For those of you that may not know, after the start of C2A2A1, once you pass the junction point where these two tracks merge https://i.imgur.com/Pmq4JBC.jpg, traveling in reverse will take you directly to this storage area https://i.imgur.com/cplKoaW.jpg, from which you can access the rocket engine room. It’s a shortcut, instead of having to travel all the way around, and provides an alternate way to play the map.
Once the rail direction switch is thrown in C2A2A1, the only “safe” way to reach this storage area is by using the tram in reverse.
For both sets of handrails on the sloped portion of the hallway on the second floor of the office complex https://i.imgur.com/x5hE73u.jpg, consider positioning them to conceal their clipping issues https://i.imgur.com/qhRjqER.jpg. Best case scenario may be to move them such that they’re not clipping out of the side of the floor’s metal frame, as seen here https://i.imgur.com/j9G8CHK.jpg
This wall vent https://i.imgur.com/fB8CBEj.jpg does not fully contact the wall https://i.imgur.com/AauS6oA.jpg. Note, on a previous feedback item, I suggested that this wall vent be relocated, as their isn’t anything in the room behind it to justify its placement here.
In the rocket engine room, the connection collars for the large red and blue pipes, clip into the floor https://i.imgur.com/zf7fV0m.jpg
Assuming this red broken pipe https://i.imgur.com/yfH6MRL.jpg is the cause for the flooded tunnel below, can the pipe breakage be situated closer to the tracks above the flooded tunnel to more solidify the connection between the two? Place the dripping water (more and faster dripping would be better) close to this square light https://i.imgur.com/HHAeIif.jpg and have it flickering due to water damage.
This is the only door, single or double, in the whole office complex that uses this type of light https://i.imgur.com/0MPu557.jpg. It is situated across from the bathrooms. For consistency, I suggest changing it to this type https://i.imgur.com/MqCsLEF.jpg
The wall texture changes at this I-beam https://i.imgur.com/rRngczV.jpg. For continuity, can the wall texture that’s used throughout this floor (to the right of the I-beam) be continued to the left of this I-beam, including this wall at the far end https://i.imgur.com/FbVForS.jpg? Can it also be applied to this alcove https://i.imgur.com/WuXMXe1.jpg, in order to make it feel more a part of this floor/area, and to hopefully brighten it up a little?
At the start of C2A2A1, should this freight elevator https://i.imgur.com/YfSUwKO.jpg show some means of gaining access to it? Also, there’s no clearance between the platform and the walls, or the two raise/lower mechanism rails https://i.imgur.com/natrn9Y.jpg
Well, from what I’ve seen, On a Rail Uncut is looking pretty good (I’m not gonna play it myself until the final release, & I’m gonna play Full) so far. I can’t really point out any issues that haven’t been pointed out at least once already, but I’m really looking forward to seeing the progress you’ve made so far on the B maps.
Quick question Text, or to anyone else…what do you think about being able to have both a freight tram and a tug tram at the start of your B1 map. Allowing the player to have the choice of choosing to continue with the old tram or going with the other gives a sense of variety and free choice that I think works really well. In one of your WIP screenshots you showed pic of an area right after the dynamite room of two parallel tracks with a tug tram on one of them. I believe the transition would work really well right there. what do you think. I would love to be able to travel your “newish” tunnels with the other type of tram, but those that don’t have to. Thoughts?
Yeah, it’s a very busy time of the year at Uni. I’m sure he’s making progress when he can, he just doesn’t have the time to do actual progress reports.
He’s still around though, he’s been helping with advice in the OaR Loop Mod thread (right next to this one), and posted at least once in the difficulty thread about the HECU imbalance (which has been problematic to him as a mapper, we’ve seen).
Personally, I think it’s a pretty good sign, because I know he’s let us know if any major problems came up (as he has done in the past). Since that’s not the case, I’m guessing his mapping has been pretty smooth sailing so far
I am… actually against this. I’m not really sure why, but maybe it’s because I feel that the tug tram’s design is limiting to movement. Maybe it’s because I’m so used to the classic tram.
One thing that would concern me idea is putting two trains on the same track. That could get pretty messy fast from a mapping perspective, not to mention what would happen if you tried to ram one train into another.
I think the trams actually do have collision with each other, which you can only see at the very start of Power Up. However if you try to use both trams at once, they both stop working, and you’re unable to get to OAR without a working tram… Yeah, it’s a game breaking bug.
There’s nothing to update anyone about. This project really hasn’t moved very much in the past 2 weeks at all, and probably won’t for another week or so. I’ve done a very small amount of mapping when I’ve had the free time and motivation, which has been pretty much never. I’m currently in the middle of essay month at university, where I have three 2,500 word essays due, each of which counts towards 25% of their respective course, and the due date for my 10,000 word dissertation is rapidly approaching. I’m extremely busy, and I’m personally quite glad I’ve been able to put the mapping on the back burner during this busy period. I need to have my priorities straight here. I love mapping and am very passionate about it, but university is simply more important for now. I look forward to cracking on with the project when I have a chance, my final essay is due on the 19th March, after which I’ll have plenty of free time to sit at the drawing board and make some serious headway. With 2 essays due at the end of next week I can probably resume proper work on it by then.
The tram’s there as a decorative prop, but I don’t plan on making it useable. The design of the tram itself gives you too much cover, you get pretty much perfect rear and front protection. I think I’ll stick with the good ol’ flatbed tram, for now.
I’m tracking this project from time to time (unfortunately I’m busier than expected in this first quarter of the year), and because of this and I’m keeping my participation on an “expectator mode” for now. I wish I could do more, but you guys are giving a very good feedback already.
And I have to say the truth: I didn’t download this early version of the maps (not even watched TEXT’s dev commentary video) just to not spoil some surprises. I’ll do it on the next and more polished version to test it on a blind gameplay and give some feedback if necessary.
@ Text… Don’t worry… Take your time. Schoolwork is more important anyways. So this thread would be a bit dead for the next two weeks or so, but thats fine. Remember, we are fans of BMS. We can wait two weeks.
Thanks for reply TEXTFAMGUY1 That’s really nice that you responded so quickly. If you have much university work than don’t hurry. I was just afraid that you gave up.
P.S When xen parts come will you change your uncut to be compatibile or it will be compatibile even after the update ? I heard they’re bugfixing old maps too so it will change map files.
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