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

And in the spirit of giving OP4 credit, I think that possibly the Lambda complex should be further down the tracks per the Apprehension area. Since we’re getting derailed, it wouldn’t really matter how close we are. And in a way that would infer that the HECU are trying to keep us from reaching the Lambda Complex.

Or they just really hate Freeman. Either way, if the map is any indication, that area is nowhere near B2.

I disagree. Plot holes can always be justified, but they are still plot holes. The WGH scientist is a pretty big plot hole himself, speaking of which (how did he get in that room / why couldn’t he have opened the door for you at the beginning of WGH?).

Firstly, that the Lambda team tried to launch the rocket is your own conjecture; all we know is that there are dead scientists there, not who they are.

Secondly, what the scientist says is that it’s “at the opposite end of the base” and that he “couldn’t tell you how to get there”, which gives you the strong sense that the rail system is far from being a direct route, nor is there any indication that the rocket is anywhere near the Lambda complex.

So when you’re told they want you to launch the rocket, it’s natural to assume it’s because you’re closer to it. I like this explanation better than being sent specifically to “clear out the military”, because Gordon is supposed to be simply an ordinary man, not a badass. Your main motivation for getting to the surface / Lambda throughout the story isn’t to be a hero, it’s simply to reach safety.

Will you just bugger off with constant asinine stuff please.

Probably because Gordon has an H.E.V. suit and has proven himself capable of using guns and surviving the military. We can clearly see that the H.E.C.U. have taken up residence at the launch center - I doubt the scientists would’ve been up for the challenge.

That and keep in mind that the Lambda Complex is probably a great deal further down the Mat Trans system. I always figured that the Lambda team intended for you to keep following the Materials Transport line until you got to the storage areas you see at the beginning of Lambda Core. Then your train crashed at the start of Apprehension, leading to you getting captured by the grunts and thereby forcing you to take a detour across the surface until you finally ended up back where you were supposed to be.

That’s all conjecture, but I still feel that putting doors to the Lambda Complex in B2 or anywhere else in OaRU wouldn’t really fit. I suppose that a sign or two to the Lambda Complex could be placed in C - near the end of the level, but Text isn’t editing that map.

Hate to play devils advocate here, but… how was that post asinine at all?

I agree, it wouldn’t fit to have a clear access to the Lambda Complex in OaR. I can understand that somewhere in the Mat. Trans. system there is a link to that sector (like in Op4), because Silo E seems to be used by the Lambda team judging from the lambda symbol in front of it, but the place has clearly been built on the opposite side of the base (obviously you can’t afford to have leaks about teleportation researches, by having the complex located at proximity of the rest of the facility). And yes, having the complex located after the disused one in Apprehension would make sense in the storyline.

I think it’s because I posted it? :frowning:

You have to admit, you do come out with ideas that are either silly or unworthwhille/not fitting on a consistant basis.
We had guys come here in droves and post ‘cool ideas’ and ‘suggestions’ when BM was still in ‘development hell’ (haha) - and that even after the FAQ was posted, so that’s nothing new either.

If you have to make up an elaborate backstory in order to implement a certain design decision due to its ambiguous nature, then chances are it is not a good design decision. Design should speak for itself, and rarely should it ever require the explanation of the developer. And, in all fairness, some of the ideas you have advocated thus far are somewhat silly. And don’t forget that all of this speculation is still your interpretation of the Half Life story. Leave the ambiguity there. If it was in the original game, it was there in a reason. Stop trying to force your reality of the game into actual Black Mesa, because adding random content =/= improving the game.

Wait, what? I don’t even understand what I’m “trying to make an elaborate backstory to force into the game”?

What IS it with this subforum? Enough with all the bitching. I have an itchy trigger finger at the moment.

This makes Black Mesa feel more like the original Half-Life, that’s all you need to know about the story

wouldn’t surprise me if Gordon DIDN’T get lost in those tunnels, it’s not like he’s been down there before

and there’s a few lighting errors, but that just might be my computer (I also forgot where in OaR this is…I think it’s shortly after you lower the bridge, before Uncut even begins)

Linking to the images is easier since you can then click back and forth between them to better see the distance I am from the door, it’s very specific, the door lights up when you get closer, but goes dark when you move away

https://steamcommunity.com/sharedfiles/filedetails/?id=167276174
https://steamcommunity.com/sharedfiles/filedetails/?id=167276138
https://steamcommunity.com/sharedfiles/filedetails/?id=167276106

https://steamcommunity.com/sharedfiles/filedetails/?id=167276053
https://steamcommunity.com/sharedfiles/filedetails/?id=167276084

Have you heard guys that Black Mesa is being (has been) ported to Source SDK 2013? Yep, a developer said that. I hope it won’t cause much problem for Text to adjust his mods to it.

As for the whole “OaR is to lead / point / connect to the Lambda Complex” thing, I don’t know where it is coming from, but I don’t see any reason behind it. At the end of the “We’ve got hostiles!” chapter the scientist in the security office clearly states the Lambda complex is “at the opposite end of the base”. So…

prooflink fgt

No seriously, I am too lazy to look it up. Who said that?

https://forums.blackmesasource.com/showpost.php?p=553428&postcount=248

That’s great!

But yes, I guess the Uncut version need some changes…

I was wondering that myself, thanks for the pointer .RK. More to look forward to I suppose.

I still say some sort of shipping manifest or bulletin board showing the MAT Trans rail system inside of the security office in B2 would be a nice addition.

Yep sorry for no link, in a sudden emotional surge I forgot about it. Plus, since the AI is also being worked on, that too might easily screw things up here and there I’m afraid.

TextFAMGUY shouldn’t have to change anything. 2013 is basically the same engine as 2007 but it has some additional fixes / updates. We didn’t have to recompile any of our maps after the port.

Good.

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.