Greetings everyone. This is my final project to finish "uncutting" Black Mesa. Though I thought the cuts to Surface Tension were far more severe in terms of them harming Black Mesa as an overall package, On a Rail was shortened from 10 maps in HL1 to 3 maps in Black Mesa. While the BM Devs tried hard to streamline and cut down the experience, it still felt overall lacking in terms of its progression as Gordon's journey towards the rocket. This mod is for those of you who want Black Mesa's On a Rail to be lengthened. There will be 2 versions released; OaR Uncut Lite (extends OaR by 2 maps, making it longer than Black Mesa's version but not too long) and OaR Uncut Full (extends OaR by 4 maps, making it as long as it was in HL1). As with Surface Tension Uncut my aim is for seamless integration with Black Mesa's existing campaign, so you won't even know you're playing an add-on. This mod is currently in very early development - alpha testing is soon to begin.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media

You can view On a Rail Uncut's workshop page here!

Greetings all! Long time no see! I think it's time for a long, long overdue update!

As most of you will already know, in September 2013 I joined the Black Mesa team. Since then, I have been working to help polish up the singleplayer (particularly some of the encounter design), recreate Surface Tension Uncut from scratch, and I have done a lot of multiplayer design work (I made Gasworks and half of Lambdabunker, as well as a lot of the gameplay design and misc work on other MP maps). I've also been serving as Black Mesa's community manager! It's been an incredible experience being a part of such a wonderful, passionate group of people working on an amazing game, and it would never have been possible without the love and support of the community. So thank you all who played and left feedback!

Since the release of the early access retail version, I have been waiting for the workshop to be upgraded by our programmers to fully support everything which On a Rail Uncut needs to be put up there. They've worked extremely hard and it has taken a long time, but with the current new patch for the latest Crossfire update, that support is now available, and you can now play On a Rail Uncut on the Steam Retail version of Black Mesa.

The actual mod itself remains completely unchanged from the beta version you can currently download here on ModDB, the assets have simply been ported to work correctly with the retail engine version. I will likely never return to develop On a Rail Uncut. Given how much I have grown and developed as a mapper over the last 2 years, in order to further improve On a Rail Uncut to the standard I work at now, I would need to redo it all from scratch, which I likely will never have the time or motivation for. On a Rail Uncut will not be integrated officially into Black Mesa in the future, if it were, I would not have put it up on the workshop for download. Like it or not, the shortened version of On a Rail which was shipped with Black Mesa is the team's definitive vision for the chapter. I have to respect that. For those of you who prefer the chapter longer (myself included), my mod is available for you to play!

So for now, this is probably the last word on On a Rail Uncut. I hope you guys enjoy the Steam version, and like playing it as much as I've enjoyed making it! Thanks for everything!

Black Mesa - On a Rail Uncut - Public Beta Release!

Black Mesa - On a Rail Uncut - Public Beta Release!

News 10 comments

It's finally here, guys! After 8 months' development, 3 Alphas, 1 Private Beta, and loads of time, effort, work, blood, sweat, and tears, from both myself...

Black Mesa - On a Rail Uncut - B2 Alpha

Black Mesa - On a Rail Uncut - B2 Alpha

News 8 comments

The first progress update in nearly 2 months! After a very slow period due to finishing university and revising Surface Tension Uncut for a v2, I'm now...

Black Mesa - On a Rail Uncut - B1 Alpha

Black Mesa - On a Rail Uncut - B1 Alpha

News 7 comments

Yet another progress update. After a slow month or so due to heavy real life commitments, I've managed to find some time to work on the project, and the...

Black Mesa: On a Rail Uncut - Progress Update

Black Mesa: On a Rail Uncut - Progress Update

News 5 comments

A small progress update to let everyone who's following the mod know how it's progressing. Alpha testing is underway privately on the Black Mesa forums...

On a Rail Uncut - Full Beta

On a Rail Uncut - Full Beta

Demo 32 comments

This release contains the full beta version of On a Rail Uncut, comprising the maps A1, A2, B1, and B2. These maps integrate seamlessly with Black Mesa...

Post comment Comments  (60 - 70 of 129)
Guest
Guest

Hey Text, I was also trying to post in your forum, but like worldsablaze, I did not receive a confirmation email.

I just wanted to ask a few things concerning the flare and the convoy in your B2 map. I think you should make the convoy script only happen when you climb the crane because it seems people could really miss it. I didn't see it myself until a third playthrough of the map.

As for the flare, I think it should fall from the sky much quicker because it seems odd that it just stays there in the air. Also I think you could edit the osprys passing through along with the flare, by making the ospreys pass through first and then the flare is shot, and you're able to see one of the ospreys deviating from the others into where the flare was shot, and land in there. Maybe even add some effects along with it like, being able to see a light coming from behind the warehouse where the flare is supposed to be shot,implying that an explosion happened before the flare was shot, and then maybe even being able to see the osprey flying away with some smoke to show that it was damaged after supposedly having rescued the soldiers.

Reply Good karma Bad karma0 votes
TextFAMGUY1 Creator
TextFAMGUY1

Somebody already suggested the convoy only being triggered when up on the crane, and I agreed with it, it's a great idea. As for the flare, that scene will see some fine tuning, most likely in line with what you've been saying here.

Cheers for the feedback!

Reply Good karma+2 votes
Guest
Guest

Hey, TEXT!
I've been lurking on the BM forums for a long time, and have been closely following this project!

May I say, wonderful work! I was sorely disappointed by BM's shortened On A Rail chapter, as it's one that I've always liked in Half-Life!

I've recently finished the B2 Alpha, and I've mostly enjoyed the experience. My only problem with your OAR Uncut maps is that I feel they are TOO combat heavy. It's not necessarily that there are way too many encounters, it's more that there are too many ENEMIES in each encounter... (Though I do feel that cutting a few of the existing minor encounters would be beneficial, but this may just be personal preference) Whenever I go around a corner, there are 4 or 5 vortigaunts or 2 bullsquids zapping or spitting at me. Between those and the squads of soldiers, I get quite a bit of combat fatigue by the time I get to B2 (Which is currently QUITE combat heavy).

I haven't seen many people bring this up (except for the B2 map), and maybe I'm just got good enough. :P

However, I hope this is something that you address, because SO MUCH of this mod is SO GOOD, and it disappoints me that I sometimes have trouble enjoying it due to the enemy encounters.

I hope that my feedback is of some help! For an alpha, this is pretty dang good!

~SwagglessZ

Reply Good karma Bad karma0 votes
TextFAMGUY1 Creator
TextFAMGUY1

This is something I've considered actually - but it is a fundamental problem with the way the aliens are balanced in Black Mesa - and is ultimately outside my control as a result.

I'll explain.

There aren't that many fights in OaR Uncut, in terms of number of encounters, which weren't in the original. Take B1 for example - the only fight which wasn't present in the HL1 edition was the HECU fight right at the start. Every other fight on the map was present in its HL1 version.

You are right in saying that I added MORE enemies to these fights, however. Typically I only did this where there is an aliens vs HECU encounter. This is for the simple reason that the aliens and the HECU in Black Mesa are really poorly balanced relative to each other. This means in order to make the fights more balanced, I HAVE to add more aliens.

For example, in HL1, the balance between Vorts and HECU Marines was very roughly 1:1. If you put 5 HECU against 5 Vorts, the outcome of the fight would typically be 50:50. This is CERTAINLY not the case in Black Mesa due to their core gameplay changes. The ratio is more around 3:1. This means that every fight between HECU and Aliens needs to have roughly 3X more Aliens than HECU if it is to be even slightly balanced.

Unfortunately, I have to balance fights around Black Mesa's default settings, so this is why we end up with so many aliens in OaRU's maps. I agree with you that it isn't ideal, but sadly I'm not sure there's too much I can do about it.

I agree that there are quite a few superfluous encounters which I will trim off for the next version. I could probably stand to remove a few. So yes, to an extent, I agree with you.

Reply Good karma+2 votes
Guest
Guest

I love your professionalism Text. (I'm Medkit, from the BM forums and I'm back now)

Anyway, I dare to belive that with Xen, the BM dev team will also introduce various bug fixes, AND a much needed balancing as well. For this reasons, guess you'll have to revisit most of the alien - hecu fights in your maps. Right?

Reply Good karma Bad karma0 votes
TextFAMGUY1 Creator
TextFAMGUY1

Heh, thanks. I will definitely have to rebalance it when the time comes around, assuming the BM Devs do change up a lot of the gameplay of the mod - which I really hope they do, there are a lot of balancing issues present. The most pressing concern is to make the Vorts less **** - most of my maps which feature Vort vs HECU fights involve me throwing crazy numbers of Vorts at the HECU simply because they're so weak in Black Mesa.

Reply Good karma+1 vote
Guest
Guest

This comment is currently awaiting admin approval, join now to view.

Guest
Guest

Will you do the ventilation shaft in the chapter «We've Got Hostiles»

Reply Good karma Bad karma-1 votes
TextFAMGUY1 Creator
TextFAMGUY1

No, I won't, sorry. It doesn't interest me. Someone else on the BM Forums a while back started getting the ball rolling on doing this, though I don't know if it's progressed at all. You could check out that thread if you're interested.

Reply Good karma+3 votes
LyokoDesura
LyokoDesura

That "someone" was me. I've been having trouble with it though, as that map is so close to the limit on all data types that there's pretty much no room to add the vent maze while fixing its shortcomings.

Reply Good karma Bad karma+2 votes
wmf776759
wmf776759

He won't.

Reply Good karma Bad karma+1 vote
Post a comment

You are not logged in, your comment will be anonymous unless you join the community. Or sign in with your social account:

Icon
Half-Life 2
Creator
Contact
Send Message
Release date
Mod watch
Start tracking
Share
Style
Embed Buttons
Link to Black Mesa: On a Rail Uncut by selecting a button and using the embed code provided more...
Black Mesa: On a Rail Uncut
Statistics
Last Update
Watchers
463 members
Downloads
1
Articles
6