OaR Extended pitch bible has been moved to page 1 of Text’s thread. It can be referenced here: https://forums.blackmesasource.com/showthread.php?p=529571#post529571
^ NO! Fuck the dynamite trap! That puzzle was god-awful in HL1, and it shouldn’t be in the remake.
Conti was talking about destroyed hl2 car model. I dont understand, why not to use destroyed car model from black mesa? It is fit much better.
Forgot to mention this one, also found a new (and larger) bug.
Parking Garage:
Xeno Jumppad in first parking garage is floating
[COLOR=‘Red’]Outside Garage / TOW Launcher:
Attempting to back-track at a certain point during the battle will reveal that the TOW area from before has vanished, crossing through will still load the TOW area, but will unload the Battle area. It generally starts happening if you back-track after the Osprey has been destroyed. Tested it, happened 3/4 times.
Lol. I’m not finished yet…I think I can come up w/a pretty cool way to use the dynamite.
In my opinion, OaR should maybe be expanded with exploration areas only, extra-areas, but nothing obligatory. The chapter was too big in the original, considering the rather boring content. The cut sections on Surface Tension are an entirely different matter; there are classic setpieces missing in BM and a subdued theme of the military losing because of those cut levels.
I simply don’t see how adding those boring OaR levels will bring something similar. The dynamite guy, as a setpiece, yes. But that could be added on existing BM maps, maybe only expanding them a little. And major themes? I think the BM OaR follows the thin plot of the chapter quite nicely, better than the original by the end (the rocket launch.) Maybe some more dead soldiers. Those additions don’t need whole new levels.
This dynamite trap must be kept and not this one since it has been removed by the official devs already.
PS: OK, it’s the dynamite guy.
Trap 1 isn’t from HL is it? If so which map?
It is from HL, but most people don’t see it. OaR is a laberynth with many optional sections. This is one of them.
And yes, I meant that dynamite trap. That’s why I said “dynamite guy”, the dynamite trap with the soldier, and not “dynamite trap.”
Came across some additional flickering textures in the Carpark on LEVEL 1, in the area surrounding the big hole in the floor, as follows:
- Initial instance. See attached pictures below. Happens along the seam.
- Second instance. See attached pictures below.
- Third instance occurs in the corner, below the asphalt layer, as indicated by the pistol crosshair. https://imgur.com/UgJmH and https://imgur.com/ExWRR.
Text, give this area surrounding the big hole a thorough look over, in case there are other additional issues.
Thanks once again.
This is actually a VERY narrow view regarding a remake. I think you’re looking at it from the perspective that all the features from HL OaR will be ported to BMS OaR, which would be lame. As one modder recently found out, a remake of mediocrity is simply mediocrity in HD. You can do FAR more here w/OaR Extended to spice things up if you’re willing to take risks. As for the plot of BMS OaR, the dev actually missed a key part of it…that the HECU are struggling vs all forms of Xenians. In BMS, they are completely in control.
Please excuse the double post. It’s necessary in order to more accurately convey and display the problems.
Found more flickering textures in the Carpark on LEVEL 2, in the area surrounding this hole, https://imgur.com/VzoWW, as follows:
164. Initial instance. See attached pictures below.
165. Second instance. See attached pictures below.
166. Third, and more obvious, instance. https://imgur.com/33vqo and https://imgur.com/ZdLKO.
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And five [COLOR=‘Orange’]FINAL observances and suggestions concerning feedback for v1.0-RC2-Hofixed.
- One concerns this picture https://imgur.com/LSsmu from Level 2 of the Carpark. The two fluorescent light fixtures, on the side walls, are both situated too tightly into the corners. Relocate them out from the corners, to be consistent with how similar lights are positioned on the other two levels, as shown here on Level 1 https://imgur.com/P9Qy6 and here on Level G https://imgur.com/MMcol.
As an additional note, does the lighting on that corner door on Level G look right to you?
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The second concerns the manner in which the doors open in the Carpark stairwells. I’d like to suggest that they open inward in the opposite direction, as it seems more functional and logical this way. They now open towards the central portion of the stairwell which partially blocks the player’s path to the right. It makes more sense that the doors open towards the stairwell wall instead. Now, upon entering the stairwell, the player has to step around the opened door, instead of being able to take a direct path. https://imgur.com/F25bR and https://imgur.com/A8zee. By having the door open in the opposite direction, the path would be clear without any hindrances. Also, real-world, stairwell doors would be installed this way in order to maximize space and ease of movement, in the event of an emergency where large groups of people have to evacuate a facility from multiple floors.
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The third is a rather large and obvious texture issue in the Tank yard, on the outside wall of the men’s bathroom. This can easily be seen from the ground. https://imgur.com /5LjA8 and https://imgur.com/Iq4md and https://imgur.com/YsUbs. Search for and tidy up any other anomalies that might be on this wall, as well.
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Fourthly, in the last room on the upper metal walkway containing the vent to the Garg encounter, there’s a texture seam issue above this door’s right side, as depicted in these images, https://imgur.com/JS7mQ and https://imgur.com/cTzIE.
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Fifth, and lastly, concerns the satchel/pipe encounter. Having “god mode” enabled, I entered the pipe and proceeded towards the far hatch. The scene plays out as normal, but instead of retreating when the satchel is deployed, I continued straight on, through the explosion and wave. On one playthrough, I stopped just short of the hatch. With it still in a closed position, the HECU could shoot me through the hatch. Then the hatch opened moments later, as normal. On a second playthrough, I did not stop short of the hatch and continued on. I clipped through the closed hatch and encountered the HECU. He said one of his lines, “Are you kidding me, that was too easy”, and then engaged me in battle. At this point the hatch opened, while the HECU and I were doin’ da tango. Upon disposing of him, the level continued on as normal. https://imgur.com/dn3uX and https://imgur.com/GXJDp and https://imgur.com/FcOQh. Would a blocker of some kind, to stop bullets passing through the hatch and to stop the player from clipping through the hatch, be appropriate?
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THE FIN, FINIS & FINAL END ! ! ! (Of v1.0-RC2-Hotfixed)
[COLOR=‘Red’]Hey guys, please create a new thread to discuss about the OaR Extended project. Let’s keep this thread only about the St-uncut, ok?
In that case, this thread’s title must be changed.
Conti’s right on that. Besides, he’s not even done with ST, y’all are getting ahead of yourselves. Wait till the next thread and his project starts.
If he’s willing to actually improve on the gameplay while somehow mantaining the old level design, that’s great. But the main problem with those cut sections was the level design, so… I don’t know how anyone can swing that. Making it shorter was a wise choice on the part of the BM devs, in my opinion.
But yes, if someone somehow manages to make the chapter as large as the original without making it confusing or sacrificing player engagement, then that’s great. It would be a massive feat.
The name of this thread does not imply a discussion solely for ST_uncut. For obvious reasons, I think Text needs to be the one to make the first post on OaR Extended…I’m just collecting ideas now. Feel free to port my massive post to that thread once it’s made. Everyone has already made their suggestions for ST_uncut anyway.
Edit: Fin…OaR Extended pitch bible on page 106 is done. I may add some pics or diagrams for clarity but all the important details are here. I actually maxed out on word limit.
Has BM a destroyed car model? I failed to remember that! If it has, better use the BM one. 
Pretty much.
Now it implies, because it was renamed. :freeman: Long-overdue.
A long time ago this thread became mainly about the ST Uncut project, so let’s keep this way.
Fair enough about TextFAM being the thread creator, but until then lets hold the OaR ideas for that new thread when it is created, or this massive thread will become a derailing fest and will make a pain for TextFAM manage our latest feedbacks about the ST-Uncut.
@Conti: Someone has already created an OaR Extended thread on Leak Free. The only post of value is Maxwell’s. Otherwise, would recommend deleting the thread now before others start adding stuff. This is my last OaR post until the OaR Extended beta in who knows how long…if I have anything left to say, I’ll consolidate it in the pitch bible so you won’t see any additional posts besides this one. When the real OaR thread comes up, feel free to port the posts…just try to keep them back to back for easy reference. Otherwise I’ll do it myself and redirect to the appropriate thread. Thanks.
@Text: For the final ST_Uncut, make sure to release it under a creative commons license (basically to qualify for inclusion in BMS proper). You might be able to just copy/paste some of the text from the BMS readme. Also, you might want to start an OaR Extended thread on Leak-Free sooner rather than later. Just misspell the title if the fake thread still exists…it can be corrected later by Conti. Your post could simply be a placeholder but it’s important that you reserve the first slot. The scores for ST_Uncut on ModDB attest to the power of collaboration and community design suggestions will be more useful earlier in the developmental process before features get locked. No one’s gonna force you to read/respond to them if you don’t want to but the feedback will be there for future reference.
Edit: OaR Extended pitch bible has been moved to page 1 of Text’s thread. It can be referenced here: https://forums.blackmesasource.com/showthread.php?p=529571#post529571









