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

Did you see that thing with the missing leg? - Guard at bm_c2a2b
Shoot it in the face! -Marine.

The flares were awesome. You captured the lighting that everyone wanted. The music has some feel of another game can’t say what.

Just played through the ambush. Gotta say, holy shit the lighting was great. And your friend did a stellar job on the song, it’s spot on and it sounds like it belongs in Half-Life 2.

Also: Lol @the running guard (those of you who played the map’ll know what I’m talking about)

Edit: A little idea pitch for B2, if you’ve got the room. If you’ve got a place in the skybox, why not have one of the Harriers fly over a building or group of buildings in the distance and release a pyrotechnic flare in the night sky? It’d be a cool backdrop.

Actually, I would personally like it even a bit darker.

Jumps over tripmine OHH I JUST DODGED THAT OH GOD

five seconds later

OH SHI-runs into tripmine

Also, that music is really good. Very close to Nielsen’s work yet still retaining it’s own identity. And it sounds nice to boot!

Played it, loved it. Can’t wait for on a rail B2 outside maps.

Well done Text, amazing work. I’ll leave the more detailed feedback to others but I’ll point out a few things.

After you hit the switch to raise the toll gates and return to the tram, the area with the barney getting chased by the tram. The line “shootem in the face” originates from the area were barney is and not the grunts.

  1. shouldn’t these doors be locked to prevent the player from knowing ahead of time that there’s a tow launcher around the corner aimed at them. I know they could continue down the track and look around the corner and see it, but…? I would want it to be a small miniature ambush, plus how does the grunt magically appear to man it.

  2. The turntable ambush AWSOME!! also like the track. Small idea, ya they turn off the power on you but consider leaving these lights (only the ones above the doors) on, it would really help silhouette the grunts and draw the players eyes up to them for when they arrive. Also give them a rappelling noise, a sound queue of their arrival helps.

  3. The upper level leading to B2, the crates disappear after breaking them.




Watched the video and Wow, I am REALLY impressed with your work Text, I know I havent posted much in here but I gotta say you are doing a really good job, and your friend’s song was good too.

I’ll post here again with bugs once I have the time to play it myself, but I gotta say I admire your work so far on your uncut projects.

I get the feeling I’m going to be in a minority here in saying that I found the turntable fight too difficult. Even after playing through it and knowing where the enemies are, I still found it kinda overwhelming.

The way the flares light up the room works well. The atmosphere of the room is perfect, I just found it too difficult most of the time, personally.

Having said that, the track playing during the fight fits perfectly. Your friend’s work is incredible.

Putting that aside, a few minor things I noticed.

The railing on the stairs in the first Mat. Trans room (with the bullsquids, turrets, and tripmines) visibly clips through the bottom of the support (not sure if you can do much about this, though):

setpos -413.204224 -3686.820557 552.031250;

Once again, not sure there’s much you can do, but the transition between colours here is really abrupt:

setpos 3323.180664 -2999.808105 520.957886;

The floor under this door abruptly changes colour and doesn’t line up:

setpos -266.258789 1501.494385 732.431274;

No getpos, but this is the turntable elevator near the end of the map - The elevator clips through the floor when it comes up. The floor underneath it is concrete, the metal elevator just “appears”.

The rails on the turntable in the ambush room are misaligned with the rest of the track (again, not sure how much you can do about this):

setpos -148.400696 1055.296753 520.031250;

One last thing that I forgot to get a getpos or image of - At the scene where the two Marines are driving a tram alongside the player’s, if the player steals their tram and goes into reverse, it’ll clip through the closed blast door the Marines came through. If the player stays on it, they’ll get pushed into the door and become trapped.

Altogether, though, this is incredible. :slight_smile:

Firstly, completely forgot to comment on the new music. It sounds great and fits right in with JN’s official music. Looking forward to the final release.

[COLOR=‘Orange’]NEW - Great idea about the clipping lights, Text. The issue is all over the place, and in varying degrees. I’ll gear my feedback to alert you about areas that exhibit the problem, instead of reporting each instance individually. Pay particular attention, and be on the lookout for them.

[COLOR=‘Orange’]NEW - Another issue you need to scour your maps for is the numerous texture z-fighting issues with the train tracks. I and others have reported some of them, but I’m sure there are more that exist.

Sorry Text, but what is a minor or major feedback issue to me might be considered differently by you, so I’ll just list them in the order I find them and let you decide what category they fit in, and at which point in your development cycle they’ll be addressed.

Some of my feedback may be repeats that have been posted by others. Best that they be doubly reported to ensure that they are addressed. I realize this is an alpha release and that you may be aware of some of these issues. However, there may be some that you’re not aware of.

====================================

Feedback For OaR Uncut Alpha1-B1

  1. In the first security office area, the pipe-elbow textures on the gray pipes look weird https://i.imgur.com/lclA6Dc.jpg
  2. In the first security office area, there’s a texture seam issue in this corner https://i.imgur.com/ZwK6jQT.jpg and https://i.imgur.com/FVB5tNg.jpg. For consistency, can the raised wall cladding be extended to the left of this corner, all the way over to the left of the roll-up door? https://i.imgur.com/XvnqnR6.jpg
  3. In the first security office area, these floor tile seams need alignment https://i.imgur.com/Hi8a2LW.jpg
  4. Mounting rods from this fluorescent light clip through the wall ledge and are visible from below https://i.imgur.com/C1IVyaW.jpg and https://i.imgur.com/4hjySD7.jpg
  5. The two arcs on the right side of this blast door, originate too far away from the face of the door https://i.imgur.com/K2gULDH.jpg
  6. This type of fluorescent light isn’t fully adhered to the wall https://i.imgur.com/yZozSmD.jpg. This is the case with almost every instance where this light is used. I expect this is a design decision on your part in order to achieve a certain lighting look/mood. Is the lighting effect that much different if they are properly anchored to the wall? The way they are now, it looks like they’re about to fall off.
  7. At the entry into the first security office area, these tracks are black https://i.imgur.com/vvp6iJc.jpg. There are numerous instances of this occurring throughout the level. In some cases, the tracks are dark blue or noticeable different shades of gray.
  8. There’s illumination here, but no light https://i.imgur.com/KBqJfVc.jpg
  9. A light fixture is missing from the base of this column https://i.imgur.com/BtNM8YP.jpg. All the others have one.
  10. Odd pipe remnants are situated here https://i.imgur.com/RoWL6y1.jpg
  11. These lights clip into their columns https://i.imgur.com/CEkYA2c.jpg. The ones on the opposite side are fine. There are other numerous instances of this occurring in and around the area of the first security office, like so https://i.imgur.com/lQHdOfw.jpg, as an example.
  12. Another instance of fluorescent light mounting rods clipping through the floor and being visible from below https://i.imgur.com/qWtsHaw.jpg and https://i.imgur.com/TUbY9Vd.jpg. In this case, they appear above the destroyed blast doors.
  13. Handrail posts extend beyond the bottom of this stair frame https://i.imgur.com/B0Nu7BT.jpg
  14. Move the three sets of handrails that run along the edge of this platform, slightly to the right, to eliminate their overhang https://i.imgur.com/QTKTGMm.jpg and https://i.imgur.com/GNoFRDA.jpg
  15. These handrails have a texture z-fighting issue, upper and lower, to the right of these posts. See attached pictures 1 and 2 below.
  16. In the upper area of the first mats transfer room, there are numerous light fixtures that clip into the wall. Here’s an example https://i.imgur.com/WUtSdTj.jpg. There’s also many on the main floor that suffer from the same problem.
  17. The placement of the fluorescent lights, across rather than along, above this walkway seems odd. Consider rotating them 90 degrees, unless you’re going for a certain lighting look/mood https://i.imgur.com/4aVUEEC.jpg. It would also match the positioning of the fluorescent lights on the opposite side of the room https://i.imgur.com/erFRecj.jpg and the ones on the ceiling https://i.imgur.com/oIJbglT.jpg and https://i.imgur.com/4Il1Uyx.jpg. The two further down this hallway should be rotated 90 degrees as well https://i.imgur.com/eXXaTZE.jpg
  18. Consider adding a fluorescent light here, to fully compliment/match the lighting grid on this ceiling https://i.imgur.com/UKWXdNI.jpg. Change their positioning if there are collision issues with the traveling crates.
  19. The topside of this light is completely exposed https://i.imgur.com/PSHCrG4.jpg and https://i.imgur.com/UnagJ4w.jpg
  20. There’s a texture continuity/seam problem here https://i.imgur.com/97znOI9.jpg and https://i.imgur.com/OmiJENh.jpg
  21. Are these doors to the upper area of the first mats transport room supposed to open? https://i.imgur.com/L7Z3SKZ.jpg. If not, consider putting the door openers on the other side.
  22. All the lights used in this fashion in the tunnels, clip into the ceiling metal trim https://i.imgur.com/kUgTyKs.jpg and https://i.imgur.com/sRkpTk5.jpg
  23. In this area https://i.imgur.com/wIFFcCn.jpg these tracks have texture z-fighting issues https://i.imgur.com/aKQ7DqR.jpg
  24. At the entry into the first security office area, these tracks have texture z-fighting issues https://i.imgur.com/JrlR7FH.jpg
  25. Just past the first mats transport room, the elbow on this red pipe, exhibits very dark lighting https://i.imgur.com/FPZBQr3.jpg and https://i.imgur.com/L3AzNjA.jpg
  26. Vertical pipe from this electrical box does not terminate anywhere https://i.imgur.com/kVhlasO.jpg
  27. These two military crates clip into the wall https://i.imgur.com/UaL9qCP.jpg
  28. Suggest positioning this signage so that it’s more visible https://i.imgur.com/QKSUnNE.jpg. Maybe post it in multiple places.
  29. Vertical wires from these electrical boxes don’t terminate anywhere https://i.imgur.com/0MknlVN.jpg
  30. In the TOW weapon area, portions of these pipes display incorrect lighting https://i.imgur.com/Vaq2f6C.jpg and https://i.imgur.com/xqDIJFQ.jpg. Also occurs at the opposite end https://i.imgur.com/mojyQ3W.jpg and https://i.imgur.com/47NtMPe.jpg
  31. The single blue crate found here https://i.imgur.com/LlJItFo.jpg, clips into the wall https://i.imgur.com/ofkSTvy.jpg
  32. These upper military crates https://i.imgur.com/9FVa0dQ.jpg, clip into portions of the lower crate https://i.imgur.com/PKB5iYH.jpg and https://i.imgur.com/EeNKpEo.jpg
  33. This light clips into the air duct support bracket https://i.imgur.com/5RnWgFg.jpg, and the light also clips into the wall (no picture). Most lights in this area clip into the walls.
  34. In the tram turntable area, this upper military crate https://i.imgur.com/tYniQhu.jpg, clips into a portion of the lower crate https://i.imgur.com/fv5rSyF.jpg
  35. Another instance where the vertical wires from these electrical boxes don’t terminate anywhere https://i.imgur.com/f2bTTmE.jpg
  36. There’s an unfinished curb detail here https://i.imgur.com/fcttPd3.jpg and https://i.imgur.com/9ruLCNQ.jpg. Also occurs on opposite side of the tracks.
  37. Upon leaving the tram turntable area, these tracks have texture z-fighting issues https://i.imgur.com/OfSylwg.jpg
  38. These tracks, leading to the tram turntable, have texture z-fighting issues as well. See attached pictures 3 and 4 below.
  39. The light above this distant blast door https://i.imgur.com/7OC05oY.jpg, clips into the metal frame https://i.imgur.com/YlAxhjK.jpg. Also, should this blast door have a red light above it?
  40. Next to the tram turntable, this green crate https://i.imgur.com/ExHv7Lm.jpg, clips into the curb https://i.imgur.com/NZR4ucE.jpg
  41. This cargo elevator doesn’t stop level with the floor https://i.imgur.com/TEngHEt.jpg
  42. Next to the cargo elevator depicted in issue #41, there’s a texture remnant protruding from the wall https://i.imgur.com/Z0MBRp2.jpg
  43. Consider raising the height of this wall went. It seems too low https://i.imgur.com/jABPejR.jpg. You don’t want Gordon to possibly hit his head on it!
  44. Sandbags clip into the floor https://i.imgur.com/4BemltL.jpg
  45. Next to the cargo elevator depicted in issue #41, on the uppermost floor, there’s another texture remnant protruding from the wall https://i.imgur.com/wPiq2NA.jpg
  46. Can these tracks be removed, so that the tram elevator piston isn’t seen clipping through them? https://i.imgur.com/M3HJl1L.jpg
  47. More sandbags clipping into the floor https://i.imgur.com/mP19HFZ.jpg
  48. HECU zip line clips through the floor https://i.imgur.com/6p9zwe7.jpg and, if not destroyed, these wooden crates https://i.imgur.com/pwulV4D.jpg
  49. Initially, the door for the first security office opens both ways, but after it only opens outwards https://i.imgur.com/BgJjWFL.jpg
  50. Outside the first security office, this military crate clips into the lower one https://i.imgur.com/x94YyAS.jpg and https://i.imgur.com/VgdDKer.jpg
  51. The tram clips into the “easter egg” wall https://i.imgur.com/aRrKclZ.jpg. I’M JOKING!!!
  52. This light, at the far end of the first mats transport room, is floating in mid air https://i.imgur.com/DXq3erd.jpg
  53. For all those no-clippers out there, fix this seam alignment issue https://i.imgur.com/VDbKDdt.jpg and https://i.imgur.com/Mk87kjx.jpg
  54. At the end of the map, this light is floating in mid air https://i.imgur.com/uQY7tHF.jpg
  55. Just down from the TOW ambush area, these tracks have lighting and texture z-fighting issues https://i.imgur.com/LQzkk4h.jpg and https://i.imgur.com/hLkvjPb.jpg
  56. Concerning these distant office windows https://i.imgur.com/9iZZHeP.jpg, raise the height of the light above the left one to match the one on the right https://i.imgur.com/PDf1TOp.jpg. This will also match the height of the lights above all the doors in the area.
  57. At the level start, the texture of the tunnel ceiling changes back and forth. First it’s unfinished to finished https://i.imgur.com/bsgUzYQ.jpg and then it changes back to unfinished https://i.imgur.com/pvXfqqV.jpg
  58. At the level start, the red light above this blast door https://i.imgur.com/aZcB54q.jpg seems too high https://i.imgur.com/HSXq9LS.jpg
  59. For consistency with the other arches/columns in this area, consider placing lights near the base of the columns for the farthest arch that’s against the far wall https://i.imgur.com/rLywmTd.jpg, namely, here https://i.imgur.com/61RAOXB.jpg and here https://i.imgur.com/lEkcn5t.jpg
  60. Suggest removing the odd shadow thrown by this track-status light standard https://i.imgur.com/ZrgcWZ5.jpg
  61. Should there be some crane control consoles situated on the far platform, in support of the crane that’s there? https://i.imgur.com/LSdNu6X.jpg
  62. Suggest moving this fencing https://i.imgur.com/N11QkYF.jpg slightly to the right, in order to eliminate its overhang https://i.imgur.com/ktjjWo5.jpg. It also has a couple of texture z-fighting issues https://i.imgur.com/Kej4P0T.jpg and https://i.imgur.com/BJkZRUZ.jpg. The second instance is directly above the one depicted.
  63. Consider centering (left-right) this fluorescent light https://i.imgur.com/knXlsC4.jpg
  64. Move this electronics console https://i.imgur.com/DHBwWHJ.jpg forward, as the back of it is clipping into the wall https://i.imgur.com/RHLqHAF.jpg
  65. Consider removing these two shadows https://i.imgur.com/zD1wlYB.jpg and https://i.imgur.com/yMRQOzB.jpg
  66. Consider centering (left-right) this other fluorescent light https://i.imgur.com/zO9OgYn.jpg
  67. Just past the right toll gate https://i.imgur.com/G8LbjSq.jpg, the track access indicator light unit, is floating in mid air https://i.imgur.com/PqAOetJ.jpg
  68. This drooping wire https://i.imgur.com/oAEOeKV.jpg clips through the ceiling tile https://i.imgur.com/R1G8mR8.jpg
  69. Can a short piece of curb, with a slanted edge, be inserted here https://i.imgur.com/12vPS7f.jpg and https://i.imgur.com/btl7ZNO.jpg
  70. Maybe it’d be best if this section or raised cladding be removed, so that the track access indicator light unit can be mounted flush against the wall https://i.imgur.com/VHkZV6H.jpg and https://i.imgur.com/8FTj5dg.jpg. This will allow you to raise its position, as well.
  71. In the turntable security room, the cover for the light switch box clips into a steel pipe and the wall https://i.imgur.com/YdI3evz.jpg and https://i.imgur.com/WoiF2Cn.jpg
  72. The electric panels in the tram turntable security office, here https://i.imgur.com/FSPnKPm.jpg are clipped too deep into the wall https://i.imgur.com/zu3SK6W.jpg affecting the full “3D” appearance of the cables https://i.imgur.com/gF5pPMx.jpg
  73. At the level end, sparks from the shorted electric generators two floors up, pass through the ceiling along this portions of this tunnel https://i.imgur.com/L4BO6xZ.jpg
  74. Texture z-fighting issue with the door hinges for the cabinets https://i.imgur.com/GsOK8kf.jpg in the shorted electric generators cage https://i.imgur.com/e4d01Bf.jpg and https://i.imgur.com/ePf4et0.jpg
  75. At the level start, for consistency with other OaR levels, there should be a light above this door, or on the wall across from it https://i.imgur.com/2P1A6Mf.jpg
  76. Consider shifting this fluorescent light https://i.imgur.com/ZwLPd8H.jpg to the right, as its left end extends beyond the ceiling https://i.imgur.com/IQ43Cph.jpg.
  77. Tunnel ceiling steel beam is missing on the left side https://i.imgur.com/4uFUmHc.jpg and https://i.imgur.com/UZw7DEC.jpg
  78. This cargo elevator doesn’t rise flush with the upper level https://i.imgur.com/3puUaFx.jpg and the cargo elevator piston has no texture to it https://i.imgur.com/GIG6uaR.jpg
  79. Similar to issue #76, consider shifting this fluorescent light https://i.imgur.com/yFGr5IL.jpg to the left, as its right end extends beyond the ceiling https://i.imgur.com/soqqRUu.jpg. Text, I can see your rod!
  80. Can raised wall cladding be used on both sides of this defective bell-ringing blast door? https://i.imgur.com/fhDkIp6.jpg
  81. Consider raising the height of this air vent too https://i.imgur.com/RGaZXUC.jpg. Also, notice the obvious vertical texture seam above the door’s right side.
  82. The four lights visible here, on the second floor of the tram elevator, all clip into the wall https://i.imgur.com/wiJJtRS.jpg.
  83. For better symmetry, consider adding a fourth light here, on the second floor of the tram elevator https://i.imgur.com/oXWsR86.jpg
  84. For the moving green crates, there seems to be textures missing for the upper plate that slides along the underside of the mats transport guide rail https://i.imgur.com/1AdjX0a.jpg and https://i.imgur.com/EfjwJvN.jpg and https://i.imgur.com/qd8mXo6.jpg
  85. The driver of this forklift is definitely lost https://i.imgur.com/GieoxgH.jpg and https://i.imgur.com/ycoioO6.jpg. On a subsequent playthrough, the forklift clips into the floor https://i.imgur.com/EOGX0oK.jpg
  86. In this area here https://i.imgur.com/KAc0V1N.jpg, center the light above this door https://i.imgur.com/h8feVbV.jpg
  87. Heading to the tram turntable, can raised wall cladding be used on both sides of this opening? https://i.imgur.com/VwMAtAC.jpg
  88. The rear legs on this weapon clip into the sandbags https://i.imgur.com/0ld3Gom.jpg
  89. Leaving the tram turntable area, can raised wall cladding be used on both sides of this blast door? https://i.imgur.com/6wGhkIK.jpg
  90. All four of these lights, surrounding the tram elevator, clip into the wall https://i.imgur.com/zksk3bt.jpg
  91. At the level start, these tunnel lights are in too close proximity of each other https://i.imgur.com/00qFnUR.jpg. Consider moving the two furthest ones, closer to the blast door, where some amount of illumination would normally be expected.
  92. Most all wall lights on the entire upper floor, of this area here https://i.imgur.com/AXS1Vve.jpg, clip into the wall.
  93. After the tram turntable ambush is over, the sound of the burning flares can still be heard, even though they extinguished sometime earlier. It can be heard even after the lights have been turned back on.
  94. At the tram elevator, can this floor texture seam be fixed? One row of tiles is wider than the others https://i.imgur.com/69XxZhF.jpg
  95. Wherever this type of maintenance access hatch is used https://i.imgur.com/tyujTvv.jpg, consider replacing it with the “steel” version (grayish or brownish), as it looks more appropriate. I suppose you’d need to insert the proper footstep sounds as well?
  96. In the tram turntable area, this blue crate clips into the military crate https://i.imgur.com/nQwuGPr.jpg
  97. At the tram elevator’s uppermost floor, this forklift clips into the crate, in several places https://i.imgur.com/omtfIWt.jpg
  98. At the end of the level, here’s a texture issue https://i.imgur.com/CkN0Zv2.jpg
  99. At the tram elevator’s uppermost floor, by the forklift, can these floor seams/alignment/spacing issues be fixed? https://i.imgur.com/H5o5tUu.jpg and https://i.imgur.com/XnyCgjY.jpg.
  100. Don’t know if you can/want to do anything about this, but at the tram elevator’s uppermost floor, the light emitted by the hidden battery pack, bleeds through these pillars https://i.imgur.com/GBNQHvG.jpg. It’s brighter in-game. You may want to leave it as a clue.

To be continued…
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But seriously … you could’ve add backup files to the folder with B1 maps. Now how am I supposed to load next maps if it ends at c2a2b1 and there’s no transition to c2a2c ?

Oh, oh. You didn’t read Text’s OaR Uncut Readme file, that’s included in his zip file. You’re supposed to backup your original files, to avoid this very problem.

Regarding the ambush. I know that flares can burn for a really long time, but maybe make them fade within a certain timeframe - before the battle ends?

On a second note, I know you’ve put a shitload of effort into making the flares work, but why the fuck would anyone in the right mind throw flares out while wearing NVGs?

I’d make the room considerably darker too. Why not ramp up the intensity and make the player hunt for green dots?

Don’t think you need vorts there - it only serves to detract from the scene and makes it less intense.

Have you tried using them in a pinch black room underground? It brightens the area using residual light. IRL NVGs are useless anyway (or so says a friend of mine in the Army).

Edit: The room isn’t pinch black I know, I believe I remember him saying something about the lighting of the room not being bright enough and he couldn’t see them as well as he liked. Wouldn’t know for sure.

Also consider the fact that The AI see perfectly in the dark. Making it darker would only make it harder for the player

Exactly.

That’s why mi-24 pilots used them in Afghanstan during night ops. That’s why a considerable ammount of money is spent every year on correspondent R&Ds. Kay.
Nevermind Infrared.

How hard can it be? You’ve got a fucking ma deuce gibbing the shit outta poor things. Obviously don’t make it pitch fucking black. Just darker than what it is atm. Remember nova prospect?
But oh god forbid to make it harder for anyone.

But in Nova Prospect you didn’t have an entire army of aimbots gunning you down from god knows where.
Also you can forget the .50 cal. These marines love to hide behind boxes and take pot shots at you. The first wave then essentially boils down to a game of whack-a-mole. That’s not fun.

It’s not like it has been the problem with BM in general on hard, nah.

And a tad darker lighting makes a difference compared to what Nitro has already shown us in the commentary, how? Black Mesa on hard is not fun, period.
But tbh, flares are the only thing that prevent the intensity ramping up. Don’t have to get rid of them - make them fade after a few moments - you can barely see shit with them anyway.

EDIT: right I’m off to bed. Have a work placement meeting in the morning.

I have no idea about hard difficulty, I play on medium. And I had problems.

Text can do it on hard and yet I can’t on medium? Maybe I just suck at FPS and shouldn’t play.

I also can’t read ‘tad darker’ and ‘considerably darker’ as the same thing, so you need to choose one. I’ll assume you meant tad as in ‘slightly’ and tbh that’s kinda what I thought when I entered; I expected it to be darker.

Considerably darker means more work to find the hitbox.

I might not have so much of a problem if they revealed themselves a bit better when popping out to shoot at you. By the time I’ve reacted they’ve already retreated back into hiding

I encountered a similar problem when I was working with the elevator hall. I tried placing a marine (albeit a ragdoll marine) under a barnacle and he wouldn’t gib. So this instance where he’s not behaving on yours either isn’t a mistake by any means.

Thank you, I try to be as helpful as I can with it. I did miss a few things due to being so tired, and I found a couple things today as well, I will post them below. As for the Barnacle - Marine issue, this might be Black Mesa’s fault. I recall there are Barnacles and Marines in “We’ve Got Hostiles”, who ignore each other. There’s even an instance where a Barnacle sits in direct view on a ceiling above a walk way, close enough that you could reach up and touch it (very quickly with a crowbar, of course). Yet in that instance, the Marine will run right underneath it, each of them completely ignoring the other. This issue might be the reason they were coded to ignore each other.

Anyway, some additional feedback with some bugs, suggestions, design flaws (and my brilliant stacking exploits!) Images below were gathered through 2 playthroughs, one normal and one ai_disabled:

Tunnels Area:

This open area above the blast seems weird to be.

For straight lasers, you only need one projector here (see start of c2a2a1). Angled lasers like WGH use 2. Also, consider adding a couple unactivated projectorsaround the room.

In this room, my barrel stacking skills allowed me to reach the upper floors here. You like explorers right? :stuck_out_tongue:

I fell off the front of my tram and it pushed me into the toll gate and I got stuck, had to noclip out (not pictured).

Sometimes if the TOW Marine fires and survives the ambush, he’ll get back on the launcher and give you a death stare. I have not tried reloading the TOW to see if he’d fire it again.

On the subject of his accuracy, I think I located the issue. It isn’t that he’s inaccurate, he’s pinpoint accurate. He just doesn’t aim. Literally. At all. He does what Soldiers do when manning an M2, he looks around, swinging it in random directions. Unlike the M2, when he spots you, he does not aim at you, after about 2-5 seconds he’ll just fire regardless of where the launcher is pointed.

Turntable Room:

Minor alignment issue here where the mil train comes in.

Floating bed, already mentioned, but exact location wasn’t clearly given.

The bottom of this lift floats while in the upward position.

This autosave point is unfortunately placed. In this screenshot I load in that spot under fire from 3 Marines and a Vortigaunt.

More stacking! And even more stacking (with crates from other rooms) Did I win the grand prize yet?

Reversing the military tram (not tried regular tram) over the turn table causes it to very quickly turn to face the flatbed and stop. Going forward again makes it very suddenly (it practically teleports) reorient itself in the right direction. (not pictured)

Fight balance suggestions:
Consider adding medical kits, a health charger (maybe move this one?), and / or windows (that can take at least a couple impacts) to the office. I often find myself cornered in there with low health.

If it’s allowed (I’m not sure if it is or not!) copy EP1’s zipline sounds from sound\npc\combine_soldier and manually script them to play when the soldiers begin their decent. It seems BM’s grunts don’t play it automatically like Combine did.

This one is kinda changey, so I won’t mind if you denounce it. But the Vorts at the end always give me trouble due to being high up, often out of view, but keep attacking me when I’m trying to salvage health and move my tram. So what if turning on the power activated a ceiling turret placed here, whos targetting system was damaged by the power cut…

Bonus:

What happens when you take every crate in the level and bring it with you?

Well…

We’re loaded, lets do this.
Through the tunnels…
Suddenly, disaster!
But we can rebuild.
We’re on our way!
No such thing as too many…
Lets get moving, then!
Hooray for Mat. Trans!

here is something fun to do grab a hecu turret and set it on your tram you just need to stay behind cover till it dies or runs out of ammo.

TEXT could you place a tram with hecu auto turrets some where on the next map maybe have it pas the player from tram line above. (a tram with a grunt driving and 2 turrets one on each side the tram stops half way on a bridge above the player)

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