Good point there, ODB. I’ll take that part of my feedback out of my previous post.
I always thought that a couple of lead Humvees would spice it up.
Have Humvees front and rear (Replace trucks if necessary). Replace one or two trucks with a single M1075 carrying a container…actually, screw that - let it carry a fucking Abrams with its cannon facing rear.
I know transporting a tank requires a special rig and an M1 is probably wider than an M1075 and is probably a few tons beyond the weight limit - but who the fuck is going to notice from that far away.
Forgot to mention I just did a playthrough of Beta 2. Starting to feel legit, I love it!
One minor thing I noticed was the blood decals on A2 are still behind the stripes (pic1).
A more bigger oversight I noticed, that no one else has was the mast that runs parallel with the rocket (idk what its really called), But with the maps now rotated, this model must also now be rotated. From B to C it needs to be rotated 180. Or just changed on B. The pics explain better.
Heh, it did occur to me that I should check on that… I just never did.
Top notch as always, Text. It’s really awesome to see it all being improved bit by bit, especially since the first version of the beta was just last Wednesday.
I can confirm the orientation is correct. Most excellent!
Ran through the entire chapter today, all the way from A to the end of C. I had a whale of a time. It was fun. Took me an hour though and I died a couple times, but I had fun.
Onto some nitty-gritty, here are some things that I think I should bring to your attention.
Cheers for making space between the blue box and the staircase. Along those lines, consider moving the forklift to the right so that players can walk between that and the lift button on the left.
And move the green box so that the player can move between that and the forklift.
I remember you saying something about setting this up so that you had to hold down the use until the crane moved completely (or something like that, it was something like in the original HL). If you still intend on doing this, I’d like to see it too.
Something I noticed in when I was transitioning between A1 and A2 was that after A2 loaded, the elevator would suddenly jump so that it was lower than it was (and then was immediately moving up, but that’s the intent here).
Much like some sections of track on A1, these do not have player clips on them. Please consider adding some.
I would suggest moving the autosave back, maybe to when the player hits the opengate button. The reason for this is how it set up now, the player almost immediately collides with the sentry trips upon a load.
Cheers for fixing the spammable elevator on A1. The problem still exists with this one though. Shouldn’t be nothing more than implementing the same fix.
EDIT: Also found the elevator in the B2 warehouse to be spammable.
I don’t know if this was brought up before, but consider adding a half-second delay between the tram stopping on the elevator and the elevator starting to rise. This will make it consistant with the other tram elevators throughout OaR.
The only reason I’m not dead is because I’m using god-mode here. But notice that the platforms themselves follow the curve of the elevator while the walls are straight. I’d like to propose making the walls also curved to prevent weirdness here.
I was able to get up here by stacking boxes, as seen in this picture. Consider removing either/both: the green crate on top of the flatbed, or the nearby wooden crates.
Question: Where is the road on the right supposed to lead? Because it would surely come right upon the powerbox room on the left.
And just for fun…
I don’t understand why the Xenians are winning. The HECU are capable of f’ing flying. This grunt cares zero craps about you and your gravity!
Actually what I did was I coaxed this guy out onto the platform and then hit the button that retracts the walkways. He was left floating there. Mind you, this isn’t a mapping issue, but it was too amusing not to share.
I’ve reconsidered and decided to provide feedback for B2’s exterior area, the train yard. It’s best best to get this feedback into your hands ASAP. Things are ramping up in a hurry and I want to give you as big and wide a window as possible to digest and act on all the feedback that you’ve been getting, not just mine, but from many others as well. This feedback is based on the Beta 2 that you released earlier today. There is minimal new feedback for map B1-Beta 2.
Did notice some changes that you made between Beta1 and Beta2 versions. It’s looking better and better.
Feedback For OaR Uncut B1 Beta2 Map
- Consider placing this bundle of i-beams across the forks of the forklift truck https://i.imgur.com/Rk3n4zZ.jpg. It’d look better there.
- If possible, in Mat Trans Room 1, make some of the red lights attached to the ceiling transport rails defective. I believe they’re all illuminated.
- Here https://i.imgur.com/DitzXof.jpg, add wall trim https://i.imgur.com/1lmDfm5.jpg to match the opposite wall https://i.imgur.com/9LHbZKE.jpg
- The candy vending machines in BMS usually cast shadows, whereas the soda vending machines usually don’t. This candy vending machine (on the left) doesn’t have a shadow https://i.imgur.com/ZQDdgGr.jpg, which is great. It always looked odd when four vending machines were next to each other, and the two candy machines had shadows and the two soda machines didn’t. Anyways, please apply this fix to ALL candy machines throughout OaR Uncut. And when you amend ST Uncut for compatibility with BMS 1.XX, fix those as well.
- From my last feedback, you were able to fix a nasty seam at the tram turntable. There are a couple more, here https://i.imgur.com/CkwjHlt.jpg and https://i.imgur.com/qn1CaqS.jpg and here https://i.imgur.com/ijsXIEf.jpg and https://i.imgur.com/qtV1y4S.jpg
Feedback For OaR Uncut B2 Beta2 Map - Exterior Area
- For the vehicle convoy scene, the second and third vehicles are tailgating https://i.imgur.com/Km925QA.jpg. Consider spacing them out more, and use different spacing between all the vehicles. This will give the player a longer opportunity to see them.
- Don’t know if you can do anything, but the sound of the moving containers below the road/grate https://i.imgur.com/xiyVaOu.jpg, are just as loud (I think more?) standing over there in that truck’s headlights https://i.imgur.com/vXvsLTN.jpg
- Can the time this crate swings be reduced? https://i.imgur.com/q7B59bF.jpg. It goes on forever. I hope it’s not eating up a lot of resources.
- This covered area https://i.imgur.com/LooPBky.jpg has twelve lights, all working. Consider making some defective.
- The lights for ALL the train yard lampposts are lit. If the model allows for it, make some defective and have one or two flickering.
- Consider removing this handrail https://i.imgur.com/A3opu2g.jpg, as it’s not needed.
- A couple of persons (maybe the same person, twice) had asked that an opening be placed in this railing https://i.imgur.com/BIm2HrU.jpg
- For the rear spotlight here https://i.imgur.com/T7XkM6V.jpg, use its rear bracket and attach it to the railing https://i.imgur.com/7j5F8sg.jpg
- Reposition the lampposts in this general area https://i.imgur.com/rY1i58x.jpg, so that they’re further back from the road.
- Reconsider removing the barbed wire from the top of the concrete barriers https://i.imgur.com/H5u3LfA.jpg and https://i.imgur.com/xgs395H.jpg The security fencing is much lower and less dangerous, so no one would consider gaining entry by going over the top of the concrete walls and barbed wire. The sheer height of the concrete barriers alone is security enough. Sorry, but they look daft and make no sense, unless the top of the security fencing is the same height as the top of the barbed wire on the concrete barriers. Can the concrete barriers be lowered? Besides, in removing them, you’d gain back some much needed resources. If they’re staying, here’s one tucked away in a corner that you missed when you adjusted their height https://i.imgur.com/l17z0IA.jpg
The following are all at the end of the map.
- To match ones at map start, angle this wall curb’s end https://i.imgur.com/pWtJmkT.jpg and the opposite side https://i.imgur.com/M7X3tzx.jpg
- This ceiling has a visual anomaly https://i.imgur.com/bru2zC1.jpg and https://i.imgur.com/h0otEut.jpg
- For consistency, here https://i.imgur.com/gzOeoyN.jpg, square off the left side of this wall cladding and butt it up against the wall https://i.imgur.com/XqZxrMf.jpg. Likewise with the right side of this wall cladding https://i.imgur.com/ZqqMO49.jpg. This will match other instances.
- Move this worklight a little further away from the wall https://i.imgur.com/JrLInzO.jpg
- IMO, the upper area of this security office is crammed with too much equipment https://i.imgur.com/UhnhVDc.jpg. Consider removing the left tape data machine (reels not moving) and slot in the machine that’s on the right wall.
- This blue crate gets in the way, too much https://i.imgur.com/Kh9QryS.jpg. Consider moving it to the right.
- When walking around in this area https://i.imgur.com/5MkJRGH.jpg, enroute to the next map, sounds of moving containers can be heard.
- Consider replacing these two doors https://i.imgur.com/esvQgG3.jpg for the type that has hinge hardware on one side, like this one https://i.imgur.com/yPoIsgy.jpg, instead of both sides https://i.imgur.com/0Sj55g0.jpg
Conclusion Of Feedback For OaR Uncut B1 & B2 Beta2 Maps.
A2 MAP
This microwave, does not belong in the kitchen at all.
According to Gordon Ramsay,
UPDATE: Sorry it’s this one, skip it to 17:49
https://www.youtube.com/watch?v=6GRaRoqfkJw
Yes, I was watching Kitchen Nightmares lately.
And we still have a problem with this handrail.
And some goes with this.
And also, is there anyway you can fix this wall?
To look something like this?
B1 MAP
Please get rid of this Tripmine’s, and the Bullsquid, in this Security Station.
And this Ragdoll too
They don’t belong in there
We still have a problem with this elevator.
And also B1 MAP crash the game, and it gave me this message

I’ve just played through B2 and have to say - the 50.cal ambush now kinda sucks without the HECU’s staying in the security office unless you come really close to them.
It wasn’t hard at all in the first place - you could just drop down, stop right before the tripmines to escape the bunker fire, turn on a dime and dispatch the two motherfuckers with a well placed shot from a grenade laucher as they come out of the office. Now - it is simply nonsensical for them to stay there and not giving two shits about a notorious homicidal maniac in an orange jumpsuit driving a tram guns blazing. I strongly recommend returning back to what
Ah maan, why did you have to release it when I don’t have propper internet conection? But anyways I enjoyed the trailer and saw some those improvements there, I’ll donwload it and post some feedback when I’m able to. Also may I ask, where can I find this community project 12? I am interested in those songs that were submited by the community.
Text BTW it looks like the team is now hiring!
Use your flashlight on the wall.
I think this is super. I’ve had another playthrough of OARU and I get the purple, does anyone else get this?
You mean missing textures, right? Could you show some screenshots of where you’re having these issues?
I only ask because I haven’t seen any purple missing textures in my playthrough.
Name one circumstance in default BM where it does stay. And I meant killing the turret (as in smoke coming out of it, not reprogramming it or knocking it over) does this not occur. I can’t think of any off the top of my head.
I know Text mentioned back in map B1 Alpha that this occurrence was inconsistent throughout Black Mesa, but I don’t know which points where the laser stays on.
First turntable lift in OAR.
FAF sewers.
Actually you can turn the lasers off when destroying all of the turrets in the first On a Rail map. I’ve done this many times.
If you mean the one where A ends and A1/B (default) begins, try again. Play through A and shoot each of the turrets with the .357 then swap maps. You’ll see the line doesn’t remain.
If you load A1/B (default) directly, I could see them remaining due to a mapping error.
Same circumstance as above. And if you’re talking about the one at the beginning, the line does go away once you shoot the turret.
Edit: Proof.
https://i.imgur.com/CQIjPrL.jpg
https://i.imgur.com/K5VE9PX.jpg
https://i.imgur.com/h0Py5LC.jpg
https://i.imgur.com/5bdZ6AC.jpg
https://i.imgur.com/lRfelmX.jpg
https://i.imgur.com/LucPy51.jpg
https://i.imgur.com/E4HcH7t.jpg
https://i.imgur.com/Mp7KF8S.jpg
I’ll say again; it doesn’t have any circumstance where the laser doesn’t poof after shooting them and putting them down.
Edit #2: For A2, I’d suggest having the lift at the beginning wait to start until the player’s in front of, or near to it.
Failing that, have it remain on the player’s level for a specified amount of time then go up to the balcony, or adding a button to control the lift. As it stands, a smarter player could just hang back and not have to worry about the grunts until they get on the balcony.
This is provided the entities are spare for it.
Okay, fair enough, so it has to be the complete destruction of all the turrets for the laser to poof.






















