[owc_lab] Lab
#1
Posted 29 October 2010 - 05:02 PM
General overview of the map:
The map will take place in a lab. The players will be there trying to retrieve something, probably just going to call it an anti virus.
Will primarily be using textures and models from Portal, as they fit the lab setting of the map rather well.
Objectives (subject to change):
I've got the objectives pretty well planned out in my head, though I'm not sure exactly what everything will be called when the map is done. The primary objectives may change after testing. Some of these objectives are a little vague in the description, possibly more details to follow later.
-Find the lab worker / doctor / whatever
-Retrieve a device for the lab worker / doctor / whatever
--This will be a physics object that must be picked up and carried somewhere. This will hopefully leave two options for the ideal time for the GM to mount his assault at this point. First would be the "intended" manner when the players are moving to retrieve the device, and the GM is defending. Second option would be when the players have retrieved the device, are down a gun due to carrying the device, but are also on the retreat.
-Defend while stuff is done to the device
-Take the device to be digitized and download the contents to a disc
-Get to the elevator and escape
My current progress:
Basic objective and layout design completed.
~90% done with the brush work. Only a few things remain to be done, and how they are done will depend on testing a few things.
Entity and I/O work is 0% at this point. I'm debating if I want to go to the trouble of setting up all the unit spawns I have planned under the current system, or just wait for the new barracks system. Also need to be able to get in game regularly when I start the entity work, and that is not possible at this time.
Texture and lighting is about 10%. I have basic ideas of what I want to use where.
Other notes:
This will be my first entry for the contest.
If I finish the map in enough time, I will be looking to add my own custom sounds to the map. Particularly voice overs to compliment the objective text.
If the map is well received, or if I feel motivated enough, there is the possibility of two other maps to compliment this one. They would be a sort of prequel, and a sequel, for a little 3 map campaign. I've got basic ideas for the other maps, but have not gone beyond that. Will wait and see how things go with this map before I do any work for those maps.
Currently not online at home, and the downtime was unexpected so I was unable to switch steam to offline mode. So this means that while I can get hammer functioning, I cannot actually get in game (stupid ass DRM). Once I am back online I'll be able to post some screenshots.
#2
Posted 15 November 2010 - 11:09 AM
#3
Posted 15 November 2010 - 08:59 PM
I mean a few textures are the same but many portal props are not compatible in overwatch.
#4
Posted 15 November 2010 - 10:00 PM
Jgoodroad, on 15 November 2010 - 08:59 PM, said:
I mean a few textures are the same but many portal props are not compatible in overwatch.
They work perfectly fine in Overwatch if you know what you are doing. There's no "compatibility" to worry about. As I said in the post, if the map is finished for the contest, then that will all change. That is only because of potential copyright issues though.
#5
Posted 15 November 2010 - 10:22 PM
#7
Posted 15 November 2010 - 10:44 PM
and if you mean porting it over, last time I checked there was copyright problems (to stop people from making games like portal/TF2/CSS free for those who have hl2.)
#9
Posted 16 November 2010 - 03:37 AM
#10
Posted 17 November 2010 - 10:34 PM
#11
Posted 18 November 2010 - 12:40 AM
#12
Posted 19 November 2010 - 12:49 PM
#13
Posted 22 November 2010 - 03:14 PM
#14
Posted 22 November 2010 - 10:27 PM
#15
Posted 22 November 2010 - 10:53 PM
Jgoodroad, on 22 November 2010 - 10:27 PM, said:
I am aware. It is intentionally made that way of course. I mean, I know there's only two maps at the moment and I should try to mimic them as much as possible without getting too creative on my own, but I decided to just go outside the box with my map. It'll probably bite me in the ass though, curse my desire to bring something different into my map.
#16
Posted 22 November 2010 - 11:07 PM
#17
Posted 23 November 2010 - 12:16 AM
Jgoodroad, on 22 November 2010 - 11:07 PM, said:
If only there was something the rebels could pick up and use as a mobile cover point. That might help make the room work with the SMG troops that won't be there.
#18
Posted 23 November 2010 - 12:28 AM
#19
Posted 23 November 2010 - 12:33 AM
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