[COLOR=‘Red’]Update: Released! FUCKING FINALLY[/SIZE]
Latest Version: OaR Uncut Alpha 1A. Download here.[/SIZE]
PLEASE REPORT ANY MISSING TEXTURES TO ME IMMEDIATELY SO I CAN FIX IT AT ONCE. This refers to when you see purple checkerboxes, or giant “error” signs around the map, it normally means I’ve forgotten to include a texture with the map. As this is the first release, those are to be expected.
Well, it’s finally here guys. Sorry it took so long, I’ve worked very hard to bring it up to scratch, development time took a helluva lot longer than I thought it would. However, this does mean that the maps are a lot further along in the development cycle than I thought it would be - it’s looking great, I’m really very proud of it! It’s tied into the Black Mesa campaign seamlessly - you should be able to play OaR from start to finish and my maps will be added without any problem whatsoever.
A few notes about this Alpha which you should read before playing. Firstly - it is an alpha, it’s still clearly a Work in Progress, things are subject to change and will be adjusted over the course of development, which still has a ways to go. Currently the least worked on aspect of the expansion is the optimization - the Office Complex is not well optimized - though everything else on the maps should run smooth as butter. Of course this is something which will change further on down the development cycle, as the designs of areas are cemented and I have more time to work on the technical details of optimization.
It might also be useful to bear in mind that I am absolutely sitting perfectly on the edge of the entity limit for A2. Expanding areas and adding more content is actually out of the question. The suggestions I’m looking for here are more to do with modification than addition.
This release is technically representative of how OaR Uncut Lite will look on its final release - or rather it’s representative of the amount of additional content that the Lite version will add - as the Lite version will implement A1 and A2.
Any and all feedback is welcomed as long as it is constructive and phrased in a civil manner. I will try my best to address all concerns in the time I have, and incorporate them into the next update - and I will be studious and try and respond to all of them. Community feedback is very important to me. I’m using a slightly unconventional release method here - my definition of an alpha is probably 3 times more developed than people would expect an alpha to be. This wasn’t particularly intentional. However - this is my testing roadmap (I posed this a couple pages back but wanted to highlight it)
Alpha
Beta
Release Candidate
Final Release
And that’s it. It’s not the same as ST Uncut which had 4 beta versions, and 4 Release Candidates. As such I’ve brought the Alpha up to a much higher standard than you might expect, and it’s because of this plan. Only 4 test versions, rather than 9 or 10 like ST Uncut had.
And that’s it, enjoy it guys. I’ve had a blast making this, I hope you have a blast playing it. This thread has had a lot more ups and downs than ST Uncut did, but I hope that hasn’t put anyone off, and if it has - sorry!
There’s more to come, sit tight! In a few weeks the B maps should be in a presentable state, and they too will have their own alpha release.