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[ow_slake] Coastal Defensive - Community map


30 replies to this topic

#1 Auxor

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Posted 30 July 2010 - 04:08 AM

Slake - To quench or satisfy, often thirst.

OW_Slake is a little OW map i've been working on for a couple of hours which revolves generally around a mostly static group of defending Rebels against the OW player who attempts to stop them hacking a console that controls how much water the Combine can steal from Earth's oceans. It is a very early WIP and if I had a scanner, I would show the layout of the level if I wanted to create it in full from what I drew out while on holiday. The first part of the map revolves around a warehouse on the coast which the Combine had converted into an outpost, the building has large skylights and I want to allow the OW player to have access to Hunter Choppers which can drop bombs inside the building. The development would probably go a bit faster if this wasn't my first map and if I had access to whatever sorcery the OW dev team have to make such fun maps fairly quickly.

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#2 Lyper

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Posted 30 July 2010 - 06:08 AM

sounds and looks good :thumbsup:

#3 Auxor

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Posted 30 July 2010 - 06:23 AM

View PostMightyCydoniac, on 30 July 2010 - 06:08 AM, said:

sounds and looks good :thumbsup:

Thanks! I have to work on making the ramps fit properly, because in the picture you can see them looking pretty horrible.

#4 Lyper

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Posted 30 July 2010 - 06:50 AM

View PostAuxor, on 30 July 2010 - 06:23 AM, said:

Thanks! I have to work on making the ramps fit properly, because in the picture you can see them looking pretty horrible.

Yea of course :thumbup:

#5 livinghell

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Posted 30 July 2010 - 03:55 PM

Looks great! Instead of the rebels hacking for stuff it should be a defence map against the OW player only.

Rebels would hold em off for i dont know (10 Mins) :thumbsup: :thumbup:

#6 Auxor

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Posted 30 July 2010 - 04:42 PM

View Postlivinghell, on 30 July 2010 - 03:55 PM, said:

Looks great! Instead of the rebels hacking for stuff it should be a defence map against the OW player only.

Rebels would hold em off for i dont know (10 Mins) :thumbsup: :thumbup:

I wanted to put the hacking element because it would give the Rebels a reason for being there to begin with, it gives a set objective and it forces the the rebels to stay within a certain area. Don't worry, the capture area will be larger than the hacking in say OW_Breach because forcing the players into a tiny area for 10 minutes would be stupid.

I'm trying to give the Overwatch lots of little entrances to attack the building from, so that the rebels cannot just sit in one doorway with riot shields and grenades. They have to cover multiple entrances.

#7 BMT

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Posted 30 July 2010 - 06:46 PM

The OW team doesn't use sorcery, it actually takes a long time to make such fun maps. Plan plan plan! Don't worry that it's your first time mapping, look at tutorials and ask people for help and you'll be fine. It's good that you're giving the OW lots of entrances as maps for this mod will require plenty of options to make them fun. For those ramps in the picture you should just make the top ends face sideways rather than upwards, so that they can be snapped in with the other brushes easily and look clean.

#8 Auxor

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Posted 31 July 2010 - 03:45 AM

View PostBMT, on 30 July 2010 - 06:46 PM, said:

The OW team doesn't use sorcery, it actually takes a long time to make such fun maps. Plan plan plan! Don't worry that it's your first time mapping, look at tutorials and ask people for help and you'll be fine. It's good that you're giving the OW lots of entrances as maps for this mod will require plenty of options to make them fun. For those ramps in the picture you should just make the top ends face sideways rather than upwards, so that they can be snapped in with the other brushes easily and look clean.

The ramps have already been sorted out since I discovered the clipping tool in all of it's glory.

I'm also slightly confused with how the OW sees the map, do all the ceilings have to be nodraw'd on top so that the OW player can see into buildings? Because thats what i've been doing.

#9 A1win

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Posted 31 July 2010 - 07:03 AM

View PostAuxor, on 31 July 2010 - 03:45 AM, said:

The ramps have already been sorted out since I discovered the clipping tool in all of it's glory.

I'm also slightly confused with how the OW sees the map, do all the ceilings have to be nodraw'd on top so that the OW player can see into buildings? Because thats what i've been doing.
You can do that (assuming you're talking about roofs and not ceilings), or you can use a brush entity that can be made rendered invisible to the GM (the OW player), which is particularly useful for roofs which the Resistance players can also see. There are quite a lot of new entities as well, but a lot of them will still change, which is why we haven't yet released our FGD. I've been planning on writing a little mapping guide threaad here explaining the basics, so you know what to expect before you have access to the FGD with all the new entities. Later on, we'll be writing detailed guidelines and tutorials about mapping for Overwatch.

#10 Auxor

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Posted 31 July 2010 - 08:10 AM

View PostA1win, on 31 July 2010 - 07:03 AM, said:

You can do that (assuming you're talking about roofs and not ceilings), or you can use a brush entity that can be made rendered invisible to the GM (the OW player), which is particularly useful for roofs which the Resistance players can also see. There are quite a lot of new entities as well, but a lot of them will still change, which is why we haven't yet released our FGD. I've been planning on writing a little mapping guide threaad here explaining the basics, so you know what to expect before you have access to the FGD with all the new entities. Later on, we'll be writing detailed guidelines and tutorials about mapping for Overwatch.

Nice to know that you guys care for your community. Thanks.

#11 Auxor

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Posted 31 July 2010 - 02:50 PM

A couple of screenshots of the map in a slightly better condition, still some bugs to work out. Like why the water does not appear, the pylons in the distance not being connected, random holes in the brushes and barely any lighting.

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#12 PixilatedPunk

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Posted 31 July 2010 - 03:35 PM

I like where this is going. Don't give up!

#13 Firespray

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Posted 31 July 2010 - 04:07 PM

View PostPixilatedPunk, on 31 July 2010 - 03:35 PM, said:

I like where this is going. Don't give up!
This, I really want to see how this ends up.

#14 Boxiii

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Posted 01 August 2010 - 09:08 PM

This looks really good, especially since it's your first map. :thumbsup:

#15 Tealen

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Posted 01 August 2010 - 10:12 PM

I must say,it looks fantastic.

Since there will be an indoors,will a Hunter-Chopper be placed in? I feel that it kind of fits this situation oddly better than a Gunship.

Also,lobbing chopperbombs through roofwindows,anyone?

#16 Auxor

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Posted 02 August 2010 - 02:53 AM

View PostTealen, on 01 August 2010 - 10:12 PM, said:

I must say,it looks fantastic.

Since there will be an indoors,will a Hunter-Chopper be placed in? I feel that it kind of fits this situation oddly better than a Gunship.

Also,lobbing chopperbombs through roofwindows,anyone?

Thanks, and yeah, the Hunter Chopper was already in mind when I put the skylights in. It just seemed pretty epic to have the OW call in a Chopper, and the rebels to then be beset by crap loads of windows smashing and then mines just dropping onto the ground next to them. I just need to work out how air nodes work and how to make the Chopper spawn.

#17 Tealen

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Posted 02 August 2010 - 03:52 AM

View PostAuxor, on 02 August 2010 - 02:53 AM, said:

Thanks, and yeah, the Hunter Chopper was already in mind when I put the skylights in. It just seemed pretty epic to have the OW call in a Chopper, and the rebels to then be beset by crap loads of windows smashing and then mines just dropping onto the ground next to them. I just need to work out how air nodes work and how to make the Chopper spawn.

Ah. Alright.

#18 BMT

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Posted 02 August 2010 - 02:56 PM

Certainly didn't expect any mapping efforts of this caliber from the community at this early stage, probably why there isn't a guide out yet! You should prioritize the layout and brushwork at this stage, in preparation for the OW entities, once they're explained a bit more.

#19 A1win

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Posted 02 August 2010 - 05:36 PM

In case you didn't notice yet, there's a little starting guide here: Level Designers: Start Here.

#20 Alt

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Posted 02 August 2010 - 07:40 PM

That's some good work for your first map. I'm rooting for you to finish it!





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