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[owc_quarry] Quarry


165 replies to this topic

#141 Jgoodroad

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Posted 13 December 2010 - 07:57 PM

We are gathered here today to mourn the death of owc_quarry. A map cut down in it's prime by the destructive forces of portal flow. But let us remember it the way it was, and the many good times we all spent together, frolicking in the displacement fields, drifting down the lazy river of toxic waste, watching the sun set over the distant skybox. If quarry was still here today I know it would want you all, his dearest friends, to remember it fondly... and to allow it's memory to live on in the archives of the Overwatch forums. Let us all take a moment of silence to remember all the time spent with this map, all the fun, all the hard work, all the record scratches... and lets us pray that the dev's will carry it's soul off to the disscussion, ideas, and concepts forum... or some other subsection reserved for maps that have passed on... where it may rest in peace, as an symbol of Purity in a world of corrupted files and slow compile times...

now for a short eulogy, by owc_quarry's closets living relative... me.

I still remember the day I first compiled my map... it was such a happy day, the measurements I had estimated for the displacement width were perfect. and the slanted rooftops were beautiful in the pale orange of the light_environment. I watched Quarry grow into a young map, and although we sometimes quarreled I could never stay mad a it. I am reminded of the day I built it's first trap ( http://www.youtube.c...h?v=LFtNwxhSMKk ) the props were so enthusiastic as they flung themselves towards the player. I will... *sniff* always have a place in my heart for quarry.

thank you



#142 warbrand2

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Posted 13 December 2010 - 08:35 PM

what killed the map.

#143 Jgoodroad

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Posted 13 December 2010 - 08:42 PM

portal flow war... portal flow.

#144 cwook

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Posted 13 December 2010 - 09:00 PM

did you see Kilrageous's post on the last page?

#145 Jgoodroad

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Posted 13 December 2010 - 09:04 PM

View PostKilrageous, on 13 December 2010 - 07:56 PM, said:

Jgoodroad, instead of the BSP, send us the VMF and we'll sort it out. So send the vmf along with all the other assets (overview files, mapinfo file, custom textures/sounds if any etc etc).

damn it.

I don't know if it's too late, but I will send it in anyways.

#146 Dancing

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Posted 14 December 2010 - 01:18 PM

I think Kilrageous deserves his name, only guy who could watch a map go threw euthanasia and then pull some Frankenstein shit and make it live again... yeah I think Kilrageous is a perfect title.

#147 Reaper

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Posted 14 December 2010 - 06:00 PM

I'm so sorry... Jgoodroad
I didn't know it wouldn't make it!

I guess you and I are the only ones that ever really saw it...

God Speed, Jgoodroad, God Speed!
Someday we'll fix it...

Edit: I didn't realise that Kill offered to fix it! Woot!

#148 Dancing

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Posted 16 December 2010 - 11:00 AM

best map hands down... maybe idk if I played reapers revised one

#149 Auxor

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Posted 16 December 2010 - 01:35 PM

How did you play it? Were you a beta tester or has it been released to the public?

#150 Reaper

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Posted 16 December 2010 - 05:34 PM

When I first ran the map after compiling the revised version to see if it worked, he got in it. I gave him the password for the server before I fixed that map up. We ended up playing on it for 30 minutes beforre we tested my map. This happened on the 14th or 15th late at night, so don't freak out. The server was originally for my map, but it can accompany anyone's map. Just pm me if you need a map to be tested. I do have a personal dedicated server after all.

#151 Jgoodroad

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Posted 16 December 2010 - 08:05 PM

View PostDancing, on 16 December 2010 - 11:00 AM, said:

best map hands down... maybe idk if I played reapers revised one


you...you really think so?

you weren't just blinded by it's dashing good looks were you?

#152 Dancing

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Posted 16 December 2010 - 10:58 PM

View PostJgoodroad, on 16 December 2010 - 08:05 PM, said:

you...you really think so?

you weren't just blinded by it's dashing good looks were you?

who negatised his comment? and second yeah it's fun to play :) atleast the part I got to play.

#153 Dancing

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Posted 16 December 2010 - 11:06 PM

View PostAuxor, on 16 December 2010 - 01:35 PM, said:

How did you play it? Were you a beta tester or has it been released to the public?

I WAS LEET HAXOR AND CIRCVATED REPPPERS SEVVERS....

reaper uses the same password for his servers... until recently lol...

#154 Reaper

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Posted 17 December 2010 - 10:30 PM

LOOP... anyway, why are people still putting a thumbs down on your comment.

Oh and also, you might be a "LEET HAXOR", but I am a "LEET MAPPER" and managed to fix a good map. Also, I'm working on that spooky house I was talking about with you , Dancing! Woot!

pm me, Jgoodroad, when you want me to host a server for us to play on.

#155 Jgoodroad

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Posted 17 December 2010 - 11:49 PM

I don't know... I can only guess someone on these forums just plain hates me...

#156 Reaper

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Posted 18 December 2010 - 12:26 PM

Hey its a plus 1!

#157 Colaman

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Posted 11 January 2011 - 03:40 AM

Hey Jgoodroad, nice map so far.
Try to fix the shotgun boxes and the possibility to exploit with jumping on specific crates or whatever to get out of the map.
Scale the combine elites or make them weaker or whatever.
Fix the minimap and the animation of the combine when he use the placed gun.
But all in all: nice map!

#158 Jgoodroad

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Posted 20 January 2011 - 11:50 PM

{G} = The layout of this map is poor designed and the lack of hints or HUD indicators doesn't help. For instance, aftering completing the first objective I had no idea where I had to go. Generally it just lacks flow resulting in no natural progression through the map which is why it's so easy to get confused and lost. On a positive note, I did like the industrial fan trap. It really took me by surprise. :p
{Z} = Redesign the layout so that movement through the map feels more natural. Players shouldn't have to spend too much time finding out where they have to go!


{G} = The quarry environment was interesting and unique to play in and featured a few new types of enemy encounters but the map didn't have much appeal past that with long routes and simple waiting objectives.
{Z} = Needs major optimisation work. Rebels are able to skip a large proportion of the map by jumping up on to a certain section of the background cubes.


{G} = Looks already great. I like the setting. Reminds me of something from Team Fortress 2.
{Z} =


{G} = playing through by myself this map seemed to be slightly confusing on where to go and what to do. I kept getting confused on what was a spawn closet and what was just a room I could run through. I didn't really like the fact that it took a section from mw2
{Z} = This map needs to be optimized, This was one of the only maps I had poor fps on. I felt like a little signage could go a long way into helping players find their way around the map.


{G} = quarry seems to be a solid map. While playing overwatch I could easily surround the rebels on the first objectives. It's a kind of deadly trap. The spawns are a bit strange. You have a kind of starting units but the spawns give you only 1 combine. The part with the elite combines is too hard. It was nice to see how the combines use the placement gun and ventilator trap is a nice idea, too. All in all, fun to play but need some more spice.
{Z} = fix the exploit to jump out of the map, change the way combines spawn, fix shotgun boxes and minimap (but these problems had many maps), balance the part with the elite combines


{G} = I enjoyed playing the level because it feels so different and unique but still in the half life 2 universe, the layout would have been perfect but I wasn't always sure where to go exactly to get to the next objective. after I did figure it out I fell in love with the map. But that first time stuck with me and I remember feeling very annoyed. A fine map. Nice large fan trap that sprays all the junk. Could use variety in the objectives but your not alone.
{Z} = This map would be better if it had a clear way of showing where to go as not to confuse newcomers


{G} = Much fun that I believe...With the jumpable blocks the players has got more chance to win without much fight, but is unbalanced for the OW, another thing: the new traps are soo good, and it will be a very good map I believe..
{Z} = create some invisible walls, and custom music, more balance....


{G} = It was a overall fun map but with major major bugs and flaws that cant be overlooked. Most of thease bugs were that you could skip most of the map by climbing over stuff. Others included displacement errors or glitches that allow holes in the floor. The layout was very confusing, very confusing.
{Z} = Use Playerclips to fix exploits and redo some displacements.


{G} =
{Z} = Your map is full of exploit ! It's easy to rech the end without do an objective. Soldiers are spawned when the round start, fix this.


{G} = Overwall the map was relatively enjoyable, but the problems really took away from the experience. You could skip huge chunks of the maps by climbing stuff, and there were problems with the displacements that left some holes laying around for no reason. The layout was extremely confusing. It seemed relatively balanced, but being able to skip over things made it so that it was not really balanced.
{Z} = Block off the areas that people can use to skip ahead, and fix the displacements. Do something with this big white blocks that don't seem to make much sense.

sooo... a few things I learned from this experience.

1. playtesting is about as important as I thought it was... what is really sad is that I never got a chance to play this map on a full server.
2. apparently quarry maps are off limits as any setting for a video game, because MW2 did it first(quote "I didn't really like the fact that it took a section from mw2". I didn't even know MW2 HAD a quarry map.


anyways as for the future of this map, it is dead.

HOWEVER.

I will be remaking it, from scratch.

#159 AndY

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Posted 21 January 2011 - 02:11 AM

View PostJgoodroad, on 20 January 2011 - 11:50 PM, said:

anyways as for the future of this map, it is dead.
*sigh*

That's all I'm going to say.

#160 Instant Loser

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Posted 21 January 2011 - 02:19 AM

I'd really just try to get the thing moderately playable and make a completely new map as well. You can do both at once, since the hard part about playtesting is finding the people.





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