them for my screenshots, they both suddenly disappeared. - There should be some gaps in these rails https://i.imgur.com/CdK2Lsc.jpg to allow for easy access to/from trams.
- Consider swapping out this door https://i.imgur.com/tUE2flT.jpg and https://i.imgur.com/mQ7Gfem.jpg for one that has all hinge hardware on the same side instead of both sides, like this one https://i.imgur.com/2n2qkqZ.jpg, used elsewhere in the map.
- Consider repositioning this fluorescent light https://i.imgur.com/xEzs6o0.jpg as it’s clipping into the recess side wall https://i.imgur.com/nB3Z5VC.jpg. The light above the other door doesn’t have this issue.
- In this area https://i.imgur.com/sA4QaLJ.jpg, the pipe on the wooden skid has a texture z-fighting issue. See attached images 3 and 4 below.
- Consider removing this red light, in the foreground, as it looks out of place here https://i.imgur.com/RFkUVOQ.jpg
- In the lower flooded tunnel, take the red light you removed from up above and place it above this blast door https://i.imgur.com/CvPanPJ.jpg, to match the blast door at the other end of the tunnel https://i.imgur.com/vHp0rzX.jpg
- When the player walks/runs along the edges of these curved sidewalks https://i.imgur.com/QIRC1UR.jpg the footstep sounds alternate from concrete to sand.
- Consider changing the positions of two items in this area https://i.imgur.com/sA4QaLJ.jpg
a) The bundle of i-beams is too close to the elevator and would obstruct persons going on/off it. Realistically, I don’t think anyone would place it there.
b) Same with the floor maintenance hatch. Design wise, it shouldn’t be located in close proximity to the elevator, to avert potential issues when it’s being used, as a result of people traversing back and forth. - Consider adding a section of curbing here https://i.imgur.com/1qQpRZt.jpg and https://i.imgur.com/GME1Zx0.jpg, to compliment the one on the other side https://i.imgur.com/vhKTL0V.jpg
That’s all for A1 Beta, for now. To eliminate confusion and issues related to timing, I won’t be adding onto this post. Additional issues that I discover for A1 Beta will be in a new post, beginning with the next sequential issue number, and “Part 2” in the title. The same will apply to the feedbacks for the Beta maps of A2, B1 and B2.
PS. I love what you did here https://i.imgur.com/wN2quLW.jpg and other iterations of it, elsewhere. There are so many options that you can use, which avoids a repetitive look. Potentially can make each instance a special custom installation, utilizing optional hardware. I hope you’re keeping this in mind and utilize it in ST Uncut v2.0, when you convert it for compatibility/usage with the next release of BMS.
PPS. This place is really hopping now. See what you did, Text?
PPPS. How’s the hangover?
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Text, i wanted to ask you. I followed progress of your projects STu and OaRu before i registered at Black Mesa forums, and i still dont understand why OaR uncut doesnt have same layout as had original OaR chapter in Half-Life.
Sorry for that lame question.
Hi Text. As promised, here’s some feedback I’ve found for your Uncut maps.
Feedback for On a Rail Uncut Beta 1
Map A1
- I think there’s a way to solve the headcrab issue. I think you could move one of them to the right from the red toolbox while keeping the other in same place like this (placement of dead headcrabs used for placement solution).
- One of the doors over here are not lit properly.
- Near the end of the map, this part of the track is not quite aligned properly.
- I don’t think a vent belongs in an elevator over here.
Map A2
- I think it would be cool if there was a hidden goody in Storage C.
- Like map A1, I don’t think a vent belongs in an elevator (located in the HECU ambush area).
- I think this wall texture from these stairs (here and here) to this area needs to be moved down.
Map B1
- This elevator is too high after using it for the first time.
- A couple of textures over here are a bit messed up. Different angle: https://i.imgur.com/xtmFTiR.jpg
- In the beginning of the map, this grenade is floating in midair.
- Some of these boxes in this part of the turntable area are not lit up properly. https://i.imgur.com/wC6ldll.jpg
- Near the end of the map, this part of the track is not lit up properly.
- In this area, there is a vent in this elevator.
Map B2
- When in this map I’ve been constantly getting the following error from the developer console: “Material modes/props_oaruncut/bms_metaldoor_8 does not support vertex format used by the mesh (maybe missing fields or mismatched compression?), mesh will not be rendered. Grab a programmer!”
- This part of the track is not quite lit up properly.
- Like in the alpha version, the .50 Cals are both floating in midair and lack of collision.
- Part of these pipes in the Inbound-like area are not quite lit up properly.
- This box near the end of the map is floating in midair.
- In this area, there is a little bit of z-fighting on the left side (here and here) and the right side (here and here).
- This part of the track is not aligned properly.
- For some reason, these soldiers are looking the wrong way when you encounter them after going through the loop for the first time.
- Like the alpha version, there is a texture issue in this area.
- The lighting of this part of the floor is a bit off.
- In this area, there are a couple texture issues over here and here.
Map C
- When going up in the beginning of the map, could you move this sign from here to over here? My reasoning for this is because unlike the stock C map, you can’t see the sign in the OaR Uncut version unless you look behind while going up.
- I also found a texture issue on the same floor as #1. Another image: https://i.imgur.com/4ss7eBb.jpg
This happens in real life as well. As long as the gap between the rails is small enough that the wheels don’t get stuck inside it, you’re fine. You might feel a bump, though.
Fucking this.
You mean these headcrabs?
Don’t know why you’re not seeing them. They probably moved around a bit in your playthrough.
I think you could put a depleted health station in this security office in B2. It would make sense on a freightyard that had been attacked.
The laser alarm is invisible at the bottom of the ladder. Nasty suprise guaranteed.
Just finished the beta, and the improvements have really payed off, the optimisation and the side rooms have really improved the gameplay, but most importantly, the hallway looking empty in A1 is no longer a problem, haha.
Ehm…anyway:
In A2’s office, I think the sense of direction would be slightly improved towards the security office if you put the security symbol of the line here, rather than in the actual stairs.
Also if you took away the security direction line from this wall because it gives the idea that the security office is not upstairs
Is it also possible to rotate this room in 90 degrees anti clockwise?
I think doing this would improve 2 things:
- You would be able to directly see the soldiers getting pulverized by the Houndeyes.
- The shockwaves from the Houndeyes make the executed bodies fly away from their spots, and I imagined that scene was supposed to be one of the most impactant of the map, maybe even the game, so seeing their bodies flying around really takes the scene away.
Also long time ago I wrote in ModDb an idea concerning the flare scene and how to improve it, I hope you didn’t forgget. I posted it here too but rather than posting it again, just picture this:
You’re walking and you hear an explosion far away (maybe add some lighting so it seems like an explosion, smoke maybe too after) some time passes, the ospreys start to fly, and then the flare is shot, and one of the 3 ospreys deviates from the rest into were the flare was shot, and maybe afterwards see the Osprey lifting from there (with smoke on it too, if you want, to show that it took some damage).
As for the flare itself it should fall much faster and turn off after it fell 1/4 of the distance.
The convoy and flare sounds should also sound more distant. Cheers!
It’s perfect because it directs the player as explicitly as possible without actually forcing them to follow the directions, so now it’s completely the player’s decision whether he wants to explore or go directly to the destination. Without them, exploring is sort of the only option. To me the stripes seem a little too pristine, though. Compared to the blue on the bottom of the wall, they seem recently painted (which I suppose they could have been, but I think it would fit the aesthetic better if they looked as old and worn as everything else).
Feedback For OaR Uncut A2 Beta Map - Part 1
- In the tunnel across from the HECU freight elevator encampment, center the red light above the blast door https://i.imgur.com/6KbicEi.jpg
- In the area where the two boom gates are, for consistency and a more polished look, consider adding a curb to the base of these walls:
a) https://i.imgur.com/8Zfk9Ux.jpg. Wall on the opposite side https://i.imgur.com/z2F0HvK.jpg
b) https://i.imgur.com/TUirDhT.jpg. Wall on the opposite side https://i.imgur.com/N4yAtWY.jpg
c) https://i.imgur.com/8dMuHgG.jpg. Wall on the opposite side https://i.imgur.com/4mAT18j.jpg
d) https://i.imgur.com/tfmxauV.jpg. View of the opposite side https://i.imgur.com/t3WvlJz.jpg - In the same area, and for the same reasons, consider adding raised wall cladding:
a) Here https://i.imgur.com/Q2UPYpd.jpg. Wall on the opposite side https://i.imgur.com/DpvX3oq.jpg
b) And here https://i.imgur.com/74IttWn.jpg. There is no wall directly across, but it ties in with the others, including ones that already exist. - There are a couple of issues with the ceiling air duct that crosses this area https://i.imgur.com/EG65ByY.jpg
a) It makes the immediate area feel somewhat claustrophobic.
b) If the player is under it and jumps, he/she will hit their head.
c) If the player runs towards it and jumps, he/she will hit their head and their forward progress/momentum will be stopped.
d) It interferes with having an unobstructed view from one side to the other https://i.imgur.com/aFff7I0.jpg and https://i.imgur.com/AwbLIM3.jpg
It’s more detrimental than beneficial. Consider removing it, or, at the very least, raise it up and clip half of it into the ceiling. - If possible, consider raising this grated ceiling https://i.imgur.com/WeAkpL8.jpg. It’s too low, and makes the area feel very cramped.
- In the “blue screen” office, position this wall light https://i.imgur.com/oMfeZWf.jpg like the other same-type lights. It also clips into the wall.
- For this office https://i.imgur.com/veASJ83.jpg, add a floor threshold to conceal the change in textures https://i.imgur.com/yWN7aM0.jpg, like here https://i.imgur.com/msA3rsS.jpg
- In the cafeteria area, this handrail post isn’t properly aligned https://i.imgur.com/G2hwGEg.jpg
- There are slight gaps in these handrails https://i.imgur.com/dnHry4w.jpg
- When walking over these grates https://i.imgur.com/oSwkZ3T.jpg you hear metal footsteps, instead of grate footsteps. Further along, when walking over these grates https://i.imgur.com/ne40MTO.jpg you hear concrete footsteps. You only hear grate footsteps when you walk over the removed grates at either end https://i.imgur.com/6vbS2kN.jpg and https://i.imgur.com/iY5vgWE.jpg.
- Center this wall light https://i.imgur.com/TCPQbDm.jpg, like the one across from it https://i.imgur.com/NUCbthX.jpg (slightly off-center)
- For these fluorescent lights https://i.imgur.com/NdWshHx.jpg, position the right mounting rod for the rear fixture, so that it’s in alignment with the front fixture https://i.imgur.com/Xtmc8Yz.jpg, like the adjacent ones https://i.imgur.com/QeLszBB.jpg
- There’s inadequate lighting represented on the left side of the cafeteria kitchen https://i.imgur.com/beZyC7B.jpg. Consider adding an non-illuminated fluorescent light to the left side https://i.imgur.com/cHcc7gF.jpg.
- There’s a lighting anomaly on the cafeteria kitchen floor. See attached images 1 and 2 below.
- In the upper Locker Room https://i.imgur.com/hXInXoA.jpg, remove this light, as it doesn’t belong here https://i.imgur.com/CSCdKdm.jpg
- Position this fallen light fixture so that it’s a little more out of the way https://i.imgur.com/P49mOwr.jpg
- These handrails https://i.imgur.com/rkqwMLv.jpg have a texture z-fighting issue here https://i.imgur.com/rBPUmKQ.jpg
- This security office https://i.imgur.com/s1gTcCb.jpg has several issues that I’d like you to consider:
a) The two doors don’t match.
b) The door on the left initially opens both ways, but then it only opens outward.
c) Reposition the desk that’s on its side next to the filing cabinet, so that they form a proper barricade.
d) Move and rotate this fluorescent light https://i.imgur.com/6sDI5zS.jpg towards the cabinets to better illuminate that part of the office. - Reposition the lights above the two elevators so that they match all the other same-type lights https://i.imgur.com/EWq167E.jpg
- The base of this boom gate https://i.imgur.com/4JTw49y.jpg clips into the adjacent support beam https://i.imgur.com/1Dwv7Aa.jpg
- In the upper area where the HECU freight elevator encampment is, these handrails https://i.imgur.com/MvdfMIp.jpg have a texture z-fighting issue here https://i.imgur.com/qN3zE2g.jpg
- The freight elevator https://i.imgur.com/gKdxWSJ.jpg also has a texture z-fighting issue. See attached images 3 and 4 below.
- The sparks from the elevator control panel https://i.imgur.com/IzgaU0h.jpg originate too far away from it https://i.imgur.com/IbflTwW.jpg
I noticed issue #23 occurring in several other places in OaR Uncut, and in ST Uncut v2.0 as well, with almost all of them being very noticeably far from the arcing object. In playing parts of BMS recently, their arc point positioning was spot on in every instance that I came across. You may want to revisit all of your arcing occurrences during one of your quality or optimization sweeps, leading up to your final release.
- The sparks from the elevator control panel also pass through the elevator floor and can be seen from below https://i.imgur.com/XHL7Rim.jpg
- Adjust the monitoring position of this security camera to the right https://i.imgur.com/1lNvJCH.jpg and https://i.imgur.com/H6kA1xq.jpg
- Consider adding a light here https://i.imgur.com/avPnsjz.jpg to mimic the one that’s directly across from it https://i.imgur.com/Lkqw9a0.jpg
- Approaching the track side HECU encampment, there are three tunnel support frames in close proximity to each other https://i.imgur.com/gpo1MZx.jpg. Maybe one or two could be removed.
- Consider using wall cladding that has a straight right edge and butt it up against the vertical support https://i.imgur.com/P8xl8cm.jpg
- Consider raised wall cladding here https://i.imgur.com/3GIaOrK.jpg to match other instances in this tunnel https://i.imgur.com/jtDmUWn.jpg
- Consider raised wall cladding, here https://i.imgur.com/UXHwoE0.jpg and here https://i.imgur.com/aV3S5TV.jpg to match other instances.
- Consider repositioning the lights in the freight elevator shaft. These lights are positioned correctly https://i.imgur.com/jnp1CGH.jpg, in that the lights are below the horizontal wall trim/support. The rest of the lights are all situated directly above the horizontal wall trim/support https://i.imgur.com/nJ39A41.jpg and https://i.imgur.com/3c4PFBT.jpg and https://i.imgur.com/Yrtuwht.jpg. This design would tend to block light.
- In the tunnel across from the HECU freight elevator encampment, consider spacing the three sets of lights so that the distant between them is more equal https://i.imgur.com/oyrbfB2.jpg
- Here https://i.imgur.com/jsftWHO.jpg, consider removing this light, as it’s not really needed https://i.imgur.com/uQqMLzT.jpg
- On the lower level of the Office Complex, there are a couple of issues with ceiling texture alignments:
a) Just beyond the massacred scientists https://i.imgur.com/mz1MqWk.jpg, here https://i.imgur.com/JXE2Zp3.jpg
b) At the Break Room, here https://i.imgur.com/jv8fODz.jpg and here https://i.imgur.com/4cR7RVy.jpg - Outside the Office Complex security office, consider rotating these pipes, https://i.imgur.com/ZJMqF5f.jpg and https://i.imgur.com/PMXj8je.jpg, 90 degrees, so that they don’t intrude into the hallway proper and diminish/detract from your magnificent long vista https://i.imgur.com/1ycoYVN.jpg (they do… they really do).
That’s all the feedback for OaR Uncut A2 Beta Map, for now.
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Thanks for the heads up
Re-played OAR Uncut a second time! Still awesome! Now: some more feedback for you!
(BTW: If you are particularly interested in any of these, and/or they are not clear, let me know, and I’ll grab some pics)
First off: as with everyone else, I’m digging the Anomalous Materials stripes in the A2 office complex. One thing to improve on it, though: in the section where the player first encounters the stripes, it might be nice to have some sort of light shining on the stripe labels. That room is quite dark, and with the Vorts and Soldiers everywhere, it’s quite easy to miss. It’s not a huge issue, but if you could spare the light & model entities, I think it would be a boon to new players.
Next, the roll-up door in the B2 Inbound-style cave area, the one embedded in the rock face. If you could spare the brushes, it might be good to line it with some concrete. It looks kind of strange in it’s current state, just sitting in the rock.
Last piece of feedback for now: I want to second people’s suggestions of modifying the sounds for the convoy and flare. I’m assuming that those sounds aren’t in stock Black Mesa? If not (or even if they are?), maybe some of us could edit/search for/create new sounds, and you can pick what you like from the lot? If you want to do this, I think I could whip up something…
One last thing… I know there is a EXTREMELY small chance of you liking this… but I have to admit that I think it’d be cool to see the G-Man strolling across one of the catwalks at the end of A2. If you’ll indulge me in an explanation: it would be fun for it to not be triggered just by the player entering the room all the time. Rather, there could be some small (non-disclosed in-game, or by you) objective the player will have to meet for him to appear once they get to the catwalks. Good chance for you to hide something in the office complex, and let us find it/figure it out!
Just a little idea! If ya don’t like it, that’s fine! Just figured I’d present you with it!

















