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[owc_quarry] Quarry


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#1 Jgoodroad

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Posted 14 August 2010 - 07:00 PM

OWC_QUARRY IS DEAD
memorial is on page 8.


THE ORIGINAL POST HAS BEEN EDITED FOR QUOTATION ERROR.

This is the dev blog for the map I am designing called ow_quarry, it takes place in a quarry/combine mining facility.

I have been wanting to make a map set in a quarry, and I will post a few pics after I finish fleshing out the layout. I will implement major gameplay once I am allowed to work with the OW entity's... but a few things I plan to have.

-preset enemies (enemies that are default to the map and are already positioned when the map starts, I.E. outpost guards)
- multiple paths
- a two-three stage map, by stage I mean after the rebels reach a point, all spawns and traps that were active in stage 1 will be disabled allowing for the rebels to regroup and take a breather... so the map will be longer then normal but I hope giving the players a break between stages (, resupply, ect) will balance this.

Stage 1: quarry "power and cooling"

Stage 2: Combine mines "Outpost Omega"

Stage 3: normal mines "Last stand"

STORY: your squad is sent into an old Quarry that the combine are using as a means of extracting and refining minerals from the earth's crust, The base produces combine metal to half the western seaboard and their work needs to be stopped... for good

OBJECTIVES
-get access to the combine controlled mines Overload power and cooling in order to gain access Outpost Omega
-sabotage combine mining facility disable their security protocols
-escape

#2 Twitwi

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Posted 15 August 2010 - 03:11 AM

Great idea :D

But the story has some flaws, it's an old quarry, but the combine have just started to be there?
I mean why haven't the rebels taken the place all ready?

I suggest it's the rebels who is after the combines equipment, with out those minerals combines (or their slaves the stalkers) can't make AR2s

so instead of it's to close to a rebel base, it's a valuable point for the combines in general.

#3 Jgoodroad

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Posted 22 August 2010 - 04:35 PM

finally have some images for you, this is still very WIP and the lighting is only temporary

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#4 Auxor

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Posted 23 August 2010 - 05:20 AM

Damn, that is awesome as hell.

#5 Hezus

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Posted 23 August 2010 - 11:47 AM

A Quarry surely is an interesting concept. The screens look promising so far :)

#6 Twitwi

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Posted 23 August 2010 - 12:14 PM

That is well done, just say if you need help with textures, I'll be happy to help you out ; ).

#7 Jgoodroad

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Posted 23 August 2010 - 08:02 PM

well... I could use some sheet rock textures, they would look a lot like the dev textures except with a rock-concrete like appearance and red chalk where the outlines are now

I could also use a blend-dirt texture, the Hl2 stock one I am using is ok but I am unsure if it will cut it... I will post a pic soon...

#8 Jgoodroad

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Posted 24 August 2010 - 11:26 PM

well, I added a bit more (however most of which you can't see yet) and I said I would post some pics with the blend texture I plan to use (if I don't find a better one)
*note: the displacements are going to be smoothed out some more*

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any Constructive suggestions are deeply appreciated.

good day.

#9 Auxor

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Posted 25 August 2010 - 04:10 AM

What is the cage like structure supposed to be? In picture 2.

#10 Jgoodroad

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Posted 25 August 2010 - 07:51 PM

to tell you the truth... I don't really know, worst case is I replace it... or just remove it

#11 23-down

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Posted 26 August 2010 - 07:14 AM

Well that looks really good so far.. I'm looking forward to see it ingame. I hope they will soon release the source code for mappers so we get a bunch of new maps.
As for your Stage idea.. Just make sure to make the breaks between the stages not so long.

That has 2 reasons:

1. Overwatch will be bored when he can't do anything anymore.
2. For the case he can then spawn the next stage units he can create a massive army in the time the survivors are taking their break of the last stage.

#12 Jgoodroad

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Posted 26 August 2010 - 07:55 PM

I plan to flesh out the plan a bit more, but as of now the first break allows players to stock on health, ammo, "battery power", and an extra shield( or two). the second break will give the rebels access to the combine armory (ar2's, 2 magnums, and an RPG)... I am thinking about having a simple "find the valve and put it in the socket to open the door" which wouldn't be too time consuming since the first break zone is very, very small... will post pics when I get the geometry finished in that area.

#13 Hezus

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Posted 28 August 2010 - 12:03 PM

Make sure the players have enough room to walk around. I see you're having a few very narrow paths. On a full server, players will start blocking eachother and that causes a lot of trouble.

#14 Jgoodroad

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Posted 28 August 2010 - 05:54 PM

the paths are wider then they look, and the second pic is going to involve a OW trap that will at least injure anyone who decides to stay on the path. the best part is at the narrowest point (the rest of the path is adjacent to quarry stones, so it's twice the size of this point) it will propel them backwards (not too violently) and potentially back down the path... I will post a video/link ASAP

#15 Jgoodroad

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Posted 28 August 2010 - 08:51 PM



#16 Jgoodroad

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Posted 29 August 2010 - 06:20 PM

this might be the last media until the files for the mod become accessible.

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#17 Twitwi

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Posted 30 August 2010 - 10:33 AM

I made those textures for you, I'll send you a link to you (using private messaging)

#18 Jgoodroad

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Posted 30 August 2010 - 11:48 PM

just an brief update:

-finished blocking out the layout for break 2, next up is the finale
-I have a general layout for section 2 (after break 1) but I think it will change once we get some playtesting feedback. really need those FDGs)
-new textures (thanks to Twitwi)
-added some extra height (more blocks...yes!)

X Still need to finish objective one section,
X more height
X finale section
X finish replacing textures (long story)

as I said earlier, I will post some pics once I get my hands on those FDGs...

#19 SolidSnake916

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Posted 01 September 2010 - 11:31 PM

The only issue i can really see is the overwatch will be severely crippled, if the combine can not climb them blocks lol. Thats if you're evening using npc traps. Dont tell me this a deathrun map for overwatch lol... That might be a fun idea though. Anyways i cant wait to play it.

#20 Jgoodroad

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Posted 01 September 2010 - 11:43 PM

the blocks will give the rebels an advantage, but manhack swarms and elite troops will balance that, there is no real place where the resistance can hide unless they do some kind of "super-leet-bunnyhop-mega-jump-that-somehow-gets-them-to-some-strange-location" ( like under the map), for some blocks I plan to use NPC blocks as stairs but for the most part I use clip brushes.





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