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

The way I see it, there are 3 options:
Keep rotation speed but lower lift speed.
Keep the rotation speed but when it reaches the floor, it stops, but keeps rotating until facing the right direction.
Increase rotation speed 50% and decrease lift speed 50% (maybe noone will notice?)
Change it to a lift like the one we encounter at the beginning of A2 with the 3 Soldiers on.

If you’d like, pick one of those, or make a test map with all of them to see which one’s the best. The only thing I don’t like is increasing the turn speed too much, because as a freight lift, such a quick and sudden turn would endanger the cargo on board, and pose a safety hazard for the operator who could either fall of or get crushed by falling cargo.

Maybe you could put a set of tracks on that second floor to justify the elevator turning as it does. We wouldn’t be able to access these tracks of course, but it would at least explain it. And then after that we could take Someguy’s suggestion of halving the lift speed while doubling the rotation speed.

After spending hours upon hours playing with different potential layouts for B2, I’ve come to the conclusion that a good one can’t be achieved without editing a little bit of the C map. The constraints based upon the positioning of B1 are just too tight, and they pretty much would be regardless of how B1 is laid out, primarily because the tunnel to C is tucked tightly underneath the B map.

Thus, I’ve come to the conclusion that I need to edit C. I really didn’t want to have to do this as decompilation makes all sorts of weird problems, but it’s necessary. The only important change I’m planning on making, layout wise, is mirroring the opening tunnel so that it approaches the turntable lift from the right rather than the left. That’s the only change I’m going to make - the rest will be rebuilding the broken areaportals/occluders and overlays. This change gives me much more flexibility and room to create a good layout for B2, I’ve already drawn up a pretty nice idea in my head.

I’m now just drafting the whole basic layout for B2, should be done in a day or two. I get the feeling the outdoor area is going to be smaller than I’d hoped for (in terms of playable area, the skybox can still be as good as I pictured if I can pull it off), but hey, I have to work within the limits of the existing layouts.

Is it weird I was kind of hoping you’d change existing maps? Even if it is a very very small detail like that, I dunno. Just makes the whole thing feel connected for me.

@ Text,

Came across a basic real-world design issue concerning the tram turntable area. In concept, the BM Mat Transport Sections should have the versatility to handle/transport any manner of their typical materials, but as you can see here https://i.imgur.com/99Wmzhi.jpg, even two crates stacked on top of each other presents a problem in getting by this overpass. Other crate types are even taller than the example depicted. Now, the alternate track into the tram turntable area could be used for taller materials (an inefficient solution), but, as you know, there’s a second overpass that presents the same problem, when leaving the tram turntable room heading towards the tram elevator. These restrictions would hamper their normal day-to-day cargo movement activities, not to mention, a lot of potentially crushed fluorescent tubes, when transporting the extra tall crates.

If you’re editing existing C map then maybe you can add another soldier ambush after launching the rocket. That would extend the gameplay.

This has been mentioned before, but it will not happen. Launching the Rocket is supposed to give you a feeling of accomplishment, your moment of victory over Man and Alien. A lot of people were disappointed at the lack of music for this scene in Black Mesa. Having an ambush would completely ruin that moment.

I know why you don’t like the dimming. Show me one warehouse or other storage place which has dimmers on the lighting in that location :wink:

I’m with you, sectional on/off a la Unreal 1 … That’s kinda the vision I got in my head when I heard this idea the first time.

edit:
Yes, fading up the lights (with some flicker) might be reasonable while cutting the light immedately to dark makes the most sense (that’s what I get for commenting before reading through the rest of the posts)

On a Rail Uncut Alpha Feedback for Map B1 (continued)

  1. Could you get this laser to turn off after the 1st and 2nd turret are destroyed?

That’s all the feedback I can come up with for now. I’ll add a little more if I find anything else.

BTW, how’s the work going on map B2? I’m really curious about it.

In BM those lasers are ON even if the turrets are disabled.

I could’ve sworn that there were at least a couple areas in the On a Rail chapter where those lasers turned OFF after all of the turrets were disabled.

An explosion would kill the lasers

Hey Text really liked the new media release video and looking forward to the last part…

Before you finish the last of your maps… Is there anyway you could find a spot to include this omitted piece of music from the OST… The reason I say it because It would suit the atmosphere of on a rail well.

Joel Nielsen - Office Complex (Not used in game)
https://www.youtube.com/watch?v=GTPBXAMFeW0

Keep up the great work Text… Looking good

Edit Thought I had better Elaborate the piece of music by Empire was good and fitted well… The piece I suggested I thought conjures a similar mood as OAR is all about the piano until we get outside and then it’s my favourite track of the whole soundtrack… Anyway before babbling the music is good in the fight the piece I suggest is similar but not the same would work well in my opinion and hope you like the suggestion.

Are you going to be doing the ducking the crates in the next map? will be very short map if you have some artistic license for the next map… I’d go for a zombie apocalypse behind a thick metal door or something… like the HECU Locked a bunch of scientists and security guards underground and they have become headcrab victims… say 20-25 zombies behind a door (and I mean right behind the door and idle until the door goes up) and perhaps 7 headcrabs for affect (also Idle until trigger) and a Turret behind sandbags to get them out the way but you have to retreat from the door switch to the sandbag turret… That will definitly pad it out and satisfy… The moods right for crazy stuff like that in dark and dingy underground subway system put a few ones without legs too that the turret can’t hit perhaps.

The music I suggested perhaps can play when you make it through the door on a trigger set a few feet in… basically I think Black Mesa does need a zombie apocalypse moment and OAR is perhaps ripe for it that is an “Oh Shit!” moment If you catch my drift.

This area if you like the idea would be an area that you have to go to to open a door to get the tram through for instance and could not pass without opening the door to get to the switch to progress.

one more thought on this idea some bumping sounds like the zombie who bashes his head against glass just before you approach the door can be heard

If you have already finished your plans then I guess I am too late to the party for OAR uncut but hope you have some artistic licence for the last map.

Black Mesa is inconsistent with whether the lasers go off after the turrets are dealt with or not. Sometimes they do, sometimes they don’t. I opted for don’t here, due to entity count issues.

B2’s gone slower than I hoped, but I’ve got a pretty good basic layout drafted at this point. Once I’ve fleshed out the bare bones of the outdoor area a little bit better, work will really start to accelerate. Currently trying to figure out how to better incorporate F’s loop into the outdoor area, as currently the loop would be unreasonably large. No idea how long it will take me. If I suddenly hit a stride like I often do, it could be a matter of days. Or weeks. Depends really. Hoping to get a good day in tomorrow. The actual aesthetic of the outdoor rail system has turned out well I think, and it’s certainly the most complex looking part of OaR’s rail system, even though the path you travel is still relatively simple. There are lots of branches and alternate routes.

Correct. This was already discussed - no changes to C map aside from the editing to the opening area.

I would like to, but it’s not practical. It wouldn’t work so well in BM for 2 reasons. 1 - I don’t have a song which fits. 2 - It would come straight after the battle track “On a Rail 2,” which they added in BM. HL1 didn’t have a battle track for the rocket battle. This would mean that if I added a post launch track, it’d be 2 songs within less than 5 minutes, which would stand out and be a bit awkward.

Just had a thought after looking at the original HL layout earlier. I realized that the entirety of F is at a higher altitude than G/H. And I’m hoping you might be able to account for this, since the transistion between the two is a decending elevator with four turrets guarding the bottom and some zombies in that side room there.

My pitch though is since the rocket is in the raised position at this point, possibly being able to see the tip of it over the hill. Not entirely sure how B2 is located in regards to the C terrain but I think it would be a neat effect if it could be done.

I’m probably late, so forgive me if these have been pointed out already, but at the elevator with the explosive boxes there isn’t a button to call the elevator again, so if you send it up with a satchel you can’t get it back, and if you accidentally sent your tram up, you’re screwed.

Also, issue I had with the ambush, I tried to take the enemy tram but I couldn’t catch up to it so it drove right into the red door and stopped, did the ambush, and then when I went back for it it would not let me drive it anymore.

Another issue, I tried to go back for the other tram but after turning the turntable the tram would just stop in the hallway leading up to the ambush room. I had to load my save and bring it in first, then turn the turntable.

These are not issues. Trams do not like each other. Having more than one tram on the same path leads to problems. Throwing in a turntable leads to catastrophic problems.

You can only use one tram at a time, so it’s set up that if you jump on the Military Tram, it’ll become yours and the old tram is permanently disabled. If you do not get on the military tram and it reaches the red door, this tram will become permanently disabled.

@ Text,

I’ve concluded my feedback for map Alpha1-B1, at a total count of 171 issues O_o :sick: :what:. Hopefully you’ve been following my feedback for B1 and that it will be beneficial to you towards the building of map B2.

Being that my feedback is very precise, please take the necessary precautions to eliminate any legitimate issues being overlooked and/or falling through the cracks. Going forward, I’d like to avoid having to provide you with reminder lists of previously reported issues that are not addressed in your upcoming Beta and RC release candidates. The focus of feedback on your subsequent releases should be on newly discovered issues, not previously reported ones. It ends up being a waste of resources, and frustration on the part of your feedbackers.

I’ve invested a lot of time and effort (as have other community members) in detailing and laying out my feedback issues in a clear and concise manner, in order for you to address them in a simple and organized manner. Please make every effort to do so.

We should avoid the “spinning our wheels” scenario that, in my view, we experienced with feedbacks concerning ST Uncut. The whole feedback mechanism should be a huge benefit and not a hindrance. It defeats the purpose, if it is so.

In any event, utilize my feedbacks to their fullest potential in maximizing the development and polishing of all your OaR Uncut maps. I can hardly wait until they are all finalized and in our sweaty and clutchy hands.

Rest assured, I’ll FOREVER be in your corner, whatever project you decide to take on (however much discomfort, pain and suffering that may bring to you!).

For now, bring on map B2, baby!

Dude? We all very much appreciate your effort(s)…but…check your tone?

:pirate:

what’s wrong with his tone?

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.