I’ve seen worse from Ram in the pre-release days… lol By comparison that’s nothing. 
Funny thing - OAR uncut now seems too compact for me now that I’ve played through HL1 oar again…
It’s not even loops, it’s something to do with your average tunnel length I’d say. Or player/world scale, I dunno. In HL, the transit system it really does seem like you’re traveling a handful of miles. Within BM design logic/philosophy, it all still feels like its a bunch of sections connected by rather short tunnels, making it feel a bit underwhelming, even though the vertical scale is much more pronounced.
Not saying that it is bad and should be remade (I know the complications and I couldn’t care less tbh) - but it would be interesting to hear the thoughts of the mod’s author on this. Not calling out either, just curious.
@ODB
That’s an interesting matter you’re pointing at here, though from my experience of HL I would say the original OaR chapter looks more like overlapping tunnels, followed by more tunnels. I think it looked too much claustrophobic for me to really consider it wide, but if it were not for the many map transitions I would have compared it to some antique maze. Just imagine having the garg acting as the minotaur and chasing you on the tracks. XD
Still, maybe it doesn’t look as wide as HL but it certainly has another dimension with all those large rooms.
It might as well be the fact that the levels are generally dominated by massive hub areas, and the shorter tunnels themselves just reinforce the balance shift.
Before the release of Black Mesa, I didn’t notice it, but in Half-Life certain areas look wrong and redundant, this is especially true for the OAR chapter, with it’s loops and strange dead-ends. Perhaps this is the reason why I couldn’t name any parts of the chapter I was really missing, while playing Black Mesa.
Of course since I played with OAR: Uncut, I can’t imagine myself playing without it.
This was something I mentioned before. You seem to spend very little time riding the tram. I wish there was section or two where you just rode on the tram, and you shot things …like a moving shooting gallery.
The thing that really creates this …“problem”, if you will, is that you now have to get off of the tram to switch rails. While I do understand the design decision, it is kind of a shame you can’t solve puzzles while riding on the tram.
If there was, like… 1 map dedicated to just riding on the tram (I know A is kind of like this, but that was mostly for show. This would have gameplay.) And/or longer sections of tunnel between maps, it’d be ideal.
However, just to be clear, what you have here is EXECELLENT, Text! PLEASE don’t think I’m complaining or issuing harsh criticism of these excellent maps that have already earned a permanent place in my Black Mesa playthrough. I also know that there won’t be major changes made at this point, so I don’t expect these changes to happen (especially since they’d throw off the perfect connection of the bottom and top of the silo.)
FINAL Feedback For OaR Uncut Maps B1 & B2 Beta2
Map B1
- At map’s end https://i.imgur.com/zPvIRk9.jpg, the upper part of this cargo elevator https://i.imgur.com/Wdn1v7u.jpg, seems incomplete.
- In this room https://i.imgur.com/ud5StTb.jpg, this rail bed crown wall texture needs alignment https://i.imgur.com/COpjdsU.jpg, and the other side https://i.imgur.com/06XAFHW.jpg
- Here https://i.imgur.com/uvsKTft.jpg, position this light https://i.imgur.com/wxAHKoz.jpg, the same distance from the blast door, as this light https://i.imgur.com/noyYGSQ.jpg
- Two cameras need their viewing angles changed, to more accurately reflect the images depicted on the monitors in the security office:
a) At this location https://i.imgur.com/fNL72gu.jpg, this camera https://i.imgur.com/UQzIvT7.jpg, is aimed more towards here https://i.imgur.com/ZTKRGx0.jpg, instead of here https://i.imgur.com/34Hayfp.jpg
b) At map’s end, this camera https://i.imgur.com/8L4NfmW.jpg, is aimed more towards here https://i.imgur.com/kbeRmJz.jpg, instead of here https://i.imgur.com/r1P0CCZ.jpg
Map B2
- Not specific to map B2, but for added realism, consider orienting items that require a forklift to be carried/moved, to reflect this interaction by how they are placed, especially items designed to facilitate easy handling by a forklift. Some crates need to be marginally rotated, while others need to be rotated by approximately 90 degrees. Examples follow:
a) In map B1, below the security office https://i.imgur.com/hQubHb7.jpg
b) At the end of map B1 https://i.imgur.com/1w7cMBm.jpg
c) Crates on the warehouse floor https://i.imgur.com/SnXDI90.jpg and https://i.imgur.com/yFft4xJ.jpg and https://i.imgur.com/11LLqDz.jpg and (this crate also defies gravity) https://i.imgur.com/yPdkcH4.jpg
d) In the train yard, the forklift access tubes for these two blue crates should face the player https://i.imgur.com/Yay4Khs.jpg
e) In the train yard, the forklift access tubes on the lower blue crate are properly oriented on this forklift https://i.imgur.com/31jmOuD.jpg, but not for the tall blue crate on this other forklift https://i.imgur.com/My6OeEH.jpg
f) In the train yard, the single blue crate here https://i.imgur.com/qUPMq7k.jpg and these stacked blue crates https://i.imgur.com/QM5DVnD.jpg, and the stacked blue crates on this tram cart https://i.imgur.com/3PSjjXo.jpg, and even this tall wooden crate https://i.imgur.com/JczQzwa.jpg
g) All crates on racking, provided they are not a part of the rack model. - Shadows on same-type objects are inconsistent:
a) Some large green containers have shadows, map B1 https://i.imgur.com/FnG6C5b.jpg and map B2 https://i.imgur.com/kjcL6oH.jpg and https://i.imgur.com/SoqJfja.jpg, while all the others do not.
b) This forklift has a shadow https://i.imgur.com/7AfrrYU.jpg, while these two do not https://i.imgur.com/4ukjfZB.jpg and https://i.imgur.com/Om3rPlS.jpg, or the two that are in the warehouse. - This platform elevator https://i.imgur.com/tORasQd.jpg, doesn’t really need the right side wall trim https://i.imgur.com/pgYC11l.jpg
- In this area https://i.imgur.com/969v0Sb.jpg, this rail bed wall texture needs aligning https://i.imgur.com/F4uvdW7.jpg, and so does this one, a little further ahead https://i.imgur.com/XVEPsCA.jpg. The opposite side is fine.
Text, I’ll echo what others have said, focus and tend to your real-life issues. That’s most important. Although you’re keen on finishing up OaRU, it’s far from being “the” important issue during this time in your life. We have every confidence that you’ll put it to bed, when the time is right, whenever that may be. You know from past experience that we’re a patient lot, so take all the time you need. We’re behind you 113.7 percent!
Unlike some I really liked on a rail in half life. I didn’t find it boring or confusing. I hated xen, for me most of the game was really good. I actually wanted OAR to be much longer and Surface Tension. I think Office Complex should have been much larger as well. When you go through that chapter it seems too short. It’s not much of a complex.
I’m in the same camp as you, dude. I liked how long, convoluted and claustrophobic the original OAR was. I like it when games have at-least 1 really long and tedious level, as long as it has atmosphere. I’m glad Text expanded it, and gave it some more variety, though. I just wish I could spend more time riding on a tram through cramped tunnels. But I think I’m in a minority on that one. 
I agree on Office Complex, too. I kind of wish it was more scary, as well as a bit longer.
Ditto on all counts, as well.
Don’t worry, we may get another remake on “Source 2” 15 years down the line.
I like imagining a Source 2 remake of Half-Life sometimes. 
On A Rail, Apprehension, Surface Tension, Xen, and Interloper are all expanded and split into two chapters each. The second half of On A Rail becomes a new chapter called Linear Induction, the first half of Apprehension becomes a new chapter called Hydrophobia, and the first half of Surface Tension becomes a new chapter called Cliff Hanger. Xen is massively expanded, with a new chapter called Research Station now preceding Gonarch’s Lair, and the second half of Interloper becomes a new chapter called Life Support.
I don’t really see this as necessary. The thing is, even as Half-Life 2 (and BM) age, they will certainly look older compared to games of the current generation (whatever generation may be prevelant at the time), but they will never look fake, or have serious gameplay issues, like Half-Life 1 and it’s spin-offs do. Besides, Source games are “living” to an extent. They get updates, additions, and fixes. That helps them remain more up-to-date as well.
I think this is a rather naive perspective. Half-Life 1 was seen as gloriously realistic graphically when it came out, and was praised for its gameplay. Now, even Half-Life 2 is perceived as outdated, and for good reason. We’ll achieve the “unbeatable” level of gaming technology within our lifetime, but probably not within this decade.
I dunno. I mean, I know what you’re saying… But Half-Life 2 doesn’t feel clunky.
In my earnest opinion, a lot of games that are old are still VERY solid games. But most of these are 2D. I feel like, when games shifted to 3D, it took a few years (until the early 2000s) for 3D games to start to feel like they can stand the test of time. Like, look at Mario World or Sonic 3 or anything out of Donkey Kong Country. Sure, they are old graphically, but gameplay wise, they’re perfectly fine! They were limited, but not to an extent that gameplay suffered from it. Notice these games are 16-bit. The 8-bit era, while having some great games, had it’s fair share of clunky games with good ideas/intentions behind them. Once the 32 and 64 bit games rolled in, gameplay became clunky and odd again. These games were praised because they were breaking new ground, but the formula was not yet found. I think the same can be applied to Half-Life. Again, Half-Life 2 was limited, but enough had been established and figured out in the 3D FPS genre for the gameplay to be lasting, despite it’s limitations. It’s graphical setbacks are not enough to make the game unbelievable. Step out of the trainstation into the City 17 plaza, and tell me you only see textures and polygons. 
Even if you don’t agree, I hope you see what I’m saying.
Oh yeah, I do see fucking textures and minimal number of faces, coupled with primitive level design.
Face it, its pretty damn fucking outdated. Was 5 years ago.
Interesting discussion, but perhaps one for a different thread. Please try and stay on topic.
Oh well, I guess that’s just my retro-gamer showing through. I don’t mind things like that, and it doesn’t bother me. More detail would be nice, but I don’t see it as necessary. I think the game did what it was designed to do quite well, and still does.
Anyways, as per Flatline’s interjection, back to OaR Uncut!
So, in any case, when On A Rail Uncut comes out, the only cut (besides Xen) that I’ll be unhappy with is the scientist hiding on top of the generator in Blast Pit. But I think I can cope with that.
I wish the game were expanded more, but that’s not really BM’s fault.
I’ve played through half life today, from black mesa inbound to the end of lambda core and i still think On a Rail is good. i don’t find it boring or confusing. For me it’s one of the best chapters in half life along with Surface tension and Office Complex. It’s good that Text has restored OAR in black mesa to how it was in half life. For me it should be a very large chapter as I think the black mesa rail system should be enormous considering the size of the black mesa facility.
