[owc_quarry] Quarry
#41
Posted 19 September 2010 - 09:09 PM
#42
Posted 19 September 2010 - 11:00 PM
and some progress
+ fixed mounted gun problem
+ added breakable glass OBJ
+ added player barriers (seen in the video, on the right)
- more nodraw problems... these things just never go away, you fix one glich and two more come up, good thing it's easy to fix
#43
Posted 22 September 2010 - 11:09 PM
#44
Posted 24 September 2010 - 03:11 PM
I am going to update
...
oh, and I plan to release a big media bomb of pics after the release of the FGD, and then I really will not have much to show until beta testing comes around...
...but I have an idea, most of this project has gone through a lot of revision, and I got this crazy idea, that after the FGDs are released that I would tell you about all the interestingly fun facts about the process of designing, creating, and testing each section of the map... I think I would release it weekly with an update on what I have done since the previous update... So what do you guys think? because I know I would love having the mappers behind Overwatch share their process behind their maps, it would answer vital questions like "why did they add the pit on citadel?" or "what made them come up with the layout behind breach?" which, to me, sounds like good fun...
but what do you think? should I do this? should the devs do this? is this really cake I am eating?
discuss...
#45
Posted 24 September 2010 - 05:45 PM
Jgoodroad, on 24 September 2010 - 03:11 PM, said:
but what do you think? should I do this? should the devs do this? is this really cake I am eating?
#46
Posted 30 September 2010 - 05:18 AM
#47
Posted 30 September 2010 - 02:38 PM
#48
Posted 03 October 2010 - 01:14 AM
the good news is I have the map playable in Overwatch,
the bad news is porting it over has created a whole mess of problems... I will try to get a few pics here ASAP but I can't do anything untill I fix my skybox, then fixing the other problems will most likely add another month to my release estimate, since several weapons I had in place prior to the port apparently prevent the map from playing, the added jump height a resistance member has in Overwatch also means I have to tackle more player-clipping... the lighting in Overwatch is also COMPLETELY different, most places that were bright in HL2 are now really dark. (for example my hall-of-lights now only illuminate small squares instead of the entire hall, the only good side is that it makes the armory look epic). I have also had more problems since (untill earlier today) my map did not have a skybox... I use the cordon tool for layout mapping, and adding the actual sky when I am finished, yet OW required a skybox...so I fear that the finale escape scene I had will suffer, since I will need to almost constantly resize my skybox.
#49
Posted 03 October 2010 - 01:49 AM
well it was wrong...well... most of it, TURNS OUT! that most of my problems (the lighting, ect) were all caused by one problem, a leak in my skybox... funny story about that... maybe you'll hear about it some other time...
...I fell like I forgot something...
...
MEDIA BOMB!
a good shot here.
Overhead shots?
those are from the GM's prospective
BUT WAIT THERE'S MORE!
a nice little script I am working on for the final objective (before the escape)
This is one area I have to adjust, since this jump can't be made in HL2, but it can in OW
The last part is going to be exceptionally difficult to make, since (as stated above) I need to keep resizing the skybox... so the next month or so will be slow work...
but I will see if I can have a Happy Halloween treat ready by then. in the mean time, I will post some mini-updates and bios over the next few weeks
Have a great October!
and as a tip for mappers... a majority of problems you may face are going to be caused by leaks... make sure to check that your map is always properly enclosed before overreacting...like I did...
#50
Posted 03 October 2010 - 03:54 AM
#51
Posted 03 October 2010 - 04:14 AM
#52
Posted 03 October 2010 - 04:24 AM
#53
Posted 03 October 2010 - 09:14 AM
#54
Posted 12 October 2010 - 11:57 PM
+map is now a5
+changed some rooftops into func_brush_ow (so the OW can see through the roof, whilst the resistance can't
+added some more buildings
+ added A BRIDGE CHARLIE!
*pics*
*this also shows a problem I am having with func_brush_ow not blocking light*
what needs to be done before a6
-finish obj 1 area
- add more player clipping/boundrys (damn the resistance can jump)
-change lighting (thinking about a nice overcast tone, will see how it works)
-see what I can do about the weapons
- fix glass problem (add health ect)
SECTION BIO
part 1: the beginning
*before FGD update*
The Idea of having a map take place in a quarry has been with me for a long time, ever since I played "
...has yet to change much (layout wise).
*current photo (oct 12 2010)*
#55
Posted 13 October 2010 - 07:29 PM
Can't wait to test it out.
#56
Posted 15 October 2010 - 11:19 PM
+thanks to A1win, my lighting problem seems to have a fix
YOU CAN'T ALWAYS GET WHAT YOU WANT...
but if you try sometimes, you might just find, you'll get what you NEED
- I NEED to finish obj 1 location, as it will be my first objectives test.
- I NEED to get my trap Overwatch controlled
-I NEED to see what weapons can, and can't be placed in Overwatch
-I WANT to get my logic systems working
-I WANT to get some troop spawns working
so that is what is one my plate as of this moment.
if I am lucky I can have a playable version ready for beta testing come the December holidays... maybe even in time for the upcoming Overwatch comp... depending on what it is.
P.S. I have a surprise for you guys when 1.3.0 comes around
#57
Posted 16 October 2010 - 08:07 PM
I'd wait for 1.4.0 before making troop spawns. By the sounds of it there's going to be a complete overhaul which will break the current ones.
#58
Posted 16 October 2010 - 09:03 PM
WAXT, on 16 October 2010 - 08:07 PM, said:
I'd wait for 1.4.0 before making troop spawns. By the sounds of it there's going to be a complete overhaul which will break the current ones.
#59
Posted 16 October 2010 - 09:43 PM
#60
Posted 27 October 2010 - 10:06 PM
(Moved thread to Contest section)
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