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

Source engine’s idea of difficulty scaling is an absolute joke, didn’t you know?

The encounters should be separate. There is just no way for those first two marines to loop back around and ambush you, because you can move much faster through the loop than they can go around.

As for the number of marines on the tram, I can deal with both, but lean towards a single rider. I remember playing and encountering a situation where I got onto the tram and had killed the first soldier, but was unable to kill the second before the tram deactivated.

Good to hear!

I support this. If it’s not too time consuming or difficult it would be nice to make it longer.

Maybe a marine just jumped onto the tram between the encounters. :stuck_out_tongue:

Where can I download the Alpha version?

Right here: https://www.dropbox.com/s/zhtzqb26wwa5j5w/OaRUncutAlphaB2Final.zip

How far along on you in terms of beta?

How’s work going on the beta version of On a Rail Uncut, Text?

Seeing that people prefer the challenge of fighting both marines, I guess you’ll keep them after all, but I’m also with swagless about enlarging the tunnel by a little. It just feels that the challenge is pushing a little too hard, and having a little more time to shoot the marines would do the trick.

Definitely one, for two reasons:

  1. the difficulty for the takeover would be more adequate

  2. it matches the original game’s choice

Yay, I can finally post! I would also prefer one marine on the tram (to mirror HL1 and reduce frustration).

There have been concerns that lowering the difficulty of the scene would make it less rewarding - but personally, I’d still feel pretty awesome after killing only one marine and boarding the tram. The adrenaline factor would not be substantially reduced.

EDIT: I feel this way because, for me, the most memorable part of the scene is the act of leaping onto a moving tram. The number of people you kill in transit isn’t terribly important.

Ban him!

BAN HIM!

Mr. Patience has the answer. :smiley:

So let’s ask him! :smiley:

My estimation that I could get a release out today actually wasn’t too far off. I definitely could have released today had I been able to get in a full day’s mapping, definitely. There’s not much left to do, and nothing major, aside from 2 model bugs I’m having trouble with. I didn’t leave room in my predictions for being this hung over though, and the thought of going anywhere near the editor right now is making me die inside. You guys will have to wait a bit longer for the beta, I’m afraid. Just take it as you always do - just remember the wait means the end product is going to be better! I’m really happy with how the beta has turned out so far over the course of development!

I’ve compromised here. You still face 2 Marines, but they’re now both on lowish health - 30 to be precise. A well placed MP5 nade will do them in, EASILY, and there are 2 MP5 grenades by the boom gate switch anyway. It works best like this. As for lengthening the stretch, it isn’t really possible without major layout modifications, which I’m not willing to do, given how intricately B1 fits together. It’s a bit difficult, yes, but it really isn’t that awful.

I think you satisfied both sides for sure. As for the Beta, take your time I say. Until that I play through Alpha again.

Same thing here. We’ll be waiting patiently for the Beta.

I agree with Medkit; this is a good compromise. As usual, you’ve done a great job responding to the community.

I prefer quality over speed. Take as long as you need, Text!

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.