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

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.

  1. 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.

  2. 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.

  3. 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!

So Text, are the things that you said you would change and fix based on B2’s feedback and your own opinion going to be towards developing B2’s Beta? I mean is that the next step right now and you know what to do for it, or are you still working on other stuff with the map?

Cave Tunnel…

Visual Ideas perhaps something will come by looking at these

Drilling Machine… It has conveyor belt on it for all the rubbel perhaps there could be something with this??? Just a visual for something new… Not suggesting the drill should be actively tunneling.

unfinished or abandoned lol man on platform!! scaffold?

really like this wall design

I posted this in your moddb page becuase I couldn’t here, but it seems now I’m able to. I just wanted to say like the others that your work is amazing, and that I had a few rewuests concernig B2:

I just wanted to ask a few things concerning the flare and the convoy in your B2 map. I think you should make the convoy script only happen when you climb the crane because it seems people could really miss it. I didn’t see it myself until a third playthrough of the map.

As for the flare, I think it should fall from the sky much quicker because it seems odd that it just stays there in the air. Also I think you could edit the osprys passing through along with the flare, by making the ospreys pass through first and then the flare is shot, and you’re able to see one of the ospreys deviating from the others into where the flare was shot, and land in there. Maybe even add some effects along with it like, being able to see a light coming from behind the warehouse where the flare is supposed to be shot, implying that an explosion happened before the flare was shot, and then maybe even being able to see the osprey flying away with some smoke to show that it was damaged after supposedly having rescued the soldiers. I think it would make the scene loo more epic.

So, the installer won’t do overrides to BM_C2A2A0, meaning I won’t have to reinstall the BM_C2A2A0 Loop Mod (I refer to the 1st map in Black Mesa: Source’s stock On A Rail map set as “BM_C2A2A0”, for consistency with the numbering scheme of BM_C2A2A1 & BM_C2A2A2) if I already have it? Granted, .RK did mention that he wouldn’t mind at all if you pack it in

Oh sorry. So if you approach the room with the movable crate and switchable rails in it through the doors in the rocket room, you can easily kill all the enemies there by shooting through these stairs. Now that I think about it there probably isn’t anything you can do about it, the AI just isn’t smart enough to walk around and use these stairs. I wouldn’t worry about it too much it just makes those enemies easier to kill. Maybe a possible way to fix it would be to remove the crates blocking the view of the bullsquid and houndeyes?

And every point you’ve made about the B2 map makes complete sense. I agree with all the points you’ve made so far. You’ve convinced me that B2 doesn’t have too much action or need to move the turrets etc etc. You’re doing a great job with the maps!




Heh. Dun forget Text, you’re the reason I even did any modding here in the first place. :stuck_out_tongue:

Also to be fair, Loop Mod is a heavily modded A map. Thankfully I had the sense to not install the A map that comes with this version of OARU.

https://www.youtube.com/watch?v=XgeQfffNwPE

Finally got the blind run uploaded, much later than I would have liked.

Unfortunately, the audio just didn’t work out. Again. Which means all the reactions are pretty much lost. I just ended up commentating the whole video from scratch.

I’m actually pretty bummed about it, especially since I thought this method would be fullproof. Oh well, I guess. At any rate, I hope you find it useful.

And on that note, I have two more pieces of feedback:


Move the health charger to the wall where the batteries are now, or if not that to another more prominent location. As you’ll see from the video, I missed it where it was located.


Move this door back into the inlet or bring the concrete forward. As it is now, were this door to open during normal hours it would go completely through the top of the structure.

I found a slight hole in a wall in one of the actual Black Mesa maps that yours link to. I’m not sure if it was there or not before, but in the room where you go upstairs to open the Silo access door, the diagonal wall to the left is broken beneath the window.

So apparantly I didn’t take a screenshot. Hopefully my description makes sense.

Also, the lights around the diagonal wall in the canteen (which is awesome, by the way) are a bit too powerful.

And another minor issue, on my way traversing the first UPWARD spinning tram lift. I stopped a few feet short of the lift to go up the ladder first. When I came back down and got on, pressed the forward button… The lift started going up. But my tram wasn’t quite on it all the way. And it went up too, spinning at a weird axis to the lift.


Erm, just realized, that might have been in another vanilla black mesa area, heh…

Text, it looks like you can download the Office Worker at GameBanana for your mod.

Link: https://blackmesa.gamebanana.com/skins/127593

Also, Maestro Fenix fixed some errors in the construction worker model. You should hopefully be able to view it in Hammer now.

Link to updated Construction Worker: https://blackmesa.gamebanana.com/skins/127592

I just finished playing OaRU for a second time. First time through, I just played the chapter alone. This time I’m doing a full game run.

Text, please ignore my earlier comments about the office areas not looking disused enough. On a second pass through, and in context followup from Power Up, it’s fine as is. The entire rail sequence in BM looks like a hastily decommissioned set of lab areas, and Gordon’s not the only one thinking that the rail is a decent way out of this place. The dead scientists and guards were people trying to escape and not succeeding.

This time, my tram got stuck on the track leading into the turnstile ambush. Couldn’t move forward or back, only choice was to take the rest of the way on foot. Generally, the rest of B2 seemed to hold up well without the tram. The only glitch I saw was when I reached the outdoor trainyard area, exiting the warehouse through the pedestrian door rather than lifting the tram door.

Doing it this way, the tram soldiers never appeared. The Apaches flew past and the music cued just fine, just no tram soldiers. Otherwise, B2 played pretty solid.

A door that opens to a wall (at the end of the office complex):

The weapon does not turn with the crosshair:

Hey Text, great job still on B2 as well as giving points to my feedback.

About that crane, perhaps you could just put a sign on there? Something along the lines of “Vertical Clearance” or something? Is it still possible?

While I love the corpses of construction workers in the map, which makes sense since it IS a Mat Trans system, I wonder if it’s possible that you could get to see one VERY BRIEFLY alive and then shot down to death. I would imagine the 50 cal bunker emplacement tearing the shit out of the poor guy, or the HECU from the hut in a style similar to the scientist’s death in Office Complex (you know, the one before you see the scientist hanging in the ladder to his eventual doom). I would imagine this would be epic if possible but I doubt it.

Possible to make an opening here, so we can access this part from this side aswell?

Random HL2.exe crashes in the maps, last one with the zombie guards when going down ladder where u have those broken tram (after the open trainyard), first alot of stutter (lag), then freeze and crash

Possible to add ramps at the end of them? More realistic I guess to load heavy stuff on the perron and then on the train

So I was playing A2 again and thought of an idea.

Perhaps the zombie ambush would be better if instead of it being open and the corpse being dragged in, you had the doors closed and either had a marine burst out of them being overrun, or have sound effects of marines screaming and shooting, and then zombies bursting out?

Sounds cool to me. Just a thought.

Uh, neah, I think that moment’s better how it is. What you’re suggesting really wouldn’t fit with how Text is trying to suggest stuff happened in this section of the complex, as opposed to stuff is happening in this section of the complex.

Here’s all the feedback I have for On a Rail Uncut Alpha.

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. The elevator starts too low before using it for the first time. It is much higher after bringing it back down.
  2. The soldier at the very end of the map should looking towards us, not away from us.
  3. Z-fighting on this part of the track.
  4. Z-fighting on this part of the track.
  5. Z-fighting on this part of the track.
  6. This box doesn’t have any collision on its left and right side. Same thing with this one.
  7. In the “SHOOT HIM IN THE FACE!” scene, I could here a HECU soldier say “Shit!” even though I already killed them both.
  8. There’s z-fighting on the track leading to the turntable ambush.

Map B2

  1. In the beginning of the map, this texture over here is not completely colored orange. https://i.imgur.com/YsoaCpx.jpg
  2. In this area, there’s a little bit of z-fighting on this part of the track.
  3. On the other side of this area, this texture is not connected unlike the one on the other side.
  4. In this area, there is a bit of z-fighting over here. Here’s another view of it: https://i.imgur.com/WuNvLhN.jpg
  5. In the same area, there’s a little bit of z-fighting on this part of the track. Here’s another view of it: https://i.imgur.com/8a9RBHz.jpg
  6. In this area, this texture is not connected on either side (here & here).
  7. On the opposite side from viewing the guard vs. HECU soldier fight, there’s a little bit of z-fighting over here. Another view: https://i.imgur.com/Bm7LGQG.jpg
  8. I believe the jump from this truck to the hidden goodies over here is too difficult. Could you move the truck a little closer to the goodies so that it’s easier for new players?
  9. It seems that I found a tram bug in this map. When moving backwards from this loop to right here, I end up moving forward for a second.
  10. I think the electrical box and the sign (if the wire connecting it is not modular) needs to be moved down a bit to align with this pole. I would say the same thing with this one over here.
  11. Also the bottom part of the electrical box is not connected to anything.
  12. On this part of the track, there is a little bit of z-fighting.
  13. In this area, the lighting on this part of the track is a bit off.
  14. The soldiers using the .50 Cals are too loud when far away from them. It sounds like they’re right next to me. The farthest I was from them before they started shooting was where the bullsquid was.
  15. When playing through the map normally, I can hear the music just after going outside. When playing it on an autosave at the same point however, the music doesn’t play at all. I think it’s the same issue as Map A2 currently has and what Map B1 had.
  16. Could you make it so that the Vortigaunts appear via portal after getting in the Imbound-like area instead of them just happening to be there?
  17. In this area, this tram doesn’t show up until getting in this map.
  18. In this area, you can see a hint of z-fighting.
  19. For some reason, this door opens even before the soldiers get near it.
  20. Could you extend this handrail a bit?
  21. This part of the concrete is a bit messed up here.
  22. Could you get this part of the concrete to collide with the stairs?
  23. In this area, this texture on the right side of the track is a bit messed up.
  24. I couldn’t crouch jump from here. Could you raise the ground up a little higher?
  25. In the .50 Cal area, these boxes are floating in midair.
  26. They also don’t have any collision. https://i.imgur.com/diIrNGy.jpg
  27. In this area, could you remove that wooden thing so that players don’t potentially end up getting shot to death by the sentries?
  28. There’s also a texture issue over here.

Map C

  1. In the very end of the map, I can see some things through here.
  2. Above this door in this area, I can see part of the night sky.

whoops…

The Goods lift where you can go up and destroy the explosive crates… before going up on the tram lift…

Can you put a button so as you can send this lift up without having to travel inside it…

It should be the yellow model construction elevator from Half Life 2 episode 2 whichi is really small… Worth a thought?

Dynamic prop

Having open shipping containers with nothing in them is abit unnessasery. Why put it there if it has nothing in in?

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.