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

I’d be willing to bet that this happened on the A map. This… is something that has come to my attention rather recently, and I’ll probably look into that soon.

For those of you who don’t know what a nodegraph is, it’s a file that is built every time a map is loaded for the first time. This basically gives NPC’s a map of the place, using all the info_nodes that were places in the editor. You can find this file in the maps/graphs folder.

I suppose that changing even a single property on an entity (changing the target of a changelevel trigger, for example) requires an entire rebuild of the nodegraph.

Thanks! That makes things more clear.

Hey text, I replayed beta 2 once again, and I’m still wondering if the TOW could be introduced in B2’s tunnel instead of the vorts. Is it possible or do you think it wouldn’t work very well?

Text, I noticed on A2 you added Office Workers. But there is an odd mix of both scientists and Workers, I recommend you replace the existing scientists with just Workers

Neah, the lines of dead bodies work much better with scientists.

Well, the OaRU adds maps look good do far.

That quite a while I didn’t get to the BM forums…

The office workers are by no means security guards, are they? I only hope that one way or another they’ll be added to Office Complex, Questionable Ethics, as well as the workers into BM Imbound.

I think we should see warehouse-type workers in We’ve Got Hostiles, Inbound, and On a Rail. Maybe Residue Processing. I think office workers, however, should only be in the On a Rail offices and Office Complex. Questionable Ethics seems to be much more of a lab than office. I like to think Office Complex is where the accountants and assistants and legal people were. Along with some of the administrators.

Right. The Biodome Complex is not much of a place for office workers, on the other hand they’d fit in ST (especially uncut) , since there are quite a number of offices over there.

Now back to OaR: Uncut. I’ll add a small feedback when I can, but I can’t upload pcitures on steem rightn now.

Use tinypic or something

u dun yet text u dissapered from universe for a week wher u at mann

Sorry, couldn’t resist :stuck_out_tongue: But seriously, why did this thread suddenly turn quiet? :frowning:

IZ DED! ORUCT DYED. VAP0RWERE

Nah, but it’s prolly because he has something else to attend to, or he’s just powering-out those last few changes.

Got a little more feedback.

Feedback for On a Rail Uncut Beta 2 (cont.)

Map B

  1. In this area, I can see through this window.

Map B1

  1. In this area, these grenades are floating in midair.
  2. This door is not lit up properly.

Map B2

  1. For some reason, one of the soldiers tends to get out of the building.

Map C

  1. This little area is pitch black.

The window is unbreakable, but yeah, it’s intentional. It’s being used as a barricade, and/or to be hidden from sight.

That makes sense. I’ll delete that part of my feedback.

A little feedback on Beta 2

Map A1
Explorers deserve rewards we agree, however there are just too many medkits & batteries. Becaue of this I found A1 too easy even on hard. Please remove roughly a quarter to, maximum, a third of those .

Map A2
Blood painted over here . EDIT : Considering THRRRPT’s comment below, I don’t know if you can fix it. If not, perhaps you could consider moving the corpses and the blood to the right side of the corridor instead.

Map B1
This barnacle can’t pull us above roughly the first floor’s ceiling (~). So it’s harmless.

The turntable ambush scene is also a tiny bit easy, perhaps 1-1 more enemies wouldn’t hurt. Still I tip my hat to you, it’s very balanced now.

That’s a lighting issue.

For some reason decals have a tendency to fade out when hit by the flashlight in some areas.

It looks perfectly fine with the flashlight off, and this particular issue is not confined to the add-on maps.

Got a little more feedback.

Feedback for On a Rail Uncut Beta 2 (continued… again)

Map A2

  1. This door over here is not lit up properly.

Map B1

  1. Could you extend this handrail a little more to the left?
  2. A couple of the explosive boxes are not lit up properly.
  3. Before transitioning to Map B2 over here, this part of the structure is messed up. It looks fine after transitioning to Map B2.

Map B2

  1. In this area, I can see through the left side of this thing.
  2. In the beginning of the map, this door is not lit up properly.
  3. When looking through this gate, I can see a missing texture. After noticing this, I used noclip and found out that this building in the skybox has the same missing texture from left to right.
  4. The yellow part of the wall texture over here is too high. Could you lower it so that it’s consistent with Map C and Map A?
  5. Could also add a light above the doors in the same area?
  6. I think it would make more since if you remove the 2 health kits from one of the crates and set the empty first aid station to hold 50 health over here.
  7. In this area, there’s a little bit of z-fighting on these tracks (over here and here)

Map C

  1. When running through here, you can see the night sky.

Hey text, perhaps you could add a window in the corner right near the exit to the outdoor area. Then you could move the turret that’s down on the ground into that window (sadly I don’t have screenshots to help show you where I mean, think where you used to have the sniper, then look to the corner towards the right)

FINAL Feedback For OaR Uncut Maps A1 & A2 Beta2

Map A1

  1. Before the HECU on wooden platform, move this track status light closer to the wall https://i.imgur.com/hA9unyQ.jpg. It obstructs the player.
  2. At the new track side area https://i.imgur.com/FPnDfMl.jpg, shift the handrail to the right, so that it’s centered between the vertical support beams https://i.imgur.com/E45ctxp.jpg and https://i.imgur.com/dF7udbX.jpg
  3. Here https://i.imgur.com/R9YYLv4.jpg, position the pipe’s dislodged mounting bracket https://i.imgur.com/5mWIbeE.jpg, more to the left, like the other intact ones https://i.imgur.com/4e348Om.jpg
  4. In the rocket prep room https://i.imgur.com/Lcu75CT.jpg, the crane frame has a warning stripe here https://i.imgur.com/kXGlH43.jpg, that’s missing from the opposite frame https://i.imgur.com/43K8Wyk.jpg. The warning stripe is actually on the inner side.
  5. In this area https://i.imgur.com/IwsEsYD.jpg, consider placing a light, centered, on this wall https://i.imgur.com/mcJzezR.jpg, and place the opposite light directly across from it https://i.imgur.com/tcYdG2H.jpg. Illuminate one, to brighten the area https://i.imgur.com/8r0FOBv.jpg
  6. Here https://i.imgur.com/qbOiUVs.jpg, add wall cladding https://i.imgur.com/4snjKGX.jpg. Opposite side https://i.imgur.com/b46MFvZ.jpg

Map A2

  1. There are several issues at the HECU encampment elevator https://i.imgur.com/c4tXqM1.jpg:
    a) At the bottom of the elevator shaft, this wall trim needs a square end https://i.imgur.com/iTCTTcI.jpg and https://i.imgur.com/1GcW2b2.jpg, like the one above it https://i.imgur.com/wWZZAsK.jpg. Same applies to the other side https://i.imgur.com/FSczY2u.jpg
    b) At the dead end tunnel’s entrance https://i.imgur.com/p4oddmm.jpg, angle the end of this wall cladding https://i.imgur.com/GjG1QI9.jpg
    c) In the upper level https://i.imgur.com/u9KxyXx.jpg, this vertical cement beam ends at the walkway https://i.imgur.com/iHgXs9s.jpg, but the opposite one extends above the walkway https://i.imgur.com/LQ4p6dA.jpg, and stops here https://i.imgur.com/qQgyVpt.jpg. Maybe both could be extended up to the ceiling https://i.imgur.com/jfqucLz.jpg and https://i.imgur.com/yAcaFLU.jpg. In doing so, possibly these two i-beams (I believe the right one is concealing a texture change seam), could both be removed https://i.imgur.com/Mp1Dtiy.jpg, for a tidier appearance.
    d) Consider placing something across here https://i.imgur.com/eldTwBe.jpg, to bridge the gap between the walkway and the elevator, like a horizontal concrete beam that’s used up above https://i.imgur.com/nC0m5Ym.jpg
    e) The rails leading into the dead end tunnel https://i.imgur.com/nERmceS.jpg, have texture z-fighting issues. See images 1 and 2 below.
  2. In this caged area here https://i.imgur.com/DWlum6i.jpg, the wall trim needs angled ends https://i.imgur.com/cpzEYcv.jpg and https://i.imgur.com/VmAGn6W.jpg, and at the opposite end https://i.imgur.com/9Vd4rOY.jpg
  3. At this boom gate https://i.imgur.com/vrwn8KW.jpg, the rail bed wall texture needs alignment https://i.imgur.com/j3OqR2i.jpg, and the opposite side https://i.imgur.com/AumKjwx.jpg, if you so desire.
  4. Further ahead where the tunnels merge https://i.imgur.com/k0ABbSv.jpg, there’s another rail bed wall texture that needs aligning https://i.imgur.com/Iq4pCxF.jpg, and the opposite side https://i.imgur.com/vsOSI09.jpg, if you so desire.
  5. At the two boom gates, the viewing angle of the two cameras monitoring them need to be adjusted. Standing below one boom gate https://i.imgur.com/xtLrUFx.jpg and https://i.imgur.com/Khf6tTR.jpg, and standing below the other one https://i.imgur.com/o9S1jPb.jpg and https://i.imgur.com/AbMiEZo.jpg. These changes would more accurately reflect the images depicted on the monitors in the security office.
  6. At the mid level up to the HECU elevator encampment, realistically, most all items in this room https://i.imgur.com/vN1mgvo.jpg and https://i.imgur.com/zp2PDRp.jpg, require a forklift to be placed/moved, but this room can’t be accessed by a forklift.
  7. Consider removing this wall’s raised cladding https://i.imgur.com/FxshFvu.jpg, to match the opposite wall https://i.imgur.com/02rpICH.jpg
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