Getting Started
First of all, you should configure your Hammer to work with Overwatch so that you can easily use all the entities from the Overwatch FGD. You can find detailed instructions here: [GUIDE] Configuring Hammer.
For more information about the Overwatch entities, check out the List of Articles/Resources for Level Designers.
This thread explains some basics of Overwatch level design. Mapping for the mod is intended to be flexible, but there are a few things that are required for most (or all) maps.
Overwatch Start Location
The way the GM (the "Game Master", the Overwatch player) works requires him to be outside the world at all times. Practically this means that his start location should be placed high above the map, so that there's no world space on the same X/Y plane with him. For a detailed guide, see [GUIDE] Start Locations.
Top-Down Perspective
Because the GM's camera is top-down, maps need to be designed accordingly. In a skyscraper map with multiple floors, for example, the GM would only see the top of it. There's one simple way to help with this, however: Entities have separate render settings for the GM, so you can make some walls and roofs invisible to him while still visible to the Resistance players. Currently, only the func_brush_ow entity has this functionality, but we have plans to add it for all entities. Also, surfaces that the Resistance players can't see can be made invisible by applying the "nodraw" material on them.
Gameplay Modes
The gameplay modes in our official maps are not the only ones that are possible in Overwatch. Our entities and entity systems are designed to be customizable and they integrate well into the Half-Life 2 base entity system. In our future maps, you can expect to see even more gameplay variations to get ideas from.
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Level Designers: Start Here
Started by A1win, Aug 01 2010 12:38 PM
4 replies to this topic
#1
Posted 01 August 2010 - 12:38 PM
#2
Posted 06 August 2010 - 03:48 PM
Hi there quick question here
If we want to setup traps for the OW to use how would be going about setting them up for now?
If we want to setup traps for the OW to use how would be going about setting them up for now?
#3
Posted 06 August 2010 - 08:18 PM
The entity to create a GM button is called env_gmbutton_ow. It has several options to configure it — each key, input and output explained in the article. Place it in the map where you want the button to show up, and make its "OnPressed" output give an input to whatever you wish to trigger with the button.
Edited by A1win, 07 October 2010 - 10:40 AM.
#4
Posted 07 October 2010 - 10:42 AM
Thread's been updated with new information.
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