Are you serious?! I wait for this moment for 4 freaking months, and then when it releases, I only have my mac with me. bah… Well, if anyone would mind releasing a video, that would be fantastic.
Your mapping continues to be wonderfully done, Text. But I think that the pacing / difficulty is a bit off with the train yard section.
In your first video, you showed a map that featured an outdoor area which was very atmospheric and offered the player a great opportunity to just do some nice exploring. There were comments that it might be boring, that more action was needed. I kinda agreed, but I think you’ve over-corrected here. After having a large and very tense firefight at the entry to level involving both you and the security guards against the HECU, we proceed outside where nowhere is safe. We’re attacked by turrets, guys on trams, snipers and large gun emplacements on top of waves of random grunts in a big open area where it can be hard to get outta the line of fire.
I think it would flow a lot better and be less overwhelming if all we had to focus on were those two large gun emplacements and the sniper. Everything else should be up for trimming, starting with the random soldiers that come running at you. When you’re dealing with a difficult problem like those gun emplacements, or dodging a sniper, you don’t want to be distracted by other enemies barging into that already tense battle. Getting rid of the ground troops, but keeping the sparsely placed guys up on the cranes would be a lot better. Those dudes present a nice little challenge, while not being a massive threat. I’d also recommend replacing at least some of the current auto turrets with ones that are laser-triggered, so that people have a chance to avoid them. Right now they can really take you unawares.
I’m all for the encounter with the soldiers on a tram, but it might be worth placing it somewhere else, further away from the rest of the fighting. Everything seems so close together. Maybe have the tram attack happen if the player has already gone round on a loop? I just think that it’s a bit too frenetic right now, and it would be nice to calm things down in the train yard area. Having only a few powerful / hard to hit enemies would be better than dealing with a boatload of enemies being thrown at you constantly.
Anyways, I’m really looking forward to how this progresses. It’s been very interesting watching these levels evolve, and they’ve become some of my fave parts of Black Mesa. I honestly think I’m more excited about the various Uncut projects than I am about Xen nowadays, ha!
Yes!
I was looking forward to this.
So much actually that I was waiting for this to be released before doing another run through of Black Mesa again
Everything in B2 looks outstanding aside from a few minor details not worth nitpicking over.
First off, If you see this Text I don’t know if you’re still taking feedback on B1, but I did come across a pretty major bug (atleast to me) during this last run through.
Don’t know if it’s already known but, sorry if it is. (It’s been a while since i’ve played Black Mesa)
In the area where you fight side by side with the grunts on the other train, sometimes the enemy train will stop prematurely and it’ll be stuck behind you in the adjacent tunnel as the player’s train keeps moving.
It seems random at first, but I think it happens if you happen to cross a trigger or threshold or something on your train before the enemy train reaches that certain spot in the tunnel. You’re basically guaranteed to break the sequence every time if you continue down that tunnel at full speed without stopping or slowing down.
It’s great when the sequence works, disappointing when it doesn’t. :fffuuu:
Also, if an “On a Rail: Uncut 2.0” is ever done like Surface Tension Uncut, in addition to other improvements it might be worth revisiting the scene where the grunts collapse the main tunnel and force you into the Mat. Trans. system.
The details of the explosion and cave-in could use some touchups and reworking. Since currently, it really doesn’t look like they did much damage to the tunnel when they blow it up. Just a tiny group of concrete boulders/debris that look like it’d be very easy to climb over if it weren’t for the invisible wall blocking the path. Nothing too major at all; but i’m kind of nitpicking here.
Now, On to B2-
Did anyone else think this exact same thing?
Based on how B2 appeared in the commentary and how it is now, it does seem just a little tiny tiny bit too action oriented.
As soon as you come out of the warehouse you have to deal with the soldiers on their train but not before more soldiers come scattering out of the security hut with the rail switch, BUT JUST THEN you start taking fire from the turret emplacement all while ospreys and choppers roar over your head and it just seems a bit much since it happens nearly all at once in the beginning.
I don’t have any problems with the random placement of the sentries or headcrabs off of the main route though since nothing happens until you step off the main route and go explore.
But it might be worth going with Snaztastic’s suggestion though and make it so that the enemy tram doesn’t appear in that area unless you go through the loop atleast once.
Atleast it did for me. You could probably break everything up by stopping and going constantly on the train.
Everything else I enjoy about B2 though. I love all of the extra stuff that goes on in the background of B2 as you move through the outside segment; very nice touches there.
And the maps seem to fit nicely together too.
greetings fellow economist ;’] …
i am sure you ll be as famous as keynes ;’] [ whom theory was so much badly used that we have the debt trouble… [ once again only in capitalism countries …is it not weird ? ]
your work seem very great especially the big outdoor that the bms team made so good .
the only thing i would update is in the images of the post following the fourth aka the one with big table , you should try to make them more cs_office style [with wood on wall ], even with adding a view to the outside like in original and best css map may be with train ;’] instead of tank , i can not wait to play bms updated
The Dropbox link is no longer working HELP!!!
Link. Not. Work.
Me. So. Sad.
:aah:
Same here. I get this message:
Getting the same error. Good thing I downloaded it when it first came out.
Too many people are trying to download it. I guess that’s a good thing?
If it doesn’t clear up soon, could someone upload it to another site?
I agree with skully, maybe the soldiers tram could appear after you’ve gone around the loop once.
Holy hell, thanks Mr. Someguy!
Now I will proceed to test the shit out of this release! :fffuuu:
You sir are a gentleman and a scholar. Thank you.
Yeah, thank you a lot.
Here’s some feedback I managed to find.
Feedback for On a Rail Uncut Alpha (Map B1- Map C)
Map B1
- The elevator starts too low before using it for the first time. It is much higher after bringing it back down.
- The soldier at the very end of the map should looking towards us, not away from us.
- Z-fighting on this part of the track.
- Z-fighting on this part of the track.
- Z-fighting on this part of the track.
- This box doesn’t have any collision on its left and right side. Same thing with this one.
- In the “SHOOT HIM IN THE FACE!” scene, I could here a HECU soldier say “Shit!” even though I already killed them both.
Map B2
- In the beginning of the map, this texture over here is not completely colored orange. https://i.imgur.com/YsoaCpx.jpg
- In this area, there’s a little bit of z-fighting on this part of the track.
- On the other side of this area, this texture is not connected unlike the one on the other side.
- In this area, there is a bit of z-fighting over here. Here’s another view of it: https://i.imgur.com/WuNvLhN.jpg
- 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
- In this area, this texture is not connected on either side (here & here).
- 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
- 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?
- 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.
- 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.
- Also the bottom part of the electrical box is not connected to anything.
- On this part of the track, there is a little bit of z-fighting.
- In this area, the lighting on this part of the track is a bit off.
- 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.
- 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.
- 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 before you got in there?
- In this area, this tram doesn’t show up until getting in this map.
- In this area, you can see a hint of z-fighting.
- For some reason, this door opens even before the soldiers get near it.
Map C
- In the very end of the map, I can see some things through here.
Thanks!
Cause still those error…
I know its not on B2 but no one has mentioned that at the end of B1 after the turntable fight the elevator that lifts your tram up to B2, has no sound to it, its just dead silent.
At the transition to B2 this side tunnel is empty then after the transition, a tug tram appears.
LOVE the convey that passes in the distance, however, I think the trigger for it should be when you climb the crain to view the area. Its the only place that offers a clear view of it.
First usuable turret got stuck to the left, but u can shoot everywhere like the normal one:
and all the other bugs already posted for the ‘old’ maps
After moving rocket to surface, u take the ladder down, u meet ur new tram and the level loads, got crash to desktop on this point with error: out of memory…
After releasing the full executable installer of the final version, would you be able to release a combo pack that contains both On A Rail Uncut & On A Rail: Loop Modification, to make things easier for those of us that have the latter & have to reinstall it after installing the former due to overwritten files?
I had to reinstall the game since the Loop mod was always bringing me back to the menu instead of loading A1 at the end of A. Anyway, I played through the whole chapter and I really appreciate how long it is now, it looks more like a journey than just a short train ride, with lots of ambushes and detours. And since each of the four new maps has its own thematic, I can say it is way less boring than what Half-Life had, also way less confusing.
Anyway, I had the time to check on the whole package, found some bugs and details, and I also have some suggestions. I’ll try however to not list what has already been stated by others before me:
A maps:
I noticed there is a Mat. Trans. B decal in the elevator shaft at the end of A and the beginning of A1, which is misleading in Uncut since now the A maps are supposed to feature Mat. Trans. A, and B1 and B2 features Mat. Trans. B. So, for the sake of the mod I’d suggest to remove this decal from the end of A, and the beginning of A1.
I don’t know if this error was already present in the last version, still at first I thought the second toll gate in A2 was just gone: https://imgur.com/fePZHmv
You’re doing it wrong. XD
So yes, the toll gate is moving in the wrong direction, and defies the laws of physics.
I noticed that the tracks we’re following in A1 and A2 are in fact a straight line to Silo E. It would be a nice touch to have some indication that we’re following the right path since A. Still, that’s a flaw that Black Mesa already had on its own.
B maps:
Apart from the marines’ AI that were strangely stuck (maybe not related to the map at all), I noticed there was a mistake in the decal of the secure access doors at the end of B and at the beginning of B1. It states Mat. Trans. A instead of Mat. Trans B.
That was quite a change for B2’s train yard. I really loved how the 50. emplacement played out, it was fun to take cover while progressing towards it, with a bit more of improvisation that half-Life didn’t had. Still, I think it was the perfect place to it. Praise to the sniper ambush too. I wasn’t sure how this scene would go, but it turned out pretty well. And like the previous ambush, I really enjoyed the challenge of progressing towards it while taking cover.
However, I think too that there is too much heat in the area, leaving few to no space to progress without facing a turret or marines (with their annoying perfect aim). I’d suggest losing a few turrets if not all, and if possible have the two soldiers on the tram not notice you as soon as they are outside the tunnel, or else it’s more like an ambush following an other with no time to rest.
There was some weird movement bug from the tram at the switchable intersection, when going backward on the loop. When driving on it, the tram stopped, moved forward a bit then continue going backward. You might want to check that, unless that’s a Black Mesa bug.
One last bug I’ve noticed: the rock at the end of the cave tunnel (before the loop ends) is not solid. I thought of taking cover behind it, but I was able to move through it, and so the vorts could shoot me through it too.