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[owc_quarry] Quarry


165 replies to this topic

#41 Sev

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Posted 19 September 2010 - 09:09 PM

Looking good i can't wait till this is ready to play.

#42 Jgoodroad

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Posted 19 September 2010 - 11:00 PM

I have one more thing to show you



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 Sev

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Posted 22 September 2010 - 11:09 PM

Good news..neat trick by the way..though that surface doesn't look like something a bolt would bounce off of at that range :whistle:

#44 Jgoodroad

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Posted 24 September 2010 - 03:11 PM

UPDATE ON WHAT I PLAN TO DO WHEN THE FGDS COME OUT:

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 AndY

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Posted 24 September 2010 - 05:45 PM

View PostJgoodroad, on 24 September 2010 - 03:11 PM, said:

...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?
I definitely think it's a good idea, and I'll see if I can put together a blog post about our decisions for phase 2 of Citadel.

#46 Dancing

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Posted 30 September 2010 - 05:18 AM

It's a fantastic idea

#47 Jgoodroad

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Posted 30 September 2010 - 02:38 PM

It will take me a few days to make the map playable in Overwatch... I am aiming for the next major media release to be sometime this weekend or "early next week"

#48 Jgoodroad

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Posted 03 October 2010 - 01:14 AM

well, I have good news and I have bad news...
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 Jgoodroad

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Posted 03 October 2010 - 01:49 AM

you see all that stuff written above?

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.

Posted Image

Overhead shots?

Posted Image

Posted Image

Posted Image


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)



Posted Image

This is one area I have to adjust, since this jump can't be made in HL2, but it can in OW

Posted Image


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 Auxor

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Posted 03 October 2010 - 03:54 AM

Theres a leak somewhere in my map that's stopping the sea being visible, which is rather annoying seeing as how it's on the coast. I know what you mean, leaks are annoying.

#51 Jgoodroad

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Posted 03 October 2010 - 04:14 AM

you looking for a leak? try loading the pointfile (under the "map" tab on the top, next to "view")

#52 A1win

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Posted 03 October 2010 - 04:24 AM

If you are talking about water not being seen by the GM, then it's not because of a leak but because the GM needs to be outside the world to function properly. We're looking for a fix to render water for him even when he's outside the world, but there's no guarantee a proper fix even exists since this is closely related to the engine code which we have no access to. If the water is seen by the GM in the current version of the mod, however, and the GM spawn is properly outside the world, then there probably is a leak in the map.

#53 Auxor

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Posted 03 October 2010 - 09:14 AM

I fixed a leak so the water is seen normally, and the OW player can not see it. So yes, I believe it's an engine limitation. Thanks for the advice though.

#54 Jgoodroad

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Posted 12 October 2010 - 11:57 PM

UPDATE

+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*

Posted Image
Posted Image
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*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

Posted Image
*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 "Town Tony Hawk" on the playstation 1... of course it was more along the lines of half-piping piles of rubble and grinding on cranes but the location was pretty much the same. I started mapping OW_quarry because I 1. wanted to map for Overwatch and 2. because the idea of fighting in a quarry was definitely and idea that no other mapper (in the OW community) would most likely think of. Section 1 started with just an idea of where I wanted the players to start. I imagined it would be by a service elevator, with some ropes coming off a quarry wall (how else would I explain how the rebels got there?) this Idea was scrapped and replaced with an emergency door... since I didn't want people trolling an elevator. The downward slope didn't change and the general Idea of this area...

Posted Image

...has yet to change much (layout wise).

Posted Image
*current photo (oct 12 2010)*

#55 AndY

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Posted 13 October 2010 - 07:29 PM

Looking good! I asked our mappers to take a look at the lighting problem you're having, one of them should be replying to your other thread soon, but I'm sure it's easy to fix.

Can't wait to test it out.

#56 Jgoodroad

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Posted 15 October 2010 - 11:19 PM

small update, I have been "infected" with some nasty trojans this week (luckily only one got past my virus/spyware software, whilst the others just keep running into my fire wall like lemmings), things seem to be back to normal. but now I am able to return to my work at the snail pace it was before...

+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 WAXT

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Posted 16 October 2010 - 08:07 PM

December Holidays? Wow, you are working hard.

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 AndY

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Posted 16 October 2010 - 09:03 PM

View PostWAXT, on 16 October 2010 - 08:07 PM, said:

December Holidays? Wow, you are working hard.

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.
I don't think the new system would really break the current one, but it would make it obsolete. The current system requires a bucket-full of stock entities to work, the new system would be much easier to set up with a few custom entities we're adding.

#59 Jgoodroad

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Posted 16 October 2010 - 09:43 PM

all npcs I have set up are pre-placed, I will not work on spawns until after the 1.4.0 update.

#60 AndY

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Posted 27 October 2010 - 10:06 PM

I'm definitely anxious to see the end-result (textured and all). Keep up the good work!


(Moved thread to Contest section)





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