Sorry for double post - too much writing for one post.
Oh for the love of all that is sacred, hell no! NO BLOODY WAY will there be an OaRU v2. Never. Ever. Forever never. That scene will be somewhat revisited for the Beta, but please NOBODY think that I’m going to do OaRUv2. ST Uncut was different because the quality throughout the maps was kinda inconsistent, as some areas saw 3 - 4 redesigns while others saw nothing; and also because it was my first non CS mapping project. There were so many damn mistakes. There was also missed potential and the BSPs had space for more stuff to be added, so I did. With OaRU literally only A1 has room to add more stuff, all the other BSPs are stupidly full. And the beta will see more content for A1 anyway!
That aside, cheers for the feedback though! Sorry I dwelled on that one point, but I had to make sure you all knew!
Great post mate. Literally going to do/fix everything that’s been said here. Brilliant stuff.
You realize that you’re asking me to release somebody else’s mod with my work, right? I wouldn’t dream of doing that. Loop Mod is .RK’s work, and even with his “blessing,” it just isn’t right. As for the installer, it will likely only have the option to toggle between “Full,” “Lite A” and “Lite B”. Compatibility with other mods isn’t needed yet because OaRU ONLY adds stuff. No stock Black Mesa stuff is modified as far as I can remember. I’m going to try my best to keep it that way.
I’m 95% certain this is a Source bug (NOT Black Mesa specific) which I can do nothing about. Reversing over path_tracks with “branch tracks” (the entity setup I use for switchable rails) just doesn’t work properly. I have one idea which might make it better, but it remains to be seen whether that will work.
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Not much I can do about it really. It’s the way the model is, and I don’t want to move the platform down as it’s almost at the perfect height - not too low or too high.
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That’s the point! Why would you intentionally jump on a tram in such an unstable position? It’s a dumb thing to do, so if the player doesn’t die from the fall, they’ll activate the turrets! I imagine most players would probably save the game before they did this, at any rate.
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It’s buggy. I’ll see what I can do to fix it.
Yes to the Mat Trans decals, no to the secure door before the warehouse. You already have to deal with way too many doors by this point!
Targ is right here - it’s a programming thing (though it doesn’t always happen at transitions, it’s kinda inconsistent). Nothing to do with me. I’ve had it happen on the stock OaR maps too.
Yes, definitely.
This is all excellent feedback - thank you so much, but there’s only three things I’ll really respond to. You can safely assume I’m going to try to fix all the negatives listed because I pretty much agreed with all of them.
A1 - I’m really not sure what you’re describing here, I’ve never heard of any problem like this. It sounds like an AI bug. Can you elaborate a bit more as to exactly what you did here?
B2 - Great idea, will definitely do it. Not so sure about the player getting shocked by going in there, but we’ll see.
C - Sadly, too much work, and C is already full. I don’t think adding tripmines to the existing layout would work that well either.
Glad you enjoyed it .RK. Always nice to hear praise from a fellow modder, particularly an excellent one such as yourself. I’ll address the points I quoted, everything else you can assume is gonna get sorted.
Side area - this place will be the first area to get scrapped if I need the brushes (the only entities present are lights so it really doesn’t matter much for that). Currently though, I don’t need brushes or entities, as I’m not going to add anything just yet. Having that side area doesn’t hurt performance at all, and climbing down it is a valid tactic anyway, so for now I’ll keep it. I won’t hesitate to remove it if the need arises, however.
Forklift - FORKLIFTS ARE THE SHIT DUDE. No way is that tiny little ramp going to defeat the almighty forklift. No seriously, they are ridiculously heavy, with breaks from heaven. Ain’t gonna fall down on a small ramp with no weight.
Yeah, I think the section of tunnel (from A, but can’t remember where) I prefabbed my tunnels from had misaligned textures. It’s present through all of my maps, not just there, but on the concrete atop it as well. Will have to fix it one day when I don’t mind spending 5 hours aligning bits of concrete - which may actually be never, because who the fuck in their right mind wants to do something like that? No but seriously, it will get fixed!