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[owc_quarry] Quarry


165 replies to this topic

#21 SolidSnake916

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Posted 02 September 2010 - 12:09 AM

cool, if you need testers i can do it. Well when its ready...

#22 Jgoodroad

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Posted 02 September 2010 - 05:58 PM

sadly I will not be able to test untill the entitys are released...

#23 Reaper

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Posted 02 September 2010 - 10:00 PM

I might have "accidentally" decompiled the map and maybe copied obselete entity values into my map to study how they work. (hint hint)

#24 Jgoodroad

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Posted 02 September 2010 - 10:23 PM

well that may be good for you, but when I get the FDGs I want them to be as updated as the devs plan to make them (for a while)

but till then I can have the layout finished, and I will only have to add entitys.

#25 Jgoodroad

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Posted 02 September 2010 - 10:40 PM

small update on the story

simply put
-quarry is abandoned before the combine arrive
-combine arrive
-combine inhabit quarry wile "pacifing human race"
-combine use abandoned quarry as an outpost and to mine quartz, coal, and iron.
-resistance wants to retake the quarry and weaken the combine's mineral supply on earth.
- the combine defenses are too strong for a direct assault, your squad is sent in the back way to cause havoc and disable security protocols
-rebels storm the quarry and win, while your team escapes

- GOALS
1. overload the cooling tanks to open emergency doors
2. disable internal security and gain access to the armory,
3. go to the main hub and shut down the power, communications, and external security to allow rebel migration into the quarry.
4. escape to the EVAC zone once the defenses are town
5 return to base... eat cake.

OVERWATCH

-stop the rebels
-after the cooling tanks go, you will recieve maximum control over your troops
-if they somehow manage to disable all security, kill them before they escape.

#26 Twitwi

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Posted 03 September 2010 - 07:31 AM

View PostJgoodroad, on 02 September 2010 - 10:40 PM, said:

-combine inhabit quarry wile "pacifying human race"

combines are people too!
just think of their children,
what's the average kill count on Gorden, you kill like more than a 1000 combines, and I bet many had wife and kids,
FEEL BAD NOW? ^^


jk :) ...

#27 Jgoodroad

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Posted 08 September 2010 - 09:47 PM

@twitwi, those textures are really adding to the quality of the map... I will post some "media" once 1.2.0 comes out.

but I will not post screenshots until the FDG's are released.

until then...

UPDATE LOG!

+ added an epic finale section
+ expanded objective 1
+ added an extra spawn
+ base textures added for section 1 and finale
+ my plans for height are progressing smoothly
+ fixed several overlapping brushes, un-sown displacements, and some nodraw problems

- finish obj 1 section
- add base textures to section 2
- adjust section two (once FDG's come out)
- add mounted turret and roof spawn
- fix lighting in transition 1 and 2
- finish transition 1
- add escape section

I am still working the kinks out of the layout... but so far so good!

#28 Auxor

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Posted 09 September 2010 - 09:14 AM

A mounted gun sounds interesting, would there be some way to balance it however, since it would probably mean that the OW would never be able to send soldiers into that area without massive casualties.

#29 Jgoodroad

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Posted 09 September 2010 - 07:08 PM

gun for the combine, not the rebels... this is to balance stage two

#30 Auxor

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Posted 10 September 2010 - 03:40 AM

Ah, so you'd block off access to the rebels. Would the OW have to order the soldiers to use it or are their Combine soldiers already inside it on the gun, or maybe its activated via a trap.

#31 Jgoodroad

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Posted 10 September 2010 - 06:38 PM

View PostAuxor, on 10 September 2010 - 03:40 AM, said:

Ah, so you'd block off access to the rebels. Would the OW have to order the soldiers to use it or are their Combine soldiers already inside it on the gun, or maybe its activated via a trap.

last time I checked the combine were already programed to use a mounted gun (it was in the canal maps in hl2) so all I did was place the gun next to a troop spawn, this doesn't block off an area more then it forces rebels to A. shoot the gunner or B. take cover.

#32 Reaper

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Posted 11 September 2010 - 04:15 PM

lol you're still calling it FDG!

#33 Jgoodroad

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Posted 11 September 2010 - 04:22 PM

damn, I have hit a small snag and I need your assistance,

while finishing the layout for section two I decided to make a nice little detail only section, the only problem is that it looks really, really cool... so I am at a crossroads, should I keep it a detail only section, or should I make it a secondary passage, that would be randomly selected (like how objectives are now) where the rebels will take the path (after hacking a console or destroying a generator), which would lead them to the roof of the finale area, where they would need to break the glass to gain entry... the problem with path 2 is that I have the combine armory is slightly past the intersection, so I would need to somehow give the rebels the guns W/O using the armory... I need your suggestions on what to do, I will post a video later, after I finish one more thing...

#34 Jgoodroad

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Posted 11 September 2010 - 04:24 PM

View PostReaper, on 11 September 2010 - 04:15 PM, said:

lol you're still calling it FDG!

lol, didn't realize that... I thought I was calling it the FGD...

#35 Auxor

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Posted 12 September 2010 - 03:40 AM

Maybe there's a group of Combine soldier corpses hidden away in the shadows which have been killed by zombies or Antlions and their weapons are scattered around, this also means that the rebel who gets there first cannot just grab the weapon and steal the others for ammo before the rest of his team even get a chance, he'd have to search the little area first.

I'd prefer a randomly generated passage way, because it would certainly give the level more replay value, like the different objectives in Breach. Speaking of which, will there be randomly generated objectives? Like, consoles/generators etc...

#36 Jgoodroad

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Posted 12 September 2010 - 01:25 PM

View PostAuxor, on 12 September 2010 - 03:40 AM, said:

Maybe there's a group of Combine soldier corpses hidden away in the shadows which have been killed by zombies or Antlions and their weapons are scattered around, this also means that the rebel who gets there first cannot just grab the weapon and steal the others for ammo before the rest of his team even get a chance, he'd have to search the little area first.

I'd prefer a randomly generated passage way, because it would certainly give the level more replay value, like the different objectives in Breach. Speaking of which, will there be randomly generated objectives? Like, consoles/generators etc...

I plan there to be a surplus of guns so it is almost impossible to take all the guns, for the few I do only have a limited amount (in relation to ammo) I plan to put directly adjacent to ammo, so picking up the gun will also give the player more ammo.

and yes, there will be random objectives for stage two, but I think stage one will remain linear, since I plan to have sets of traps that will cancel other traps out.
now that I think of it I might put random objective for stage one also, but I do have multiple path section for stage 1 set out, involving a combine forcefield

FOR EXAMPLE, the OW could place automated turrets on a rooftop, or he could spawn some elites in the same spot, but he can't do both. he could drop hoppers or summon manhacks. he could spawn metrocops or a sniper (limited view of course) but these are only examples, and most of stage one's traps will involve either troops or turrets...

I will post a video as soon as I figure out how to fix a problem with my mounted gun...

#37 Jgoodroad

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Posted 19 September 2010 - 02:30 AM

well, sorry for the delay, I forgot I had my watch set to valve time D:

but no worries, here is the media I promised

enjoy




THINGS TO DO (before alpha 5)

- fix mounted gun not working (I think I almost got it now)
- adjust displacements and blocks
- add escape section (the finale bit seen near the end of the video has been edited so much I want to make sure I get the size right before starting this section)
- all those "small things" that I add/fix when I come across them


THINGS TO DO (before beta 1)

- finish layout
- add V2 textures (when twitwi finishes them)
- adjust lighting
- finish adding height (it plays a big role in the final sequence)

THINGS TO DO (before beta tests can begin)

- Add more traps (AI traps such as manhacks and rappeling combine ect)
- add OW entitys (still waiting)
- make it playable from beginning to end and have it work in-game

#38 Dancing

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Posted 19 September 2010 - 06:49 AM

awsome... im kinda jealious

#39 AndY

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Posted 19 September 2010 - 07:45 PM

Looking good.

You should post a few top-down screenshots, just to give us an idea of what the GM perspective will look like.

#40 Jgoodroad

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Posted 19 September 2010 - 08:14 PM

I will post a screenshot once the entity files are released... I saw there were new post on resources but it will not tell me how to configure my sdk...





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