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

It might be something on my end, then… I’ve got some skins on BM, but I wouldn’t think I’d have anything that would cause this…?

Going to try re-installing OaRUncut and checking again in a moment.

I refrained from watching the video, so I wasn’t aware of that. Even now, looking back, I see other posts about it, but oh well. :stuck_out_tongue:

Well, it would seem I can’t post that blind-playthrough tonight. Turns out I can’t get all the video files I need onto the computer I want them on with the method I was using. I’ll get it out at some point but just not now.

So until then, I’ll just give some thoughts on B2.

To start things off, I am really glad that I avoided all of the media. There’s just nothing quite like experiencing a map for the first time (especially one that’s so highly anticipated!) and I was not disappointed.

The trainyard is gorgeous. I am really happy with how you designed it. It felt very much in place with On a Rail, despite the fact that Stock OaR was completely indoors. Don’t get me wrong, this design decision was an excellent one, and I’m really happy you decided to do it.

I’ve done my playthrough at this point and I realize that I probably made it harder on myself, harder than it should have been. It’s probably because I missed a health charger in the warehouse. So there’s that.

I liked the continuity the map had, regarding the rocket in the skybox, the loop meeting back with itself, and the window between the outdoor area and the box room below. That is always a nice touch.

Now a few things of note:


I’m going to preface this part by saying that I think you should consider restructuring this shaft so that it’s more like the one found at the beginning of A. The reasoning for this is three-fold:

  • You’d be able to save at least a few hundred brushsides and maybe a good few entities, because that kind of shaft is much cheaper to make. You could spend these saves brushsides and ents for improving the function of existing areas.
  • Not having those ledges to drop down onto would discourage trying to climb down the shaft, and will function more like it did in HL. Plus you would have to take quite a bit of damage with this route.
  • As far as the side areas go, this one - in my opinion - serves the least purpose. I would think it would be doing much more if there were tracks and tunnels going off it but as it is, you’ve stated yourself that you can’t afford that.


There are two HECU - one on the crane and one on the guard tower. My suggestion is to not have these spawn until after the gate switch is thrown. I think it would help spread out the enemies a little.


This forklift looks like it should fall over on that ramp. Any chance you could reposition it?


Unless you are walking full speed, you will not be able to go over this curb.



Rails are misaligned.


The wall cladding is not aligned with the surrounding cladding.


The textures for the tracksides are not aligned. I notice this happens a lot when you try to go between straightaways and curves. I’ve also noticed that the amount they are misaligned isn’t even consistent.

Thanks for the video Thunderdash. Now I know what the current iteration looks like.

Now, onto feedback.

My biggest gripe with the B2 map was how you were greeted the moment you saw the outdoors. I think you threw them into the action waaaay too quickly. This is a “wow” moment for everyone, but it was so hectic due to the HECU throwing everything they’ve got. Also, the music doesn’t match up with the now action packed beginning. I strongly suggest switching it up a bit, perhaps moving the bit with the tram to only if you go on a loop.

Another gripe of mine is how the bullsquid is in that container, yet there is zero incentive to ever face him. At lease stash some hidden goodies in there.

The sniper bit was really cool. But, i feel that you didn’t put enough cover between you and the sniper. Instead of making this a “run for the bottom of the bunker before I get shot up” challenge, you could make it a “cover to cover” type challenge, which could allow players to play smarter. And when I watched thunderdash’s video, it seems as if the back door in that little hut wouldn’t open. I find this to be a missed opportunity, as you could use this to flank the enemy if you wished.

Also, I was thinking… I know it is a bit late for new ideas. But you said that flares wouldn’t cut it because it wouldn’t look good… Well, how about missiles? A white glow of missiles/ mortars in the night sky could look quite nice, although I do not know how feasible that could be if the flare could not be done. Well, please tell me how you feel about this idea.

Also, I was thinking about that last bit before B2 ends. You know how you see that control room? Well, instead of making this a game of sniping the guys off the turrets, who will never even fire at you, why not make it so you could flank them? I know that on map B, there was a similar sniping thing, but I was hoping that maybe you could but a little corridor that goes around the tripmine trap and sentry turret trap and goes to the point just next to the actual encampment. That way, it’s in throwing range of a grenade, and could actually rely on a good sense of tactics to take out the encampment instead of taking advantage of the AI not recognizing your presence you snipe them. I personally would find that spicing up the combat quite a bit more. Of course, you would fight aliens or something in order to go through the corridor, that way making you work for that flank advantage. Tell me what you think with this idea as well.

One last very minor gripe: For some reason, there is no blood next to the bodies of the construction workers. Also, it would be better to place them in a more “dead” position, perhaps making it seems like he was shot directly off a forklift, or shot dead face down, or something of the like. Their current positions seem a bit… off.

Anyways, fantastic work as always. Loving your ever surprising map work… I am looking forward to your reply, and eventually your beta and final release.

The outdoor area was constant fighting, instead of the breather the environment deserves. The minute you get outside, you are confronted by not only two targets, but two moving targets. If you don’t kill them instantly, you are compelled to meet them at the station, where other soldiers will shoot at you from the tower and the building up-ahead. If you try to hide in the most obvious place, you meet a bullsquid (why is he there anyway? There’s no stash of anything as a reward.) It’s honestly a better plan to just run all over the map. A bit of a waste of a beautiful design.

And I know it’s far too late for this, but maybe it should be a bit smaller; somehow close-off or delete the part with the tents and the whole road behind. There’s nothing there but some medkits in the tent and suit-power in the far side. But yeah, probably too late for major layout changes.

I watched the video, can not install this right now as working on something else…

I don’t think what you have added is over the top… But because there are no tunnels it appears that you are getting attacked from all over the place…

My suggestion is block off the area after the switch in the track… So you can not traverse there on foot and the 50 cal turret can not see you or hit you with bullets. and they are not awake

The switch could switch the tracks and open a door and wake the enemies here also over the tracks allowing the player to traverse either on foot or by rail.

Somone else suggested that the fight with the driveby should happen after you have been around the loop I like this idea.

There could be a power switch on the loop in the cave tunnel that would make the switch in the security hut active…

Then the pacing would feel better… After you have been around the loop when you come out again stuff starts to happen but when you first go out it’s quiet allows the player to take in the drastic change of environment. The helicopters would work well on the first time you appear in to the train yard… Second time around thats when stuff starts to happen… Basically make it neccasary to go around the loop and block the area off you need to get to and get past the 50cal turret.

How’s it a waste? I don’t get it, does the place instantly disappear after you kill all the enemies?

And?

That’s BS. Completely missing the point of the whole thing. You realise the ‘bunker’ was put there specifically to suppress every living organism across the whole compound?

Well contrary to OldDirtyBastard, I actually like some of these ideas.

Having the dual 50 cal bunker inside a closed building or separated by a large gate would allow for more focused action in the beginning area with the squads and snipers. One of my points before was that I didn’t really like the new placement because it just felt overwhelming when you’re trying to get a sense of direction in such a large area. It’s not easy taking on two 50 cal turrets, two guardtower grunts, and a squad of soldiers all at once, especially because there is only some makeshift cover with plenty of room to get shot inbetween.

I might have said something similar to that before, I’m not sure, but this further helps with this map layout. Having a second switch in the rocky tunnel to activate the primary switch in the control booth would make the snipers a larger threat and more important to the map. You could have the snipers awaken once the player attempts to use the primary controls, but because they need to activate the second switch located underneath the snipers’ nest it makes the player not only explore that part of the map but properly deal with those snipers positioned directly above the entrance to that switch. This makes the map initially less hectic and gives the player more time to explore the map and enjoy every last bit of it.

Also it would allow the double .50cal bunker to be better utilized. If you decided to make that area indoors, you could add some really moody lighting in there to change things up, as well as add more cover and perhaps better/more interesting ways to flank and attack the bunker. Also the player won’t be destroyed across the entire map by them :stuck_out_tongue: . Even adding a soldier or two on the sides to help defend the bunker would be great.

Obviously this idea requires a lot of work and time to see through, which is never something you want to hear, but ultimately it would make the map better. Think it over and let us know Text.

‘Overwhelming’, ‘trying to get the sense of direction’ … eh? Why are you insisting on making the map compatible with 5 year olds/lazy fucks? Judging by the video playthrough posted - a player armed with at least half a brain and basic experience with HL/BM mechanics has about zero problems with clearing this area.

A hint: You have got infinite amount of time once you’ve finished with the resistance.

It’s amusing you say ‘destroyed’, when roughly 1 out of 20 rounds actually hits the player across the map.
It also makes me wonder how on earth were you able to clear the Nova Prospect beach in HL2, because judging by what you’re saying - you cheated through that bit.

I also initially wanted the double M2 bunker to be placed in the tunnel (as it was initially, the problem was it was not positioned far enough from the entrance) - but having it outside is a non-issue and works quite well. Stop making stuff up.

P.S. also, fun fact - double m2 emplacement probably won’t even fit in the tunnel.

I think you missed the point I am not talking about difficulty at all I am talking about keeping a good Pace similar to what it would be if you had tunnels…

Whilst I love the outdoor area that text has designed… It is similar to playing the original version with no clip on and the enemies have no clip too…

Nothing wrong with the content… It seems for me watching the video how it is introduced… But it is no big deal to me just an opinion

Welcome to outdoor areas. Population: ****
Sorry Ronster, but were you expecting anything else with this?

Make a massive open space only to cordon it off for the sake of emulating tunnels within it. Great idea. Explain then, what’s the point of having a bloody open space in the first place? Doesn’t it strike you as counter-productive? Not a single bit?
No offence (honestly), but Hell, remaking it back into the actual tunnels would be less pathetic than what you’re proposing.

Don’t be ridiculous…

Stating that a certain part of a gorgeous looking outdoor area would work better indoors is a fair point to make.

I am only talking about the turret round the corner after the switch… If this part of the map could be brought back in doors I think it would work a lot better that is all.

Wait, weren’t you suggesting to just block it off? And now you’re suggesting to put a whole area indoors?
Okay, fair enough.
Although I am not sure how it’s doable without a complete overhaul of the layout.

And you’re still missing the point about placing M2 there. It’s there to provide suppressing fire - and it does it quite well. Remove it - we would be back to square 1 of Text’s official vid, where we had a massive open space with pretty much fuck all to do within. Something will still be needed to fill the gap

But you don’t take them on all at once, unless you sprint all over the map without stopping. You have to actually start exploring for these things to happen, and the fact that they’re spread out fairly evenly across the area serves both to eliminate “dead” sections and to keep you from being overwhelmed.

I think the only real issue is that the tram attack happens immediately. When it opened with just the music and silence, there was a stronger contrast between it and the previous area (which is the intent). Opening with an attack makes it feel more like a continuation of the previous battle.

Where they shoot the TOW on you, well if u take the other way around on foot, u access the TOW installation with no soldier behind, even when u did open the bars so the train can move on.

But suddenly when u move forward with the train there is a soldier at the TOW (even with the complete area cleared) and u see the train with the soldiers on spawn in.

When u take the train with the soldiers killed (by me), first the train acted weird, cause it moved itself on the rails again then u move along, u cross the electricity and then normally a new area loads, but I get following error:

Can’t load lump 53, allocation of 17093689 bytes failed.

I think I found the best way to take out the 50 cal bunker

  1. keep crouched behind the tram and move till parallel with the switch building(take out any soldiers along the way)
  2. run for cover behind the building and go around it
  3. take out the turret around the corner
  4. while standing 3 feet from the soldiers lob a grenade or just blow there brains out with a shotgun.
  5. go get your head blown of by the sniper.

This error is random got it on default black mesa maps as well.

You put the idea in my head… The M2 / turret does not work at such a far distance even text pointed out how inaccurate it is… It needs to be in closer proximity to the player and blast the player when he comes around the corner. This is the conditions it works well under…

I don’t think there is a gap… there is still going to be action here…

Well now with the agents fighting the soldiers, crash to desktop with a hl2.exe has stop working…

That’s the joke.gif

Speaking of the M2, Text mentions he’s able to edit most of the weapon’s stats.

I’d suggest tuning up the accuracy, maybe slow the fire-rate slightly (unrealistic, but more HLish and forgiving), and add a brush shield to prevent sniping (that’s possible right?).

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.