Hit the nail right on the head.
I do have plans to change a few things but they are mostly minor aesthetic or gameplay issues. I am doing this because I feel revitalized with regards to ST Uncut, and because doing OaR Uncut has still taught me so much. Having had the time to watch loads of LPs on Youtube and accrue more feedback from the wider (more casual) community, I can see more flaws and things which I should be able to fix.
But yeah, for screenshot purposes, the current version should be completely fine if you don’t want to wait another 4 - 5 weeks to do it. Really cool idea by the way!
Some changes I have drawn out in my head that I’d like to implement (for those of you who are interested):
C2A5G
- Retouching of the car park exterior, making the decals more repetitive and adding more destruction.
- Slight reworking of the vent drop sequence
- Making the destruction around the explosive ambush more believable and cool.
- Making the jump from the car lift in the garage a bit easier. The model used there has a weird lip and it makes jumping awkward for less experienced players.
- A few aesthetic changes to the TOW Courtyard.
- Making the AGrunt ambush in the TOW Courtyard ever so slightly easier by staggering them out.
- Recoding the sounds for the Harrier and Manta flybys. They’re way too quiet and since I added subtitles for them, they’re sometimes broken.
- Slight tinkering of the large battle by the helipad. LAV AI still needs some changing.
- Slight visual rework of that area too. Nothing major. Will also redesign the helipad to be slightly more consistent with the Helipad found in Apprehension (which is also better designed than mine).
C2A5H
- More attempts to make the AGrunt who throws the Marine through the wall less stupid.
- Minor changes to the fight scene, but nothing serious.
- Slight reworking of the bathroom scene. Someone pointed out on an LP that it makes no sense for the Snarks and the Zombies to get along perfectly fine UNTIL the player shows up. Will most likely just relocate the zombies to the bathroom and leave the Snarks in the hallway.
- Will rework the drop down pipe on the roof a little bit to make it less awkward for players to climb into.
- Will try and eradicate the “hop up” onto the pipe but it’s a weird bug and I don’t know what causes it.
- Will probably add some kind of metallic grate in front of the Marine in the Satpipe scene, to explain why he can’t be killed. Some LPers were complaining that it made no sense that you couldn’t shoot the Marine while he was putting down the Satchel and that it was poor design (though it was like that in HL1 too).
- Tweak the exit to the pipe in the Gaswork’s Janitor Closet. That was always really awkward and I should have changed it a long time ago.
- Make the janitor’s closet slightly less crowded.
- Minor aesthetic and puzzle changes to the gasworks. Will include more visible destruction and more sensible pathing during the jumping puzzle.
- Tweak the second fight in the gasworks to account for the dumb AI.
That’s my definitive list so far. That’s everything that I’d like to do to the maps, currently. I’m sure it’ll grow a fair bit, but not a great deal.






