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

@ Text, I’ve updated my post #1129 on page 57, with some additional comments. I wanted to keep them within that particular forum post, which includes my initial feedback report for OaR Uncut Alpha1-B1. Please venture there to read my new comments.

Thanx, and once again, AWESOME job on OaR Uncut Alpha1-B1.

I had same problem with turntable too. it was so funny that i had to make a video of it :smiley:

https://youtu.be/B17iIeTmcps

Your video was great! I kind of got motion sickness while watching it, and “mentally” puked. In my mind, you owe me a new keyboard, buddy.

@TextFAMGUY1 I added some more feedback on my post #1110 in page 56.

Edit: I decided to put them right here as well.

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

  1. The last trip mine is lower than the 1st and 2nd trip mine.
  2. Please have this door closed so that it doesn’t spoil the TOW launcher attack. https://i.imgur.com/hqRBmoH.jpg
  3. This part near the end of the map didn’t look quite right to me. Edit: To clarify, I was referring to the track. https://i.imgur.com/EWrqpzG.jpg
  4. For some reason, one of the buttons on this switch is missing. https://i.imgur.com/jvnimSz.jpg
  5. If you kill the HECU soldier before he has a chance of using the TOW launcher, the Vortigaunts will never appear and the two soldiers in the enemy tram are stuck in this position here. https://i.imgur.com/anZDy1p.jpg
  6. When I used the enemy tram shortly after killing them in #12, the tram spun around before I was able to move it towards the turntable ambush.

Here’s a video for both #12 and #13.

  1. When reaching the end of the map, I saw this friendly thank you message blocking my way to get to B2. https://i.imgur.com/yFy6tF6.jpg
  2. I believe the barnacle where the 2 HECU sodiers are chasing an officer with a tram needs to be removed. If you kill the HECU soldiers on the tram, the barnacle could either grab one of the already dead soldiers or it’s tongue gets pushed around. In both cases, it suddenly starts reacting like it’s being attacked. After several seconds, it dies, making it look like it killed itself.
    Version 1
    Version 2

Edit: One more thing…

  1. Could you get this laser to turn off when 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.

  • = Just kidding.

Just wanted to get a couple ideas off my chest.

  1. Considering the tow launcher area, are the vorts that spawn around him needed? that skirmish should be just between the grunt, the launcher and you. The vorts distract the player from seeing the tram coming at you from the opposite end of the tunnel. We already face a lot of them in your maps, whose going to miss 4 more.

  2. Now for the real reason of this post. Text, I love your turntable ambush but the intro to it can feel a little overwhelming and scripted to the player. Look at the way you currently have it set right now. The moment the player enters the area and hits the “trigger” you have the lights go out(add a sound of them going out btw), flares thrown, and the music queued all within the same second. It really feels preplanned and scripted. I realize this is alpha, its an ambush that’s suppose to be in your face and subject to change. However, consider trying this. Once the player hits the “trigger” have the lights go out(pause 1-2 seconds) throw the flares (pause 1-2 seconds) queue the music. It really doesn’t sound like it would make a huge difference, but consider it. Little details make a big difference.

I had a very similar idea for the ambush, except the music would start after you see and hear the lights go out.

The main reason for that is because the Soldiers are not programmed to reload the TOW, so there needed to be an excuse for him not to (Alien attack).

Pre-facing this bugs and small issues post with the fact that I LOVE this map. It really turned out amazing and I’ve already had a ton of fun playing through it a number of different times. You did an incredible job on this text.

Also please PLEASE keep the turntable room as hard as it is now. Video games need to have difficult parts that leave you room to improve. After playing the turntable room several times I nailed down a strategy and improved my play. This was FUN. If it’s so easy that you can beat it the first time with little effort than it will lose a lot of what makes it exciting.

With that said I am not a big fan of the vortiguants on the upper tier that have strange behavior after everyone else is dead. It comes off as buggy when you can see them and you’re in plain sight of them, but they don’t shoot at you. Personally I would rather no vortiguants spawned up there for this reason and instead more would spawn on the second level.

https://youtu.be/B17iIeTmcps
In this video Thundaga posted you can see a bug that I had where strange lines were drawn across the turntable room after the ambush. It looks like they are being caused by the repelling grunts in some way.

https://i.imgur.com/vBD9LcO.jpg
If you look up in the first room where the launch pad access is blocked you’ll see these odd little half circle things. They are thin and don’t look like the ends of pipes or anything so they just look really weird and out of place. Remove them?

https://i.imgur.com/J3ejF6g.jpg
Maybe it’s just because you’ve been labeling all of the switches in your maps, but I felt like this first console button really needs a label saying access to mat. transport or security door or something along those lines.

https://i.imgur.com/hOiG5sd.jpg
This is virtually unattainable unless you spend time shooting it into the perfect position.

https://i.imgur.com/Ppu40JT.jpg
I dunno what to think about this phantom hecu TOW marine. Usually I am open to exploring and not blocking off parts, but this just feels really odd when you continue on foot past the boom gate and there’s nobody there and then when you’ve cleared the other hallway and the marines guarding the security switch you come back and suddenly he’s there. He essentially came out of nowhere. Maybe you could make that boom gate a security door and have the double doors that lead to that area locked, both would open when you pressed the security switch upstairs.

https://i.imgur.com/pKDvP07.jpg
All of the other moving crates on the level seem logical, but these two tracks seem to be pretty pointless the way they are now. Maybe you could have the stationary hanging crate lowered down a few more feet on a wire to give the impression that crates were put onto the trams on the tracks below from this area. Otherwise why would they go there at all?

https://i.imgur.com/i3cZGsA.jpg
The HECU voice “shoot him in the face” seems to originate too far ahead of where the actual marines on the tram are at the time. If possible move the sound origin back a good ten feet and test accordingly. Hilarious seen btw and please keep this line in.

https://i.imgur.com/2IWkAh5.jpg
After I was done with the turntable room I had to backtrack pretty far to find my original tram. This happened because the other tram continued on to this area when I jumped off mine and you’re unable to back up the hijacked tram when it goes into this stop. Maybe you could make it so you can back it up at this point and drive it into the turntable room?

https://i.imgur.com/CA8wgjz.jpg
In the turntable room it’s really easy to jump up from the forklift into the area where these boxes are going and take the turn to find walls with no textures on the other side. Consider putting a player block here. This is probably true of the opposite side as well.

https://i.imgur.com/Z7pO80y.jpg
https://i.imgur.com/dh5LDLS.jpg
No textures here.

https://i.imgur.com/0ZlYCiu.jpg
https://i.imgur.com/905FxmR.jpg
More no textures.

https://i.imgur.com/aH7m46v.jpg
Consider adding an elevator button at the top and bottom for the lift the marines take up. It doesn’t make sense for there not to be buttons for this lift.

https://i.imgur.com/ReaXWhI.jpg
I really like that you added in these electricity beams, but I think this area could be improved by having the two lights above this area out making the lighting of the hallway come from the alternating beams and otherwise being much darker. This would be a cool effect.

https://i.imgur.com/M2dDyQt.jpg
There is not enough room here for gordon to fit and get what’s there.

Precisely. No other option made sense. The Soldier just jumping off the TOW for no reason would be even stupider. I wouldn’t have added the Vorts otherwise.

I will test this next time I work on B1, but I’m pretty sure all that is very easily fixable, just by having the train disable the previous path_tracks on the turntable as it passes them. I’ll see what I can do.

Did you really need to call the ambush sloppy? I worked seriously fucking hard on it, it took me at least 6 hours just to get the turntable working in its current, buggy state. There is a VERY good reason why everything happens so quickly, and it’s because of the way in which AI and physics objects behave on the Source engine. It has nothing to do with my work on that scene being “sloppy”. If I introduced the delay, as you’re suggesting, it would be very possible, and easy, for a player approaching from the side, to walk up to the Marines before they throw the flares. It would break the scene completely, because not only would the Marines be sat there crouching, ignoring you (due to how scripted_sequences work) but the Flares would be floating there in mid air, unignited (due to how physics objects work, I can’t hide them).

Don’t get me wrong, it’s not a bad idea, and I’d love to have things a little bit more spaced out, and I’ll see what I can do about it. I can, and will, certainly add a sound for the lights going out. Just please don’t call my work sloppy when you don’t really know the workings behind it. I know that little details make a big difference.

EDIT: Regarding the “misplaced” battery at the start of the interior section which people keep pointing out - it’s very easy to obtain - pick it up with E! Same with the one at the end of the level.

EDIT 2: Lots of great feedback has been raised by posters today. Some of the more easy to address things I will talk about tomorrow. Really tired right now though, so will disappear to bed! Work begins on B2 tomorrow!

Speaking of the lights going out, would it be bad of me to ask for them to just go out instantly and come on the same way (or maybe have them come on in sections)? Something about the dimming and undimming bothers me, I’m not sure what or why. But it’s enough to kinda make me wanna not touch the light switch.

Alright maybe sloppy was horrible word to use, so I apologize for that. So much so I went back to change it. Let me reword it better, everything about your ambush during and after was superb. Its just those first few seconds introducing it I thought that could use a touch up.

^@Someguy if you think about it the lights going out in a flash is ok and the way he has it now, coming on slowly is realistic because it takes a second or two for them to warm up.

Don’t be silly, it wasn’t horrible, just the wrong word to use! It’s cool, there are no hard feelings whatsoever. I agree with your points, it would be nice to stagger things out a bit. The problem is just the timing. It needs to be quick enough that the player CANNOT get up to the Marines during that time, otherwise the scene gets broken, and I’m pretty sure if I slow it down ANY more than it is now, that will happen. I’ll test it out though, and see what I can come up with.

The undimming makes sense, it’s just the lights “powering up”, so to speak. Trust me, it looks a lot better than the lights immediately coming on. I will make it so that the lights always go out instantly though, except perhaps with a slight delay. Adding the sound, as Strider asked for, should help a lot too.

Some interesting things here, but not all of these are bugs.

  1. Not really a bug. It’s supposed to be like that - having them at different heights make it just that little bit more challenging. Plus the body is kinda “hidden” behind the metal support.

  2. Yep, will do. It’ll still be possible to walk over to it from the tracks though, but should make it harder. I’ll also add a locked set of doors behind the TOW so that the Marine doesn’t seem like he’s appeared magically.

  3. The track looks fine to me. Do you mean visually or design wise? The track’s running through a gate which can be closed or opened to block access to the track - it’s used on the C map as well. I’ll put some wheels on the sliding gate part.

  4. That’s a weird bug! I have absolutely no idea why that would be happening! I’m going to change that control panel (and the corresponding one on A2 as well) for the more bold one with the big red “activate” button on it, anyway.

  5. The Vorts never appearing is how that scene’s meant to be if you kill the Marine before he fires the TOW, but the Marines getting stuck there is weird. I’ll look into it. That scene uses 3 triggers, one before the TOW, one after the TOW, and one on the path where the enemy tram gets stuck. The one before the TOW activates their tram, the place on the path makes the tram stop. The idea here is that the player will see the tram coming out, but might be focussed on fighting the TOW. I gave the player leeway to engage/focus on the TOW is necessary. They’re then supposed to hit the trigger AFTER the TOW which makes the enemy tram resume motion. You’ve broken it for some reason, I’ll look into why that’s happening.

  6. Uh…that’s extremely odd. No idea why it would do that. I’ll check it out.

  7. As the guy said on the video, it’s Barney shooting it from the left. I’ll make it so that he disappears once he goes off the screen.

Thanks for the feedback man. It’s been useful, a large number of weird bugs here which I’ll have to investigate further.

I enjoyed the difficulty too, but bear in mind not everyone loves a very difficult challenge. I’ll probably ease it back on the throttle ever so slightly, but not a great deal. Don’t worry, I’m nto planning on making it really easy.

Blame the Vort’s crappy AI. I’ll see what I can do. I was already considering removing them as well.

Yeah, it’s the ropes from the rappelling. They actually used to do that all the time until I tweaked some I/O to kill the ropes as soon as the rappelling is done. It still happens sometimes. NO IDEA why it happens, but I definitely need to fix it before final.

Heh, musta left that in from when there were pipes there. Consider them gone.

Yep, will do.

Use E!

I’ll add a set of double doors from behind him, it’s the simplest solution. Changing the boom gate for security doors isn’t such a good idea, you literally just 30 seconds ago cleared another security door, don’t want to repeat themes TOO much.

E, E, E!!!

Thanks for the feedback Jessie, insightful and well delivered as always.

Again, big thanks to everyone who’s helped test B1. I’m grabbing some lunch right now, and then I’ll be starting work on B2! Already got a pretty clear picture on where I want to take that map, and how I’m going to do it.

Just thought I should also mention this, seeing as no one else has. The tunnel door just after the parallel trams isn’t high enough for you to duck under and drags you off your tram.




It’s meant to be like that, I did it on purpose. It’s to encourage the player to steal the enemy tram, or hint at them that it’s the better thing to do.

Feedback For OaR Uncut Alpha1-B1

  1. Leading to the tram turntable, this light is floating in mid air https://i.imgur.com/vhUQ6WV.jpg
  2. In the tram turntable area, some lights in the upper levels exhibit an odd shadow https://i.imgur.com/c3Ndvnm.jpg and https://i.imgur.com/C8WAWtG.jpg
  3. At the tram turntable, consider using curbs with angled edges at these stairs https://i.imgur.com/3f9TP4S.jpg
  4. At the tram turntable, these i-beams have a texture z-fighting issue. See attached pictures 1 and 2 below.
  5. At the tram turntable, these two wooden crates float above the ground https://i.imgur.com/h9ZF2qA.jpg and https://i.imgur.com/I9AB3WK.jpg
  6. Surrounding the tram turntable, there are several instances of texture seam issues. This is the worst of them https://i.imgur.com/i9EroV3.jpg and https://i.imgur.com/dEc7ii2.jpg. Here’s another https://i.imgur.com/jyqtT6P.jpg and https://i.imgur.com/4rpvYh1.jpg
  7. In the uppermost area of the tram turntable room, there’s a texture anomaly https://i.imgur.com/95oWmqg.jpg and https://i.imgur.com/ScXJC0D.jpg
  8. In the uppermost area of the tram turntable room, a texture remnant is protruding through the wall https://i.imgur.com/CqTvGyg.jpg and https://i.imgur.com/ciODZSh.jpg
  9. Just outside the tram turntable room, the top-side of this light https://i.imgur.com/Li79ojO.jpg is exposed https://i.imgur.com/Oo8lltH.jpg
  10. In the tram turntable security office, light bleeds in where the concrete walls meet the ceiling https://i.imgur.com/QCv4KCY.jpg and https://i.imgur.com/3cz8ICe.jpg
  11. In the tram turntable security office, after switching the lights back on, the sound emanating from the electrical panels https://i.imgur.com/PvWsLrD.jpg is more a hydraulic pump and mechanical sound, associated more with moving parts, which sounds odd. Can a more appropriate sound be implemented? Even an electrical hum would suffice.
  12. In the tram turntable room, for symmetrical reasons, consider moving the white lights on the side of the mat transport rail to the left, so that they are centered https://i.imgur.com/TjgYGTV.jpg. Also, is this rail brace https://i.imgur.com/bJU0Wpn.jpg movable, or is it part of the model? If movable, place it where the rail meets the wall. Place one at the other end of the rail, as well.
  13. In this room here https://i.imgur.com/EjPE1k1.jpg, most of the top braces on the two mats transport rails are missing textures https://i.imgur.com/5rsSeZm.jpg and https://i.imgur.com/algccXZ.jpg. View from the security office https://i.imgur.com/8Nc22iu.jpg.
    If possible, place the furthest braces up against the wall https://i.imgur.com/XyaVpIc.jpg to match the ones at the opposite end, and it also looks tidier https://i.imgur.com/dNxREfJ.jpg
  14. In the tram turntable room, there are numerous instances of military crates clipping into each other, as is the case with this example group https://i.imgur.com/dOJBrHU.jpg and https://i.imgur.com/EuzhEaj.jpg and https://i.imgur.com/W0271gC.jpg and https://i.imgur.com/aNxTngV.jpg
  15. Exiting the tram turntable room, there’s a severe shadow issue here https://i.imgur.com/dKtRADE.jpg
  16. There are several issues with this crane assembly https://i.imgur.com/rWadKlZ.jpg:
    a) If this left brace is needed, add the missing textures https://i.imgur.com/3hqI9Yy.jpg. If it’s not needed, then remove the existing ones. Apply the same measures to the opposite end, where the brace is missing entirely https://i.imgur.com/Yz7UNKf.jpg
    b) The two middle braces are missing their top plates, for proper connection to the guide rails https://i.imgur.com/ypXDN7H.jpg and https://i.imgur.com/vq04bkr.jpg
    c) Center the red lights horizontally, on both sides https://i.imgur.com/MJQPHee.jpg
  17. Can the floor seams be better aligned here https://i.imgur.com/pd1JsbM.jpg
  18. Consider moving this handrail https://i.imgur.com/Jp2Fv6Q.jpg slightly to the left and clip it more into the floor, to visually improve its appearance https://i.imgur.com/EFjIg9C.jpg
  19. Consider inserting raised wall cladding on this short wall https://i.imgur.com/WUu40g0.jpg, to compliment the ones at the opposite end https://i.imgur.com/TMtpMB3.jpg
  20. Consider inserting a curb and raised wall cladding, here https://i.imgur.com/XhR1sfN.jpg, to mimic the one on the opposite wall https://i.imgur.com/PTFf4Lj.jpg
  21. In the tram elevator area, this light https://i.imgur.com/SC6CswO.jpg, does not contact the wall https://i.imgur.com/gGnzDmI.jpg
  22. In the cargo elevator in the tram elevator area, consider moving this pallet hand truck out from the corner https://i.imgur.com/btnUFhD.jpg
  23. At the lower level of the tram elevator, the orange trim above this door is missing https://i.imgur.com/GBpLyAP.jpg, whereas the orange trim above the door at the uppermost level of the tram elevator, is present https://i.imgur.com/XpB7QW1.jpg
  24. At the uppermost floor of the tram elevator, this light https://i.imgur.com/hOtDivk.jpg, does not contact the wall https://i.imgur.com/crdZupv.jpg
  25. At the uppermost floor of the tram elevator, this light https://i.imgur.com/TTGro7G.jpg, also does not contact the wall https://i.imgur.com/dGWn5wN.jpg
  26. At the uppermost floor of the tram elevator, this light https://i.imgur.com/HkOCYkn.jpg, does not contact the wall either https://i.imgur.com/ciK6eRK.jpg
  27. Just past the headcrab ambush area, consider aligning these floor texture seams, here https://i.imgur.com/dWQaClX.jpg and here https://i.imgur.com/r6QXBGO.jpg
  28. These electric panels here https://i.imgur.com/lZTIwFt.jpg are clipped too deep into the wall, affecting the full “3D” appearance of the cables.
  29. Up the stairs from the headcrab ambush area, these two upper military crates clip into the lower one https://i.imgur.com/CVTGxYt.jpg and https://i.imgur.com/VbSCjCa.jpg
  30. At the large blast doors destroyed by the HECU, this military crate clips into the tram https://i.imgur.com/FUvnkvy.jpg
  31. In the first mats transport room https://i.imgur.com/BLdoEs7.jpg, there’s a texture seam issue here https://i.imgur.com/pO4pANg.jpg and further ahead, here https://i.imgur.com/S3H92Xf.jpg and furtherer ahead, hereerer https://i.imgur.com/RcYmszj.jpg
  32. Just past the first mats transport room, in this area here https://i.imgur.com/Hm9c49g.jpg, these wires clip through the wall https://i.imgur.com/J1fqh80.jpg
  33. This pillar/support https://i.imgur.com/laSf5OA.jpg (and the other four located in this room), don’t have their top texture https://i.imgur.com/ZDjQAD8.jpg
  34. In this upper area, adjacent to the tram turntable room, consider aligning the texture seam issues here https://i.imgur.com/KMZEPMr.jpg and here https://i.imgur.com/z0a8Tsy.jpg
  35. In this upper area, adjacent to the tram turntable room, the vertical wires from these electrical boxes don’t terminate anywhere https://i.imgur.com/1m10jjI.jpg and https://i.imgur.com/wLHJYS5.jpg
  36. Consider positioning the origin of this arc higher https://i.imgur.com/QDjpiWl.jpg so that it’s associated more with the defective door, rather than the static frame. Place it high, in order to maximize the spark shower effect.
  37. Can the shadow be removed from this vending machine? https://i.imgur.com/68tu1Q4.jpg
  38. The four lights attached to this steel rail, depicted here https://i.imgur.com/bw9bosF.jpg are mounted differently than the same ones on the opposite side https://i.imgur.com/U1n6seu.jpg
  39. At the headcrab ambush area, the remaining four air vents on the underside of the ceiling duct https://i.imgur.com/BrPhqP9.jpg, do not make contact with it https://i.imgur.com/H7WUnq9.jpg
  40. Predominantly, this is the static door model used in map Alpha1-B1 https://i.imgur.com/0TbccVQ.jpg. Notice that the lock and hinges are on the same side. Visually and functionally, this is incorrect. I suggest using these door models (left and right versions), where the lock and hinges are on opposite sides of each other https://i.imgur.com/jpA45kg.jpg and https://i.imgur.com/9kK7Qng.jpg. The same should apply to other different static door models, and also to the different door models which can be opened.
  41. At the bell-ringing defective blast door, can something be done to obscure this fugly corner https://i.imgur.com/SEX9Gsr.jpg
  42. Past the TOW ambush area, for more consistency, consider moving the ceiling light on the left, more in a direct line across from the ceiling light on the right https://i.imgur.com/4DRZgyt.jpg. Just ahead, place a light directly across from the ceiling light on the left, in the appropriate location here https://i.imgur.com/weyrK2T.jpg
  43. At the bell-ringing defective blast door, there’s a texture z-fighting issue. See attached pictures 3 and 4 below.
  44. At most all instances where tracks intersect this steel frame, texture z-fighting issues are apparent https://i.imgur.com/3F4gEnL.jpg and https://i.imgur.com/OB3MJ6f.jpg. Pay attention to the brown colored parts of the track.
  45. The half-wall surrounding the tram elevator, has texture seam issues https://i.imgur.com/pOOLSiw.jpg and https://i.imgur.com/Exp3sq4.jpg and https://i.imgur.com/Hc3QQDs.jpg
  46. The half-walls on this curved track, leading to the tram turntable https://i.imgur.com/NCd7DXF.jpg, have texture seam issues https://i.imgur.com/XjlcW9O.jpg and https://i.imgur.com/kW8GWHX.jpg and https://i.imgur.com/0unlLgH.jpg
  47. Just past the damaged bell-ringing blast door, the raised cladding does not butt-up against this steel frame https://i.imgur.com/OqkJmzl.jpg. Happens on the opposite side as well.
  48. At the tram elevator, there’s no collision detection between the player and ammo tins, and between the ammo tins themselves https://i.imgur.com/omerpEU.jpg. At the tram turntable, there is collision detection between the player and ammo tins, and between the ammo tins themselves https://i.imgur.com/5oStiQW.jpg
  49. At the defective arcing power generators, there’s a visual anomaly with a vertical portion of the fence https://i.imgur.com/gxOsijg.jpg and https://i.imgur.com/Gs0TdU7.jpg. It only occurs at this location.
  50. Consider adding a pair of tunnel lights at the start of the ceiling steel rail trim, here https://i.imgur.com/jDJgsvi.jpg
  51. At the cargo elevator, there’s a texture z-fighting issue on all four of the vertical transport rails, at the same spot. It’s visible from the lower level https://i.imgur.com/yDXonAU.jpg and https://i.imgur.com/GWr7YBJ.jpg and https://i.imgur.com/NCSHjkH.jpg.
  52. At the tram turntable, I suggest replacing this light https://i.imgur.com/U8PNlFd.jpg with a more formidable type, maybe a fluorescent light. Its mounting rods would allow you to extend its position beyond the top lip of the door’s frame https://i.imgur.com/rlOE0Rp.jpg
  53. Can this A/C unit, situated on the roof of the tram turntable control office https://i.imgur.com/xjn5F6s.jpg, be mounted on the wall behind it. It looks odd here, sitting on its backside. It may be a placeholder to conceal the mounting rods for the fluorescent light mounted on the ceiling of the office (some other solution needed). Also, consider removing the light on the left wall, as it serves no real purpose there.
  54. From a safety precautions design perspective, this upper area should have a token amount of handrails https://i.imgur.com/DDgfcOd.jpg, including the area over by the tram turntable control office.
  55. In the tram turntable room, in one of the uppermost areas, shown here in the distance https://i.imgur.com/hXbw5Gx.jpg and a little closer here https://i.imgur.com/okRaakZ.jpg, we find the top portion of the blast door for the tunnel opening far below https://i.imgur.com/4JAKw9j.jpg and https://i.imgur.com/Ip2ElMd.jpg
  56. In the tram turntable room, in the uppermost areas, there are two instances of handrails with gaps, here https://i.imgur.com/gZmAR1x.jpg and here https://i.imgur.com/o75JGBG.jpg. There are also nine incidents of handrails with varying degrees of texture z-fighting issues, but I don’t think it’s necessary to correct them.
  57. In the upper area leading to the tram turntable room, there are handrails that don’t fit together well, located here https://i.imgur.com/7DjSBdH.jpg and https://i.imgur.com/de1AKef.jpg. The upper and lower rails also suffer from texture z-fighting issues https://i.imgur.com/uhovccR.jpg and https://i.imgur.com/VGMLHuA.jpg
  58. In the area where the HECU destroy the blast doors, this upper military crate https://i.imgur.com/2LaLpwz.jpg hovers above the lower military crate https://i.imgur.com/SHS4XFL.jpg
  59. In the first security office, the counter with the control consoles on it https://i.imgur.com/aFDDeD5.jpg, does not have a texture on its underside https://i.imgur.com/DQ3UEIt.jpg
  60. Just past the first mats transport room, at this location here https://i.imgur.com/ZfPDi3V.jpg, the wall and ceiling trim rails have a gap in them https://i.imgur.com/KWUJxQs.jpg
  61. At the blast door, that’s past the TOW ambush area https://i.imgur.com/PhmhstB.jpg, consider removing this yellow-black warning decal https://i.imgur.com/sY0DeMa.jpg
  62. Past the defective bell-ringing blast door, at this area here https://i.imgur.com/iN9X7RS.jpg, the end of this wall trim rail should be angled https://i.imgur.com/exenp3X.jpg for two reasons. Firstly, it’s missing its top texture https://i.imgur.com/NVynbep.jpg and secondly, to match the other instance of this design https://i.imgur.com/ztI6c0O.jpg
  63. At the uppermost level of the tram elevator https://i.imgur.com/TU463S6.jpg, the tracks on the elevator platform are considerably lower than the ones on the tunnel floor https://i.imgur.com/rkiVAvI.jpg and https://i.imgur.com/bJHYyLq.jpg
  64. At the uppermost level of the tram elevator, a portion of the ceiling, at the opening, has some texture seam issues https://i.imgur.com/N5OYRFK.jpg and https://i.imgur.com/rz6kKkp.jpg
  65. At the damaged bell-ringing blast door https://i.imgur.com/rKK8qVo.jpg, the upper front frame of the tram and the speed/forward-reverse handle, both clip through the bottom of the blast door https://i.imgur.com/LTuctUk.jpg and https://i.imgur.com/fKjRlZa.jpg
  66. At the tram turntable area, this large green crate https://i.imgur.com/8viQFBa.jpg can be moved by the player. The ends of the crate can be partially clipped into walls/sidewalks/tracks https://i.imgur.com/Zz1I2QN.jpg and https://i.imgur.com/y79zgzI.jpg. However the sides of the crate do not, as depicted here https://i.imgur.com/g8dBzxZ.jpg. Also, the player can partially clip through the ends of the crate https://i.imgur.com/6csyvZ4.jpg, including this other large green crate, found here https://i.imgur.com/OVRGXYQ.jpg and https://i.imgur.com/7rwcwNT.jpg, but this crate cannot be moved.
  67. In the first security office, the two dead guards have positional issues https://i.imgur.com/5W7A4wC.jpg. This guard has portions of the chair clipping through his head and into his back https://i.imgur.com/eLMtFbn.jpg. Also, parts of him don’t contact the floor, when they should https://i.imgur.com/ILYHI2L.jpg. For the other guard, parts of him that should contact the floor, don’t either https://i.imgur.com/d4IEhsX.jpg
  68. In the first security office, can this group of shadows be removed? https://i.imgur.com/vO7aDdE.jpg
  69. Where did this scripted HECU zip line get sent to? https://i.imgur.com/c2KzPKT.jpg and https://i.imgur.com/HDoi7W5.jpg
  70. In the tram turntable area, reposition the spawn location of this wooden crate https://i.imgur.com/ADLZAgJ.jpg, to eliminate a corner of it sitting on the raised lip of the tram cart https://i.imgur.com/wXkIxqf.jpg and avoiding that a good portion of it appears to be hovering/floating in mid air above the tram cart platform.
  71. In this area leading to the tram turntable room https://i.imgur.com/zFh991F.jpg, can the shadow on the sidewalk be removed? https://i.imgur.com/DpbfPJ1.jpg

[COLOR=‘DarkOrange’]Feedback For OaR Uncut Alpha1-B1 Concluded 12:45 PM EST, April 5, 2013
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Progress update!

Haven’t got much work done on the past few days as I’ve been a bit busy IRL - however one thing I did do was construct a new composite of all the On a Rail maps to see how to fit B2 into the big picture seamlessly and properly. I started working on B2 inside this composite and quickly realized there simply wasn’t enough space to fit it, with the way I’d laid out B1. I’ve had to go back and revise B1’s layout towards the end a fair bit, but I’ve already finished that. It was a big job, but it’s out of the way.

What does this mean for B1? Not a great deal, functionally speaking. I had to mirror the entire top floor after the turntable elevator. B1’s final tunnel (the one with the electrical “puzzle”) on the alpha version moved back towards B/C, leaving B2 in the space between the opening tunnel on C, and the rest of B, a fairly awkward and restrictive space. I probably could have made it work there - but instead I’ve chosen to expand the available space. B1’s final tunnel now moves AWAY from B/C, leaving the room for B2 in a totally open, unoccupied space.

This has brought up 2 issues which I figured I’d mention here and see what people thought.

  1. Because only the top floor has been mirrored and the bottom hasn’t (that would cause a massive amount of headaches), the elevator’s positioning has changed. It is now located here:

Slightly more out of the way from a gameplay perspective but from a realism perspective it actually makes a bit more sense. Seem alright to everyone? It sits perfectly fine with me, it might actually be a little better!

It also means this area is now a bit bare. I’ll probably add a garage door or something to this slightly bare wall:

  1. On the old version, the turntable lift rotated 180 degrees because the exit to the lift went back the same way as your entrance. This meant the turntable HAD to rotate 180 degrees as it raised so that you’d end up facing the right way.

Now that the path at the top goes the SAME way as your approach, I’m left with 2 options:

-Make the turntable turn 360 degrees as it raises, a superficial turn but might still make mechanical sense. Might look a bit weird though, as the turntable isn’t that high, so it might have to turn quite fast indeed!
-Simply make the lift raise up without any rotation. This will make it distinct from other Black Mesa elevators but might be less inconsistent and confusing.

Neither of these are particularly fantastic options but sadly I have to choose the lesser of two evils here. There are no alternatives. The gains in size for B2 are too major to miss. Which is the better option?

First one looks good to me. Does that have less explosive boxes than it did before? I have no problem at all with that lift simply raising straight up considering that you’re fighting the marines that are on a lift as well. If this makes it too easy to kill them maybe you could add some more cover for them. Turning 360 degrees and faster sounds like it would be too disorienting.

About the using E to pick up the batteries thing. I still think you should change them so you can pick them up normally. Consider that the reason so many people commented about it is because that way is abnormal to the way the rest of the batteries are in black mesa. If the testers are commenting that they didn’t think to use E that means the general public who play your maps in the future probably won’t think to do so either.

  1. Repositioning Of The Cargo Elevator
    =============================
    Seems you’ve moved it closer to where other cargo-related functions occur, so realism wise it makes sense. Gameplay wise, it’s not that overly distant from it’s previous location, so no biggie.

  2. Tram Elevator
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    For it to spin 360 degrees in such a short distance, makes it out to be a carnival ride. You don’t want players tossing their cookies :sick: . Having it rise straight up, without any rotation, is perfectly fine.

These changes are really insignificant, if it means that your vision for map B2 can be fully realized, with ample room for development towards its full potential.

Make it go 360 but why not just make the shaft taller to compensate that, would that be possible? but I wouldn’t care if it went straight up, its your map your allowed to make it unique.

TextFAMGUY1, have you found a solution to the spawning outside the map issue when moving back from map B to map A2? If you haven’t, I think the best way to solve the issue is to close this transit gate when entering B like this one when entering map B1 (or C in standard Black Mesa)

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.