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

I say leave it the length it is now, Dark skies all the way!!

I say cut it down to a minute and a half. I LOVE the song… But it does feel like it goes on longer than is appropriate…

And then I suddenly remembered that Dark Skies has another. Try the first minute or so of this remix

Feedback For OaR Uncut B1 Beta Map - Part 1

  1. These tunnel lights are too close to each other https://i.imgur.com/3nxETtx.jpg. Move the furthest two beyond the tunnel support frame, closer to the blast door. Make them both defective, if you want to retain the dark lighting mood at the blast door.

  2. The door for the security office initially opens both ways, but then will only open outwards https://i.imgur.com/HTWiOUN.jpg. As a note, the defective light on the right, badly clips into the wall.

  3. I can’t remember if this was an issue with the B1 Alpha, but the doors on this upper level have a lighting issue https://i.imgur.com/P0TFviC.jpg and https://i.imgur.com/pYYiXwE.jpg and https://i.imgur.com/Rt9p8Ca.jpg and https://i.imgur.com/KJcjHsb.jpg

  4. This crane unit https://i.imgur.com/1j2Mru8.jpg is missing a guide bracket on its right side, both front and rear https://i.imgur.com/p8zBuXH.jpg. There should be one of these https://i.imgur.com/5XNfK5w.jpg. Also, can a full version of this bracket be added, in some way, like this example https://i.imgur.com/Vpoe9MP.jpg? Presently, the existing ones are all missing the top portion and/or full side portions.

  5. This wall light https://i.imgur.com/EGZJOfY.jpg is floating in mid air https://i.imgur.com/M6LKE8m.jpg

  6. Swap out this door https://i.imgur.com/GNhdRTh.jpg for the type that has hinge hardware on one side, instead of both sides https://i.imgur.com/bha4ROU.jpg, like this one https://i.imgur.com/kTdVTK8.jpg. The same applies to this door https://i.imgur.com/4hdDnAb.jpg, in the hallway below the second security office.

  7. This this hallway https://i.imgur.com/NT7ZV2A.jpg has a couple of floor texture alignment issues, here https://i.imgur.com/cKotr9Q.jpg and here https://i.imgur.com/MZ5HUzy.jpg

  8. At the security office monitoring station https://i.imgur.com/7HW7nr2.jpg, this image should show the blast door open, the trip mines exploded and the bullsquid as dead https://i.imgur.com/Ydwx5eg.jpg

  9. In conjunction with issue #8, angle this security camera https://i.imgur.com/RrxCChN.jpg and https://i.imgur.com/zJgM0fd.jpg a little more to the left, to more accurately reflect the view depicted on the security office monitoring station, for this area.

  10. This area https://i.imgur.com/SVhRBcM.jpg has a floor texture alignment issue also https://i.imgur.com/5oUQh5F.jpg

  11. In this area https://i.imgur.com/VTn1rXA.jpg, shift this fluorescent light to the left to eliminate its overhang https://i.imgur.com/rV3ptll.jpg

  12. Glad to see that you were able to address the missing textures of the moving support plates for the large green containers moving about in Mat Trans Room 2 https://i.imgur.com/DDeNh8r.jpg. Can you apply the same fix the the ones in Mat Trans Room 1, as they are still missing https://i.imgur.com/vf5UeOA.jpg and https://i.imgur.com/eyTQ870.jpg

  13. This large archway https://i.imgur.com/gJzOAff.jpg, has a couple of texture z-fighting problems:
    a) Here https://i.imgur.com/sPKRbcK.jpg and https://i.imgur.com/to1MW3l.jpg and https://i.imgur.com/uvFZYYE.jpg
    b) And here https://i.imgur.com/X3v7bHo.jpg and https://i.imgur.com/5a56fic.jpg and https://i.imgur.com/CXou2j2.jpg

  14. This raised freight elevator https://i.imgur.com/vmy3Jeh.jpg is not flush with the upper floor https://i.imgur.com/mqTx9oa.jpg

  15. There are texture seam issues at the tram turntable:
    a) Here https://i.imgur.com/ukYygtP.jpg and https://i.imgur.com/sw4Gpw3.jpg
    b) Here https://i.imgur.com/U4jT8Uk.jpg and https://i.imgur.com/9imO9q8.jpg
    c) There are a few of these https://i.imgur.com/e1RqHHk.jpg and https://i.imgur.com/xOyvzju.jpg. IIRC, several of these were open gaps in the Alpha version. Maybe this is the only way to fix them, given the difficult geometry/parameters of the tram turntable. If so, c’est la vie.

  16. This seam here https://i.imgur.com/bWTW3lh.jpg caught my eye https://i.imgur.com/LqS9wRe.jpg. There are others I’ve encountered, some worse, some not so bad, but I’ll just report this one.

  17. Leaving the tram turntable room https://i.imgur.com/goX6z64.jpg, consider placing raised wall cladding here https://i.imgur.com/nygbhXT.jpg and here https://i.imgur.com/Xn9aI77.jpg, to compliment other instances.

  18. For this elevator https://i.imgur.com/tyXGhHV.jpg, rotate this model 180 degrees https://i.imgur.com/8lQAysC.jpg. It makes more sense.

  19. There are a number of issues to consider for this freight elevator https://i.imgur.com/0CKHDQr.jpg, besides ones brought up by others:
    a) Move the switch closer to the elevator, about to where the vertical black line on the wall is.
    b) Do the same for the the elevator switch on the floor abve.
    c) Raise the position of the elevator switch, as it’s too low. Make it the same height as the switch on the floor above. Accordingly, raise the height of the elevator sign.
    d) The elevator shaft has 12 lights https://i.imgur.com/hicUFRB.jpg, which is way too many. Consider reducing this to 10, or possibly 8.
    e) I noticed after cycling the elevator up and down a couple of times, that a blinking light type of anomaly appears, at the lower part of the shaft. There’s no blinking light that I can find. The intensity of the lights remain constant. The blinking is constant, every three seconds. The blink lasts about a second. See attached images 1 and 2 below.

  20. The handrails https://i.imgur.com/Ct3S9d9.jpg around the tram elevator https://i.imgur.com/obzp3zZ.jpg have 4-5 texture z-fighting issues.

  21. Here https://i.imgur.com/vvP5mqX.jpg consider raising the height of this wall vent https://i.imgur.com/8ZzlfM8.jpg, as well as this one on the upper floor https://i.imgur.com/b0xak2K.jpg

  22. Consider relocating this military crate https://i.imgur.com/132KkuK.jpg. It’s really in the way where it is.

  23. Consider giving this wall curb https://i.imgur.com/132KkuK.jpg an angled end https://i.imgur.com/QUahqau.jpg, as well as the one on the other side https://i.imgur.com/GH7tkJy.jpg

  24. Consider adding wall curbs, here https://i.imgur.com/SvslSBL.jpg and here https://i.imgur.com/6bYBNnI.jpg to compliment the opposite wall https://i.imgur.com/3YJn47o.jpg, and to add more spit and polish to the area.

  25. The set of handrails that encircle this tram elevator https://i.imgur.com/a5VmeP3.jpg, has several texture z-fighting issues.

  26. At this blast door https://i.imgur.com/KPzvtlr.jpg, change the left side of this wall cladding to a straight edge and butt it up against the wall https://i.imgur.com/iPM2Tsy.jpg. Similarly, change the right side of this wall cladding to a straight edge and butt it up against the wall https://i.imgur.com/VSyGpZ4.jpg

  27. In this area https://i.imgur.com/6x8QODE.jpg at the blast door ahead https://i.imgur.com/y8BSVKO.jpg, remove this warning stripe https://i.imgur.com/227n7aL.jpg

  28. Here https://i.imgur.com/FVuXm3g.jpg, consider extending the wall trim around the corner and to the wall https://i.imgur.com/jYQHS7H.jpg in order to mimic the look across the tracks https://i.imgur.com/m2RW9ey.jpg and https://i.imgur.com/UI8EVN8.jpg

  29. There are five tunnel support frames that exhibit texture z-fighting problems. It happens at joints on the upper parts of the frame. Attached images 3 and 4 below, show the problem. Since there are two tunnels affected, I’ve identified them as follows:

  1. Tunnel A, which starts at the first boom gate, beyond Mat Trans Room 1.
    1a) First frame past the boom gate - two incidents.
    1b) Second frame past the boom gate - one incident.
    1c) Fourth frame past the boom gate - one incident.
  2. Tunnel B, the branch tunnel the player’s tram follows, which starts at the jammed blast door.
    2a) Second frame past the jammed blast door - one incident.
    2b) At the straight run-off branch tunnel - two incidents. Also, the warning stripe is missing here https://i.imgur.com/0SVbftz.jpg and https://i.imgur.com/iZN9zLj.jpg
  1. In the area below the security office, consider placing a wall curb here https://i.imgur.com/XOElrC1.jpg to match the one on the opposite wall https://i.imgur.com/4JjBf2X.jpg. It should just squeeze in behind the boom gate base. :slight_smile:

That’s all for now for Feedback For OaR Uncut B1 Beta Map.
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I actually have the same issue with meshes for the metallic door fucking up.

I prefer Dark Skeis to Office Complex.

That’s fine with me, I respect your opinion, but we can agree to disagree

It is horrible though.
Why would you ever wanna lock it? You can enter the same area behind it through the broken fence on the other side of the crane. It makes zero sense to do it.

Like I said, we can agree to disagree, and BM’s chapter Residue Processing did the same thing to the player, some doors you can’t enter, unless you have to go all the way to the other side to unlock it, but hey this is just a game

That got me to thinking, and I think it would be a good idea to leave that door unlocked. Allow it to be an alternative way of getting outside without the tram, because as it is now appearing in that area first has much more advantage than using the rail exit.

Maybe think of it as a reward for defeating all the enemies in the warehouse. You get to use the entrance that provides you with better initial cover.

Ok, that’s fair enough

Thing is, you really don’t have to go ‘all the way’ there to access it from the other side, so this analogy doesn’t quite work.
And above all, what RK said.

Ok, lets leave the door unlocked

I registered to say nice work, Text. I love your design. How one person did this in such a small time I will never know.

About the music, I could go either way. It depends what mood you want to convey. If you want to evoke “battle” or “minefield”. Dark skies is more battle, Office Complex is more minefield. The appearance of the choppers and convoy on the road evokes battle. I don’t know if climbing the crane is what spawns them but that’s when I saw them.

Yes, I like the idea of alternate routes. If you use the small door, you are more likely to climb the crane first, which is ideal imo. The reveal of the environment it gives you is spoiled if you kill all enemies first and then climb up. I would suggest making the music depend on which door you go through, but that’s just too busy. If it were up to me, I would take the music from c2a5e (tripmine labyrinth) and put it in B2 and put Office Complex in c2a5e but oh well.

I don’t know if anyone mentioned this, but in B1, at the “Lights Out” ambush you can rotate the turntable before the car is on it, and you can’t move it back.
https://imgur.com/vOM73Bj
I had to progress without the car. I think you can use the elevator instead though. Not game-breaking, just annoying.

If Text can spare an entity, that might be a good idea. Thing is, last I heard - the map is already stacked. i might be wrong though.

This may sound ridiculous, but I never thought about that before.

Whichever way you take, you can still climb at the crane without alerting the machine gun emplacement at the end of the map, as long as you don’t go further along the containers. Still, the crane is the best place to enjoy the music while watching the military vehicles moving in the area.

Btw, I’d suggest making the trucks in the distance driving slower, that way they may look more dramatic with Dark Skies playing. Would be perfect too to hear them too, but I don’t think Black Mesa has any sound of moving trucks.

I’ve just stopped playing - and this is most definitely false. You are in range of the machine guns both near the crane and on top of it.

@ODB

Honestly I haven’t tried out by coming from the door, but I can assure you that when coming from the tracks and going through the broken fence I’m able to climb the ladder and move atop without setting it. That may be because I’m too far from the machine guns for them to notice me (still I’m pretty much close to the minimum distance). However it is true that once triggered, you are very much indeed in their range.

I’ve been up there without being attacked. It depends on weather they “see” you climb up or not. I’ve sniped them with the .357, and they didn’t’ shoot back!
(It takes a few bullets to kill one at that range)

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.