[owc_quarry] Quarry
#61
Posted 27 October 2010 - 10:22 PM
I am worried about textures, Twitwi seems to have vanished and I think I might end up replacing his v1 marble texture with a dev texture (for the comp)... But if I hear from Twitwi I will try to work something out with him privately.
the other problem I am worried about is my buildings, few stock textures really fit the quarry location and they will not do my buildings justice if I just slap on any texture.
Also, I have never been good with citadel textures (for my combine building(s)) So I am going to see what stock textures DO work and I will be placing them in as I go... but I do have an Idea on what section(s) I plan to "pretty up" for the comp...
my last update (until 1.4.0) will be on the 31st of October... there will be surprises.
#62
Posted 02 November 2010 - 11:46 PM
act surprised
#63
Posted 02 November 2010 - 11:50 PM
#64
Posted 04 November 2010 - 12:00 AM
#65
Posted 04 November 2010 - 06:33 PM
#66
Posted 13 November 2010 - 03:50 AM
I will try to get an update ready for the next update... but for now I would like to say that the map is in it's second to last alpha stage (A8)
+layout is now complete, all ground that can be accessed is accessible.
+converted custom texture back to the original dev texture (I still don't know what happened to Twitwi)
+added base textures (as was the contest requirement, I plan to add more)
+Finally finished the first objective location... here is a taste
OBJECTIVE LIST
I have the layout finished, I plan to have the non-accessible areas finished soon after 1.4.0 is released
I will have the map playable before december 2 (estimate)
I will have to have testing done from the end of November until a week or so from the end of the contest. I will be getting in contact with the dev team to get advice on how I would go about getting the map playtested.
I have already started the detailing process, by thanksgiving the first art pass will be done and (hopefully) the map will be in beta stage and almost ready for testing (provided the AI works)
the week following the release of 1.4.0 I plan to have some, if not all the troop spawns in place (provided I do not hit a snag along the way)
Lets just hope they fix some of the problems the SDK has before the contest is over... I would really like to have ar2's in my map... and not to have an entire armory constantly respawning (OH GOD THE ZAPPING NOISE)
#67
Posted 13 November 2010 - 05:14 PM
Jgoodroad, on 13 November 2010 - 03:50 AM, said:
You can control the time of the weapon respawns with a cvar. You can control this in your map successfully by using a point_servercommand and the corresponding cvar. It works for controlling the respawn time of stuff in your map. Messed around with it a bit for a map idea I had at one time, and had no trouble getting it to work properly. I don't know the command off the top of my head, and can't find it real easily right now. When I get home in the next few days I'll pull up the test map and let you know what the command is, assuming you don't find it by then.
#68
Posted 13 November 2010 - 06:05 PM
#69
Posted 16 November 2010 - 11:09 PM
#70
Posted 16 November 2010 - 11:26 PM
http://www.interlope.../tutorials/1768
#71
Posted 17 November 2010 - 05:28 PM
#72
Posted 17 November 2010 - 07:42 PM
part 2: What WAS meant to be a large hole...
So, while I was designing section two of my three sectioned map, I found my self asking "how would the combine mine?" and of course the first thing that came to my mind was a really large, smooth pit. I thought it would make good contrast to the mostly human made architecture of section 1... the problem was that I didn't measure how large my hole had to be and instead of risking crapping up my already awesome looking map with such a thing I decided to cut the hole and replace it with a trench like system.
Along with the hole a few other Ideas I scrapped were...
A giant bridge that would extend whilst the rebels were being shot at by two snipers (I had given the players an extra sheild, and I had planned to have the supports of the combine bridge also serve as cover, (it was cut for the same reasons as the hole)
A rollermine launcher(to be strapped to the side of a building, upon being activated it would shoot a few rollermines into the trenches, was cut for balance issues)
and a puzzle where two buttons would need to be pressed in order to extend a bridge (as mentioned earlier, this was cut because it required the hole and bridge to be not-so-crappy)...
I also cut a "find the valve" puzzle, but that was because I could not get the look I wanted with the door only opening partially, and at an angle)
BUT what I didn't cut was the appearance of the combine base, it has the same appearance as it does in my original concept art. the only difference is that, instead of overlooking a bottomless pit it overlooks a series of quarry segments.
#73
Posted 21 November 2010 - 05:24 AM
OW_Quarry is now in BETA STAGE!!!
long story short here are some pictures.
and a shiny video
Now begins the hard part
Now I must add all the spawns, traps, and objectives... I must fix all glitches and have it run smoothly, I need to optimize and playtest it based on public opinion (sometime after Thanksgiving...)
Things are about to get rolling.
#74
Posted 21 November 2010 - 11:48 AM
#75
Posted 21 November 2010 - 02:38 PM
Dancing, on 21 November 2010 - 11:48 AM, said:
well, you are on the list of playtesters... sadly you will not be able to play the "official" map (If it wins for that matter) untill a time after the contest is over... I know that this map needs a lot of work... and not just with textures and props... but once I relinquish control over to the devs I will trust that they take a good sledging to it... provided it wins...
I have seen some of the other maps... and a few seem to know what they are doing detail wise... and their maps are sound and easy on the eyes... all they need to do is A. make the map(s) fun, and B release it on time...
If I had to bet I would say traverse has just as good of chance as winning as I do... It really depends on what each map brings to the table...
#76
Posted 21 November 2010 - 02:51 PM
Jgoodroad, on 21 November 2010 - 02:38 PM, said:
I have seen some of the other maps... and a few seem to know what they are doing detail wise... and their maps are sound and easy on the eyes... all they need to do is A. make the map(s) fun, and B release it on time...
If I had to bet I would say traverse has just as good of chance as winning as I do... It really depends on what each map brings to the table...
Since the community is going to be taking part in the voting process, everyone will be able to download and play the map.
Second, no one's "relinquishing" control of their level to us, at least not how you've described it. It's your map, you're going to have to complete it, whether it wins or not. Only difference is, we'll be able to help along the way.
#77
Posted 21 November 2010 - 02:57 PM
SWEET!
#78
Posted 21 November 2010 - 03:46 PM
#79
Posted 21 November 2010 - 05:51 PM
I keep putting them canisters upside down
PROGRESS
+ Added test spawn
+added a few traps
+ I think I have a working NPC-PLAYER scale system (Can't really test it.)
- I have no idea how I will set up my combine gates, and my objectives... if only the dev team could make another test map for such things.
- MOAR SPAWNZ!
- I need an ending (a trigger that says "rebels have won" when touched, ends the game... (I just need to put it in.)
- MOAR TRAPZ!
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