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

B1 MAP

In this area
https://i.imgur.com/5ecnYho.jpg
This rail line, is not connected properly
https://i.imgur.com/rY7m73C.jpg
NOTE:I will repeat this, for the other Rail Lines, I come across.

In this area
https://i.imgur.com/QCR7XJt.jpg
This rail line, is not connected properly
https://i.imgur.com/ZesgCRN.jpg

In this area
https://i.imgur.com/qt14jQ9.jpg
Make sure you move, these three storage racks back away from these walls, just a touch
https://i.imgur.com/eXorIJ8.jpg
https://i.imgur.com/BlKCsWi.jpg
https://i.imgur.com/A25GQrW.jpg

While I was in this area
https://i.imgur.com/RRqEXv6.jpg
While I was going to this area from this door way, just come across. there is no soldier in this area, to be seen
https://i.imgur.com/t9KBUUL.jpg
Except for this part, from the other side
https://i.imgur.com/A3SfsyU.jpg
So my suggestion for this door way
https://i.imgur.com/U9jsXu9.jpg
Is to flip it around at 180 degrees, and close it so it will prevent the player, from entering this door way from this area
https://i.imgur.com/RRqEXv6.jpg

In this area
https://i.imgur.com/FjwKDy4.jpg
Make sure you move, this work table back away, from this hand rail, just a touch
https://i.imgur.com/CmnylY5.jpg

In this area
https://i.imgur.com/sQ015sW.jpg
Make sure you move, this Green Box away, from these Sand bags
https://i.imgur.com/EL9S2m0.jpg
And this rail line, is not connected properly
https://i.imgur.com/yWLcBta.jpg

In this area
https://i.imgur.com/uRma2t2.jpg
This rail line, is not connected properly
https://i.imgur.com/me0rTLe.jpg

In this area
https://i.imgur.com/6nLIsLE.jpg
Two rail lines, are not connected properly
https://i.imgur.com/iumtTIi.jpg
https://i.imgur.com/nwyb7vU.jpg

In this area
https://i.imgur.com/D50w75h.jpg
This rail line, is not connected all the way
https://i.imgur.com/5GQXk47.jpg

In this area
https://i.imgur.com/d5Pzr2W.jpg
Move this Green Box, away from these Sand bags
https://i.imgur.com/gPzxSsx.jpg

In this area
https://i.imgur.com/VT8vaJN.jpg
Move this box, that has been wrapped around, away from this wall, just a touch
https://i.imgur.com/J3qhXG8.jpg
And fix this light effect for this door
https://i.imgur.com/TWrbl54.jpg

In this area
https://i.imgur.com/O2DdBQ0.jpg
Get rid of this Ragdoll, from this electricity room
https://i.imgur.com/5i4hUiq.jpg

And that’s it so far for B1 Map, as far as I know, now more on to the B2 Map

UPDATE:
While I was in this area, see where my gun is pointing at? Rotate this door at 180 degrees, so the player knows he can’t enter that door.
https://i.imgur.com/fSh5yYz.jpg

B2 Map

In this area
https://i.imgur.com/CBrfq52.jpg
These rail lines, are not connected properly
https://i.imgur.com/mn8fgzI.jpg

In this area
https://i.imgur.com/5zqJvrA.jpg
This rail line looks awkward, way it’s connected
https://i.imgur.com/DWskJ1z.jpg

In this area
https://i.imgur.com/dHcblWn.jpg
This rail line, are not connected properly
https://i.imgur.com/G7wyknP.jpg

In this area
https://i.imgur.com/UQsNuHY.jpg
This rail line, are not connected properly
https://i.imgur.com/Fbw8DEe.jpg

In this area
https://i.imgur.com/m3dvI3i.jpg
Move this big steel box, away from this wall, just a touch
https://i.imgur.com/AJHA3FT.jpg

In this outdoor area
https://i.imgur.com/QaYAMmM.jpg
This rail line, are not connected properly
https://i.imgur.com/uZGXMPN.jpg

In this outdoor area
https://i.imgur.com/24kBf3c.jpg
This rail lane keeps flicking
https://i.imgur.com/BSnfoGz.jpg
https://i.imgur.com/hZtu4Ku.jpg

In this outdoor area
https://i.imgur.com/P2MH2HF.jpg
This rail lane keeps flicking too
https://i.imgur.com/IVihRvr.jpg
https://i.imgur.com/dbZGjf5.jpg

In this outdoor area
https://i.imgur.com/97bCBTc.jpg
Move this car to this spot, where my gun is pointing at, because I was struggling, to get the medkit, and the batterys
https://i.imgur.com/3x4D6Fk.jpg

In this outdoor area
https://i.imgur.com/i8PnYtA.jpg
This rail line, is not connected properly
https://i.imgur.com/fDmxOMJ.jpg

In this area
https://i.imgur.com/97vpXkR.jpg
Move this work table, away from the wall, just a touch
https://i.imgur.com/qmTOGSN.jpg

And now that’s it so far for B2 Map, as far as I know.

That is strange, mine one is just fine

I figured out the story of the missing rotated B map!

I found a version of B in my VMF folder called 4 “c2a2b_newposition2_rot.vmf,” opened it up, and voila, it was a version of B with the outdoor area rotated 180 degrees. It also had 1/2 of an early version of B1 attached to it, and when I saw that, I knew what I’d done.

Initially I was planning on having the opening segments of B1 attached to the B map, like D had it in HL1. It very quickly looked like that wouldn’t be possible due to entity/brush limits, so I moved B1 to its own map, and reverted B back to an old version. It just turns out I must’ve gone back a version or two too far for B, because I switched back to an unrotated one, without realizing it!

Seeing the new 180 degree rotation makes me wonder a little bit why the BM Devs didn’t use this rotation for the outdoor area themselves. It makes it so that you can see the launch center from the priming console on B, which to me seems like it would foster great player direction and foreshadowing. The way B is oriented by default, you just look up out onto a random cliff face. Weird. I guess they have their reasons, or just didn’t think about it.

In other news, I’ve been working through some of the beta feedback for the “beta 2,” later today. Though I’m sure you can all gather from the quick turnaround, don’t expect much different aside from a few bugfixes and tweaks. The only thing I’ve done which is particularly noteworthy is that I’ve made the fight on B1 just a little bit easier.

EDIT: I’ve seen this one pointed out a fair few times since the alpha:

This is not fixable. The boxes spawn as soon as the map starts, and start moving towards the end path. There’s no easy way to fix this aside from making them spawn halfway down the hallway, but then you’d see the boxes teleporting back to the middle of the track when they reach the end, which would obviously look unbelievably shit.

I’ll download this at some point and give it a play.

I disagree with the complaints about there being too many vortigaunts. For me Black Mesa has been turned into a war zone and in a war you can easily have millions fighting so I don’t see any problem with a large battle between HECU marines and aliens. If there are a large number of aliens for Gordon to fight and he takes a lot of damage and uses a lot of ammo in the process of defeating them that isn’t a problem if health chargers are available to use and medi kits. Also Gordon should be able to find weapons easily because of the marines.

Text, look at my update on B1 map I just post

Completed my playthrough of the whole chapter yesterday, and frankly I’m satisfied. Might be worth noting that I still can’t download from the link Text posted, but nevermind since I got them thanks to varg. ^^

@Text
I really love all the new additions you added to the first 3 maps, like the new accessible areas in A1 and B1 or the new openings in tunnels and the upward expansions which really give the feeling that the Mat. Trans. part of Sector E is quite large and less claustrophobic. With all those additions and the numerous workers and office personnel corpses all around the place, the whole sector, even if parts look dilapidated, now seems to have been a busy anthill right before the whole accident, something you don’t always see around Half-Life nor even Black Mesa past Unforeseen Consequences and for which I’d like to praise you. Now for the details:

A
It’s something I noticed back on the previous version, but there is a Mat. Trans B decal right in the tram elevator shaft at the end of the map, which breaks the maps’ consistency as you only reach this part in your mod after the silo. You should consider removing it from the A map included in OaR’s files, and I suppose .RK will have to do the same for his map compatible with OaR Uncut.

A1
I really like that you can now access the whole storage area inside the loop. I’ll just suggest to have at least one of the metal roller shutter before the crane room open a bit on that new warehouse, have some light filter through the opening. You see a lot like that around Black Mesa, that would give players some hope to finally see what’s behind one of them. =D

A2

  • The tram elevator with the three marines has some weird physic collision effect when reaching the top, sending them bouncing in the air when killed. Btw, would it be possible to have them (or the remaining ones) rushing to the first battle through the stairs? They kinda look weird waiting on that elevator.
  • A shame you reduced the number of enemies at the tram stop, but at least you don’t get too much heat in a row when adding to it to the office battle.
  • Jeez, you sure know how to make an office realistically crappy, looks like this one might be the worst place to work at for scientists in the whole facility! I’m also glad you removed the teleporting vorts from the cafeteria, they were hard to manage.
  • I think the Anomalous Mat. stripes look dull enough to fit the place, though I would suggest to not overuse them or that may be more confusing than helpful. Still, it’s a good addition.
  • Nice trick on the stairs, it sure is an excellent idea to force people to go through the office battle, and not just avoid it by going through the end of the line. Speaking of which, I prefer that door instead of just the electrified water, and that restricted area sign is perfect, with the tram line going straight towards the silo at this point.
  • Good idea for the camera monitors. I also liked the marines coming through the elevator when turning off the rail’s security, that reminded me of Max Payne. :slight_smile:

B1

  • Right when entering Mat. Trans. B, that red chariot with a crate was quite handful to approach the turret at the end of ledge with the two bullsquids. I also liked the opened workshop on the left, which is another way to get a good angle at that same turret.
  • I’m not really fond of the Mat. Trans. B decals placed above the tunnels’ entrances, I would suggest having them at the same height as the tram like how they were displayed in Half-Life and like how you first placed it. Still having several of them like you did helps to show the place is well-maintained as opposed to A and C.
  • If that hasn’t been reported yet, there is a weird bug when you reach the elevators with the explosive crates. Once the tram elevator is activated, the three crates (including the two containing the satchels), the red chariot and the dead worker’s ragdoll are thrown on the tracks, like if there was an explosion at the based of the other elevator. Weirdly, that doesn’t happen under some circumstances, like breaking a crate or moving one of those things.

B2

  • I noticed the boom gate after the moving crates get stuck if you let the tram stop itself in front of it and only move up once you start the vehicle. Best idea to avoid that would be to have the tram stop before touching it by a few inches. I’ll also suggest adding two boom gates at the opposite side of the room, with the one in your way malfunctioning and the other lowered. Also as an idea maybe you can have the button stops the crates before raising the gates, that would seem more coherent.
  • For thee freight yard area, I have no complain with the battles outside, but the one when inside the warehouse is still too hard to manage, mostly due to the excellent aim of the marines’ AI (thanks BM for that) and that there is more cover on their side than on ours, forcing me to iron the perfect tactic to take them out without suffering too much damage (throwing a few grenades when arriving, then taking cover behind the crates on the left or right side of the warehouse and taking them out with the .357 magnum, mostly when they come charging at me with shotguns). I suppose the only solution to make this part easier would be to have the forklift on your side, as well as some crates to take cover behind, maybe making a covered path to the control room where the HEV charger and ammo are.
  • For the cave tunnel, please make this rock solid. T_T

    Also there is no need for that roller shutter here, it looks misplaced.
  • And finally the only weird detail left is this misplaced heavy door at the end of the yard, right from the broken turntable access, which seems to go through the electrical room powering the turntable, But I believe we already discussed that matter on the previous version and nothing could be done.

I think that concludes whatever I noticed on the beta version. Well in fact there is something unrelated to OaR Uncut: at the large broken turntable just after launching the rocket, I noticed the only flatbed car in BM, blocking a tunnel with an opened container atop. Turns out the container was simply standing on the actual flat car model from OaR, and the old concept one which Text has been reusing. Kinda lame for such a fake model. :[

And to finish on a not-so-serious-tone-at-all, there is one scene in OaR neither Text nor .RK brought back in Black Mesa: the cries of the damned… o__o

Oh yes just one more thing, if you’re going to open this door from the other side, make sure you move this storage rack, where my gun is to the right.


So it prevent this door from touching it

Also some thoughts, ideas:

In A1 you should consider changing the Worker in the control room for a security guard, I felt like that place lacks officers.

In B1’s officer chasing scene, have you considered removing the barnacle and changing one soldier to a squad leader, it could link both tram encounters which would be neat.

In B2, have you considered putting the tow at the cave and have the vortigaunts spawn after the missile is shot like in B1, I think this would be a nice approach, also it bothers me seeing the dead soldiers at the cave, I always had the Idea that the Grunts controlled the surface at this point.

Text, please remove the vents from these elevators:

Map A1

Map A2

Map B1

They don’t belong in there.

Wait there is more for the B1 Map, in this area,


Put this steel fence there, and also put the steel gate too anyway you want, so the player can open this gate from the other side, after he took down these two marines, here is my blue print I made, oh yes, make sure you move these objects, away from these fence

And it will also prevent the player, from going to the other side where the marine doesn’t appear.

I forgot to add in my last post, that maybe in B1, at the boxes with the stachels, maybe there should be at least one outside of the box, to imply there being more in the boxes. Thats all for now.

I second this. I wouldn’t have known they were there if I hadn’t have seen your play though videos.

I agree. They are way too big and look odd and out of place.

Well, normally when the sentry guns are destroyed all of the lasers go out, it seems on your maps some of them stay active and still give the sound when walking through them

Also following thing: On gates and such, normally u have access panels on both side of the gate, so personel can open them from both side, but some doors, gates have only an access panel on one side, not on both (same problem in ST Uncut)

Thank you that, but in my opinion, I believe my solution is a good idea.

I’ve noticed this as well. I stay on alert thinking that there are more sentry turrets to deal with, but in the end found that there were none.

Text, can you prevent the player from opening this door in this area? Except for the other side

B2 Map


I think it only occurs with turrets at the beginning of B1 (with the laser barring the tram line), and that’s an issue that has been around since the first released version of the map.

Right, here’s a quick question before I go out for the evening.

Been working all day on beta 2 but sadly you guys won’t see it today because Hammer is a piece of shit and has crashed on 3 compiles for B2 now - each of which lasted about 45 minutes before bugging out. In addition its inability to keep world geometry seamless on track curbsides, particularly near the end of B1 and B2, is driving me absolutely fucking insane. They line up perfectly in the editor but seams appear in the game, I literally have no idea what to do about it, it’s the same problem I have for the furnace on C2A5H. Really infuriating stuff.

Anyway, onto my question:

I’ve been considering (due to someone’s suggestion somewhere) replacing Dark Skies on B2 with the Office Complex song (the non-mesa/crazy mix), from the Black Mesa soundtrack, a tune which wasn’t actually used in the game. I actually think it fits the scene better than Dark Skies, and it’s shorter too which I prefer, without being abrupt. What do you guys think about that? My 2 reservations about doing so are a) maybe the Black Mesa devs will end up using the unused tune in their next release and that b) I do quite like Dark Skies, I’m a bit attached to it.

Thoughts?

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.