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

For the lite version I only say “good riddance”. IMHO if someone want to play a lite version of OAR, just play the original map that comes with BM.
It is already lite enough. :slight_smile:

Keeping two versions of the same project it is too much effort. Glad to see that now you’ll put all resources in one single but well-finished map.

Just a random thought for you Text, on B2, could you consider exchanging 1 or 2 of the M35 trucks in the convoy for hummers. It would make sense for a convoy to have “command vehicles” leading it… Just throwing that out there.

Stop talking about the crane. He’s not gonna change it, and it doesn’t need to be changed. He has posted multiple paragraphs of reasons why the crane is the way it is and won’t be changing. Please be more constructive with your comments.

Just to clarify the reason I said it was amateur is exactly because it is made by Valve and is in fact from the sequel and not the original. It seems off to see this model used when so much else from Black Mesa and your maps is custom made.

It throws the players mind back to Half-Life2 which is a completely different area from which half-life takes place in. It also makes people wonder why they can’t operate it as I think has been made quiet apparent by feedback in this thread from multiple people.

I was merely suggesting that you explore other options for giving the player a view of the area. You never know it might turn out really nice and if not you could always just default back to the crane which in all honestly isn’t that bad. I personally liked the idea someone had about making one of the guard towers accessible, but there are other ways as well that really shouldn’t cause you to have to rework the entire area.

As for the Ax maps it sounds like you’ve really patched up some of the issues from before. I’ve been trying to think of other ways you could direct the players attention to that office, but without playing the new version it’s hard to say what else needs to be added if anything. Maybe post some screenshots of the new lighting and signs?

Now, by no means do I think this is necessary, because it takes a significant amount of work that Text can’t do. But I do think it would be worth it to take the nonfunctional ladder off of the crane prop, and maybe replace it with a ladder physics prop on the crane, to imply that the ladder just fell off-

I just had a really, really cool idea. What if you made the ladder on the crane useable, but instead of controlling the crane, like you’d expect, it made the crane begin to uncontrollably rotate, creating a feeling that you’ve sparked some chaos? You could even keep track of it and, if the player chooses to do this, put a constantly-spinning crane in the background of the last OAR map.

OMG!!! drop the crane subject…Freeman doesn’t care. Leave the crane puzzle in HL2.

^ This.

Guys, get it through your thick skull, the entity doesn’t exist in the FGD. While it does exist in HL2 that does NOT mean it exists in BM. It’d take a shit load of coding to get an even shoddly working entity that’s usable.

Basically he’d need direct access to the game’s code, which he does not have. Therefore it’s pointless to have discussion on the subject. You can mingle about yourselves about it, but it has no bearing on the current subject of OAR:U.

So just drop it. To get a puzzle like that working would take a lot of time and effort and likely, it won’t look or play all that good either (no offense meant to you Text, your work has been high-par ever since ST:U).

The out of the box solutions to small problems I’ve proposed are similar to what I’m talking about here. He would need to go WAY outside the box to make an even feasible entity.

As for suggestions:

  1. why not have some sealed doors connected to the Lambada Complex? The level where you encounter the assassins the second time has a boat load of shipping containers in it, it wouldn’t be farfetched to have a rail door connecting it to a main train yard of sorts.

  2. If you want to spruce up the office where you activate the rail switch and you get ambushed by the sniper, may I suggest a little bulletin board that shows where the different rails lead.
    E.G:
    Rail X leads to place A
    Rail Y leads to place B
    Rail Z leads to place C
    And so on.

As well as a general outline of cargo, that sort?

I oppose this idea. Brushing by one of the most important locations at the BMRF and not returning for half the game would leave a bad taste in the player’s mouth. Especially - though I’m not sure if I’m correct on this - we’re told about the lambda reactor by the guy at the end of WGH.

I’maokaywiththis.jpg.

I actually could not imagine anyone downloading the lite version. I mean, why not enjoy a whole new chapter to play?

It didn’t seem that way in the B2 release, so I just thought I should mention it just in case.

I agree, you were supposed to reach the Lambda Complex, if you saw it and just went by it, it wouldn’t make a lot of sense. You were just making your way through the tunnels trying to survive, maybe you were getting close, maybe you weren’t. But that doesn’t matter, because you end up in a faulty tram and crash through into an old silo. Then you get lost, and after that you are captured and dumped in the waste processing sector. Eventually you do find the Lambda Complex though, in FAF you pass by several locked blast doors and eventually find the one door that hasn’t been sealed. We should leave it that way.

It is not possible to operate the crane in Black Mesa because the code and the crane vehicle do not exist… That is why text can not do that… So it is impossible…

Do you understand?

It’s. Not. Friggin. Happening.

Some people on this forum are so stubbornly persistent, and not in the productive way.

After a long time I’m back, and I see OAR: Uncut progressed nicely. Gotta say I spent a lot of time spending with reading the thread, but I’ve no regrets. The youtube walkthrough was charming, and no suprise, I’m going to download the Alpha right away. Doubt I can add any feedback that hasn’t been told / acknowledged alredy though.Note, I got really interested in that HECU convoy that had been mentioned, but was cut from the version shown on youtube, but it’ll make a return, right?

Edit: I also won’t miss the Lite version.

Next mention of cranes gets tempbanned. The explanations have been given, move on.

If the Lambda complex connected to the rail system, it would open a small plot hole. The guard who relays the message at the beginning says it’s the Lambda team who needs the rocket launched. Why send him if they are already closer?

Maybe just have the signs point towards the Lambda Complex?

BTW, totally different topic, but what are the odds of a package file containing this, STU, and the OAR Loop mod together?

Thank you.

A bundle of ST and OaR Uncut is probably going to happen, but the Loop Mod will not be part of it.

It was late when I typed out the message. But yeah, that’s what I meant.

It’s not a plot hole. The Scientist at the end of “We’ve Got Hostiles” tells you pretty directly that you should head through to the Silo Complex, find the Tram system, and use it to try and find the Lambda Complex. At the start of Power Up, it’s a Security Guard who tells you to go launch the Rocket. The Lambda Team did try to launch it, but were stopped (and killed) by the Military.

By this point it’s pretty obvious that you’re a very capable fighter and their last hope. So they send you specifically to clear out the Military and launch the Rocket. You do that successfully, make your way back into the tunnels, and that’s where your journey is derailed.

Actually, I think you reach the Lambda Complex (more precisely not far from the main teleporter chamber where you see Gordon getting off to Xen) through the Mat. Trans. system in Opposing Force.

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.