Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Is any of that infeasible? No, not at all, and I won't rule it out as a future possibility - but for that amount of work, it's very low on my list of priorities, and I'd much rather put that kind of effort into trying to address OaR's underlying design issues from the ground up instead.
If we ever get around to doing a proper on a rail standalone, then maybe, but it's unlikely we'll add it to future iterations of this chapter.
Bu 'orange fog,' what dio you mean? The source engine view distance fog is basically impossible to get rid off, but if you meant' the yellow lighting,' then maybe. All the fog and limitations are still in effect in this download, but most of it's colored blue, rather than yellow/orange.
because that orange fog still haunts me
Yes, this version is part of the full download.
If it fits, yes.
It's BM's version of On a Rail, upgraded and enhanced.
Stay on the move and circle between the various strong points. The little bunker looking things at the front of the building have lots of health and armor in them, if you're bold enough to rush.
The plan is to make an all-new on a rail that delivers where the 1998 original fell short. Won't happen for a long time, though, and if you're a mapper, feel free to combine this version with on a rail uncut.
That's kinda what the standalones are for. Just remember to give credit/contributor status.
if only this could only fused with Definitive on a rail uncut than that would definitely be it
It depends on the chapter, but overall, there are more enemies in classic than there are in vanilla, and when there aren't, the ones that are there are used better/substituted for more appropriate ones.
The maps that don't have standalones have yet to receive their second touch-up, so to speak, but will still feature at least the pre 1.0 number of enemies and obstacles, typically used more intelligently than you'd see in the base game.
since i downloaded the full game version :)
When you say you can't see where you're going, are you perhaps referring to the bridge room in map A in particular? Indeed, that area starts off basically pitch-black, save for the light the electrified water gives off. As the screenshot of the pipe machine shows, though, there is a way to restore the lights so you can see what you're doing without the flashlight.
The "ambushes" have been upgraded to real ambushes, from real points on the map, not simply spawning 2 dudes when you hit a trigger, which means there's even more optional exploration. The magical door that locks during the launch pad fight is now actually locked by an HECU trooper.
Resources, like throughout classic, has been dramatically decreased, and yet if you look around, you'll find enough to keep you going and then some.
Most of the work was fixing the god awful cheese fest at the launch pad and adding atmosphere and detail to the least developed chapter in BM. I think it's the best thing we've made so far, and it's a shame so few have given it a chance, but...it's on a rail, so I kinda knew that when we uploaded it.
That's the whole point, though. Map A is so empty and butchered, we didn't have a lot to work with, so decided to turn up the darkness and attempt some horror and atmosphere.
Of course you're gonna have to use your flashlight in areas that have no light. It's the same in many places in vanilla.
As for the enemies, it's both a return to the CHALLENGE of what used to be in the map, with some expansions. If you look around, you'll find plenty of ammo and supplies, just not anywhere near as much, or as blatantly available in the open, as 1.5 vanilla. Key here is that all the new areas are very much optional, and there if you want to explore/need more stuff to work with, like you would in the OG on a rail. Hell, half-life 1 and 2 in general.
Once you're through A, we do have more to work with, and so it came down to overhauling the very bad fights and lack of detail in B and C.
Now OAR uncut and Loop Mod opinion.
Missing Stukabats the enemy that can fly after you down the tunnel...Big issue ruined the chapter really.
atleast 1 Marine not rappelling down in front of you whilst driving on the track.
More boarded up areas to smash through on the train.
Too much having to get off the train all the time although it's not all bad.
Shooting track switches was good.
An enemy tram chasing you down the smae track behind you which you have to fight off.
Now OAR and Loop Mod opinion.
Loop Mod is ok but should have had the track switch be able to shoot it.
OAR is very good apart from the outdoor area and there are far too many enemies and one too many floors in the junction.
At the Junction I like the warehouse room with the Houndeyes but apart from that the second floor was far better.
It would have been more interesting to see something akin to HL2 train fight across the tracks rather than how it plays in HL1.
Some ideas for you....
Full download's been updated, as usual.