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

The reason that was happening was because the version of the Loop Mod A map you had in the maps folder was connected to the stock Black Mesa map B.

There was another map A of the Loop Mod outside the maps folder that was connected to Text’s A1 map. You were supposed to move that one to the maps folder so that you can play through OaR Uncut without a problem. .RK’s Loop Mod readme file mentions this.

The map does have lots of action, but not enough to say too much and now it needs to be removed. Rather it just needs to be spread out a little bit. As said before, the soldiers tram should be moved until you go around the loop one time. giving the player a chance to take in the sights before the 50cal emplacement is seen, I think would help greatly.

I am mighty impressed Text. No really, the map is a beauty and is excellent by BM standards or even better than that.

And so comes my list of praise/feedback for the B2 Alpha:

  1. About the crane (crane.jpg), it’s a little… uncomfortable. I don’t know why, but you have to crouch to get to the crane platform and get off of it.

  2. The sniper (sniper.jpg) is now in a good spot and I love how you put that there with the ambush (seriously, that thing freaked me out!) and that epicness that ensues. Kudos as well to the double 50 cal bunker thing there.

  3. The broken tram lift (tramfall.jpg) is really good now that when you get on it, it falls and activates the bottom turrets. So it really isn’t wise at all to do that now…

  4. The ladder going down (ladderbug.jpg). Is that a bug? I swear, when I go straight down knowing that the laser trip is far off, the whole turret setup just suddenly activates for no damn reason.

  5. The train to C (Ctrain.jpg) is a very good idea now that the makeshift bunker that was suppose to be there is repurposed.

All in all, great work.

(P.S. I experienced two crashes in the broken tram lift area, don’t what you’ll do but it’s good to tell this now.)





There is a laser right at the very end of the ladder, but it’s bugged up to not show it at all.

Ah thanks, I forgot that detail when I installed the last version of the Loop Mod.

B2 is absolutely beautiful. Have to get that out of the way.

I only noticed two bugs while playing it:

(setpos -877.525879 -1247.840210 -1247.968750;setang -48.355518 159.555908 0.000000)

  • Sentry tripwire isn’t appearing, but it’s still there (makes noise, etc.):

(setpos -1545.526855 -771.142578 -1247.968750;setang 30.954475 -163.461777 0.000000)

Difficulty-wise, I only had major trouble in one area (didn’t do a getpos on it though, forgot to, sorry), the cave with the Vorts in it (the loop area, though this is probably only because I suck) - The problem I had here was that they were a distance away, and popping up and down behind the tram like I’m playing Whac-a-Mole didn’t work so well. Probably not an issue, though, so long as you don’t do what I was doing. :stuck_out_tongue:

Overall though, this is great. Recorded a video of my playthrough, editing it right now. Will post a link when it’s done.

the new area is epic also one thing I saw in your maps which is inconsistent is the trams do not stop after you get off them like the ones in the normal maps.

notes

  1. 50 cal bunker was annoying, not bad but just deficult enought to be a threat, only problem is the range on the thing they started to shoot at me as soon as I took the corner. I would suggest that you spawn the soldiers near the implacement and have htem move to the 50 cal after the player crosses a specific spot so tehy aren’t sniping the player with heavy weapons.

  2. that sniper is epic that is it.

@darkone

I think the bug with the tram still moving when you get off only occur when you load a game where it was already moving.

Also, forgot to add to my post:

  • I know it has been debated whether the red laser at the beginning of B1 (past the secure door) should remain or not after destroying the two turrets in the area, but I’m pretty sure the logic in Black Mesa has those red lasers deactivated once all the associated turrets have been damaged (and not just knocked down).

  • Another thing I wanted to suggest, to use more of the Mat. Trans. decals, like at the end of A2 (before the electrical tunnel) and before reaching the hangar in B2. And about that last spot, I’d suggest also to have a secure door placed before the warehouse, but only if you can still place a door on B2.

Heh, I would not mind at all if he decided to do that.

Anyways, video is on the way. I have to do some editing to it though, sadly, so it might be a few hours. I’ll post back here as soon as it’s uploaded!

It also happens at map transitions. You can “fix” it by adjusting the speed at least once before getting off. It’s almost certainly a programming issue and not a mapping issue (i.e. Text can’t fix it).

Exactly.

wasn’t either it was mid map, I managed to knock my self off by a misfire with the mp5 greande and it just kept going. and that was only the first time the second was right before you need it do to the electrified tracks this time I jumped of to kill the vorts it kept going and locked me in place, the final time was in the new map luckly I just had to stand and wait for it to go throw the loop.

I’ve had the tram do that before as well, actually. It’s kinda random as to when it happens, but I’ve definitely had it happen at times other than right after loading or after map transitions.

Also, OaR Uncut B Maps video. B2 starts at around 23:49. Only footage cut was the first half of OaR (which I recorded as well, 'cause I’m dumb) and a few deaths that were pretty much immediately after a save-point.

I checked that area and I’m not having the same issue you’re having. Weird.

I believe Text is aware of this issue as he mentioned it in his Media Release video of Map B2.

Long time lurker, just finished playing through OaRU.

First, thanks so much Text for putting this together. Especially for an Alpha, this was pretty solid and a great play, with very few hangups or glitches… you did a great job, and I can’t wait to see the final version.

While BM is a beautiful game, one of my few disappointments with it was that - for me at least - it didn’t really recapture the “OMG I’m in over my head” feeling I had playing the original HL back in 2000. The turntable ambush was so iconic in the original, it was a pity to not see it end up in BM. Your rendition of that ambush was right on target and brought back how it felt to turn that corner on my first HL run.

I’m running this on an HP Dv7 Pavilion laptop, which usually is just enough to comfortably run most Source games (Portal 2, L4D, etc.). The only serious framerate beating I took on vanilla BM was in Questionable Ethics’ cryo hall. Performance-wise, I had very few issues with OaRU. The outdoor train area gave me one or two very minor framerate drops but not enough to significantly impact gameplay. You’re probably not facing as much of a performance drag there as you’re worried about.

A few observations, minor nits but things I noticed. There’s a red metal access door early on with the word “maintenance” misspelled as “maintainance”. There’s a door (I think in the first map, but I’ll have to replay to find it again) that opens onto a brick wall. Most of the other bugs and glitches you already know about (confused vorts, etc.).

A few things, however, broke the illusion for me. Several script moments - most notably the first TOW position - don’t seem to trigger unless you pass by riding on the tram. I managed to loop around behind that spot on foot, with no spawned soldier there, and I set up a tripmine. When I went by again on the tram, he spawned with the vort and blew up. We shouldn’t be able to do that.

There are several spots where it seems that soldiers just teleport in when the script trigger goes off. When I suspect/know that a HECU is probably around a corner, and I lob a grenade into that closed space, it’s very odd to have the soldier magically appear there a few seconds later when I pass by. That may be my imagination, but it just seemed that way.

The other thing that pushed me out of suspension-of-disbelief was the new office complex area. It’s a great map, lots of fun and action. But isn’t this whole area supposed to be disused? It looks like it was recently shut down or even still in operation (computers turned on, dead scientists in the conference room, etc.). Granted, BM didn’t do that much differently, but it was a thought that crossed my mind. I always imagined this entire area as basically walled off in favor of new construction, ala the lower levels of Portal 2.

All in all, I think you did a great job advancing the plot of the game and showing the HECU losing control of the situation. It was a great play run. You have 90% of my new favorite Black Mesa chapter here, and I can’t wait to see how it finalizes.

Thanks again for all your hard work!

Text could you change this graffiti tag from “your next freeman” to “your dead freeman”? just so its not a redundancy of the one on B1.

Ok critique time. Get the tissues handy incase you cry (jk jk :slight_smile: )

Overall the maps were pretty damn awesome! I find it hard to believe that one guy is making these maps so well all by himself, but you are and you deserve every thank you and good job you get. Obviously these maps are in Alpha and some issues are just the result of needing more time spent on perfecting things. I’m going to go through and talk about things I liked and didn’t like in the maps and you can take what you want from it.

A1:

  • Get to run over a soldier. Hells yeah!
  • The bullsquid near the soldiers was stuck in the gate and glitched out and vibrated all over until it separated itself.
  • This area flows great. It’s short but sweet.
  • Coming from that bullsquid mentioned earlier and going through the rooms I came into the large room with the stairs leading the the crane controls and rail-switcher. I was able to easily kill all the enemies in that room shooting through the stairs without them even noticing or running to attack me. There were stairs that they could have taken to attack me but they didn’t. This should be looked at so that the monsters aren’t just target practice.
  • The turret at the top of the stairs didn’t really notice me. I bashed the box with my crowbar and had plenty of time to bust out the shotty and put it down without it turning on. Making it react faster would make it much more useful/deadly.

A2:

  • This map kicks ASS :smiley: !!!
  • I know that you know, but the soldier on the turret needs work.
  • The huge office complex is amazing in scale and detail! There is plenty of action going on and it seems like all hell is breaking loose!
  • Love the ambush after you hit the switch on the second story of the office complex.
  • The zombie ambush where a zombie drags the body into the room. I was running from the far end of the office complex towards this room and was able to peek in and see the zombie just standing there while the body was moving. I know it’s hard to get the timing right so the player notices the body but also can’t see that it’s just the body moving, but it could use some fine tuning.
  • A really weird glitch happened in the cafeteria right in front of the soda machines. I noticed that I couldn’t walk in that exact area, and that I could actually jump on top of the invisible object. Then I shot it and it bled. Turns out it was an invisible bullsquid :facepalm:!
  • Worth saying again that this map is awesome!!! You took the original and ran with it and it paid off big time!

B1:

  • The soldiers blowing up the doors is a very nice touch!
  • The doors should be closed a little further or blocked better. There’s no reason why Gordan can’t just squeeze through, especially since you don’t really need the tram.
  • The enemy tram stopped and didn’t chase Gordon’s tram. Also, I’m not sure their tram is supposed to be the same one that runs down the guard earlier, but if so I killed one of those two soldiers on that tram earlier and then when you see them again there were two again. Just a little consistency error IF they are supposed to be the same tram.
  • The ambush was frickin’ amazing! I think I heard you say you weren’t quite satisfied by it but I think you nailed it! The flares light the whole room a dark red and it looks great! The music helps too and it’s a very cool moment!
  • The lift in that room doesn’t work. I just feel like it should.
  • The flares eventually go out which is great, but the sound keeps playing. Perhaps putting the sound on a timer so it ends the same time that the flares do?
  • The rotating rails don’t line up right when turned. They’re off a little bit. Not a big deal but still.

B2

  • I went full speed and when you first get into the room with the crates the room looked empty for a couple seconds until the crates came through. It’s a small gripe but it would be better if when you first enter the room the crates are already moving out in the open.
  • The little skirmish between the grunts and guards was pretty cool.
  • The outside area is amazing. Another example of how you combined your cool idea with the original map and it just turned out golden! Fantastic work!!!
  • When you first go outside an enemy tram comes out to attack you. This just seems unnecessary and kinda dumb imo. I’d recommend taking it out because it really doesn’t add anything and the area already has plenty going on.
    ± Neutral point. I’m not sure that the placement of those double heavy gunners is best. Part of me likes it, but another part of me thinks if they weren’t there the map would be more suited to skirmishes with normal soldiers and taking cover from the enemies in the crane and watchtower. It sucks and I know it’s a lot of work, but it might be best to but them back around the corner after the broken turntable area like it was in the original HL. Give it some thought.
  • Someone else already pointed it out but the bodies near the cargo containers with the bullsquid in it needs some better positioning and blood effects.
  • That bullsquid is also really loud. If it’s possible, try to silence the bullsquid until you break a box hiding it. Then is scares you and catches you off guard.
  • The sniper and ambush was freaking awesome. Not sure why there is two snipers, but that’s ok. The glass looked like it was the type that couldn’t be broken so when I first saw the laser sight I wasn’t worried, but he fired right through catching me off guard. Awesome!
  • I thought the best way to get to the snipers to throw in some grenades would have been through the electrical area in between the switch and their nest. You have open doorways in the gates on the side facing the control room but not on the side facing the snipers’ nest. Please add exits on these sides to so you can use the electrical boxes as cover to get to them. It’s a really cool way to get to them imo and I wish I could have done it that way. Maybe if you find room in the map you could add a couple electricity arcs in there to damage the player if they’re not careful. The choice the player would face is the quicker head-on route to the snipers with more danger of getting shocked, or the safer but longer route around that area.
  • The rocky tunnel seems a little plain, even though it’s really optional. Maybe have some sort of script in there to add more to the area other than Vortigaunts just standing around?
  • The falling tram in the broken turntable is perfect! Great job!
  • I experienced a brutal crash. I drove my tram straight into the broken turntable and the wooden thingy flew into a sensor and activated the turrets. I ran like hell to get away from them and got back outside and then the game crashed. I’ve seen others having this problem, too. Definitely worth looking into.

This is a just a random request. You already edited the C map so it worked with your other added maps, but if you could possibly add in the tripmine area outside the rocket control room it’d be freaking awesome. I don’t expect you to but thought I’d throw it out there haha ^_^.

Again, overall these maps were epic and well made but some work still lies ahead if you want them to really shine! You’re almost done! Good luck and thank you for your effort to making Black Mesa complete!

Ah, the bullsquid in the train car. Forgot about him. Yeah, I can hear him from outside and to the rear of the car, and when I came around the side, his head was poking half through the car wall. Was there a med kit or power up in one of those crates? I don’t remember seeing one - if there isn’t, I’ll simply avoid that car in the future. No point in even messing with it.

BTW, Text… the glitches I saw and others are mentioning aren’t really much worse than those already in BM. And HL1 is chock full of issues. I’ve been playing through the Steam Anthology version lately, and frankly amazed at how many times I’m having to quick load to work around bugs.

Actually the proper one was “Yore dead Freeman.”

But since the original one in B1 already has Freeman spelt correctly (there were two in Half-Life, one with “You’re” spelt wrong and the other with “Freeman” wrong), if he does change this other one it should read
“Yore dead Freemen” instead. It would be perfect then. :jizz:

Okay, editing again, played through all of OaR this time.

Maybe it’s just me, but the very first Vort vs HECU fight during OARU (the 2nd map of it) always bugs out for me. There are like 7 Vorts just standing around by the time I get there, and even then only 2-3 attack. The rest stand still until I kill some off, like only 2-3 can attack at any one time. Other than that, it’s fine.

I hadn’t played through the maps with the turntable yet, so doing that was enjoyable. Somehow I managed to survive (albeit ‘normal’ difficulty).
The most recent releases were great. I did have some difficulty fighting the HECU just because of the changes made and my memory is shocking, so anything that didn’t change still surprised me. With max everything (literally everything) and fraps running(as in recording), I think the lowest I dropped too outdoors was maybe 52 FPS, so that’s nice. Assuming it gets optimized a bit it’ll run perfectly.
How do you personally deal with the sniper? I’m ashamed to admit I had extreme difficulty against him. Is the idea to leave the tram be for the time, and then maneuver around the trainyard till you can kill him, or are you meant to just continue on the tram merrily? (Since he seemed to miss me on the tram half the time, then half the time he’d get hits).

Otherwise loved it all. Don’t have much feedback because I’m kinda tired. Might replay it and try pay more attention later.

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.