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* * - - - 3 votes

[owc_quarry] Quarry


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#101 The Joker

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Posted 29 November 2010 - 04:29 AM

View PostJgoodroad, on 28 November 2010 - 08:27 PM, said:

of course, but we will see what is what when the upload section of this site is complete, "later this week" (Andy)

Mind if I have one too? :p

#102 Jgoodroad

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Posted 29 November 2010 - 07:25 PM

sure

#103 The Joker

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Posted 29 November 2010 - 08:21 PM

View PostJgoodroad, on 29 November 2010 - 07:25 PM, said:

sure

Sweet.

#104 Jgoodroad

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Posted 29 November 2010 - 10:17 PM

I am wrapping up the map for the first round of playtests, just need to add those objectives and I will be all set!

playtests will be this weekend!

#105 Dancing

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Posted 30 November 2010 - 01:57 PM

what times? I am eastern standard time.

#106 Jgoodroad

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Posted 30 November 2010 - 10:49 PM

well, there has been a slight set back, apparently the way I thought hacking objectives were set up was wrong, and incomplete... I set a trigger_multiple to a logic_timer (I don't know if I did the output right but it was "ontouching: <counter1>: add: 1: 1") and I put an indicator, which looks like it works... but doesn't drain after X amount of time, I also don't know how to get that nice semi-transparent texture to represent the area in which to stand... and I don't know if that how they made that sweet looking door-thing that goes up when the console is being hacked, and down when it's not (I assume this is a simple func_door but I don't see how they managed to get it to rise and fall as they did.).

#107 Jgoodroad

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Posted 03 December 2010 - 07:44 PM

PLAYTEST UPDATE

for now the list of playtesters are as follows

Joker
Dancing
WAXT

They should add me on steam, my ID is jgoodroad with Dr. Hammer as my alias (with tags of course)

I am still looking for 4 more playtesters, I am hoping (since they will not technically be "judging" the contest) that I could get one of the devs on the server.
I need very opinionated people, who will give suggestion and explanation to their comments (if needed) or who ask a lot of questions... It WILL be recorded for future reference as well as a promo video I plan to do (keep things fresh for the final update...no?) If you are interested, send me a steam message when I am on, or comment on my profile, and send me an invite.


as for times I am very busy this weekend so it would go as follows

It will be on Saturday (tomorrow) I will post on this thread, 30 minutes later I will send a steam message to those testers who are online with a password (and an IP if needed) then they will hop ingame and we can begin.

If you don't want to keep refreshing this page just make sure your online, tardiness is OK if your a round or two late, but hopefully you will not miss the whole session.


WHAT NEXT?

I plan to finish up the map on Sunday and the weekend after, with slow progress in between (if any)... a day or two before the contest I will post the final media for my map.

After the contest I'll have THREE other OW maps in the oven, and one EP2 map I have also been working on during this contest (atually started around the same time as this contest did) which I will send in for PlanetPhillip's rooftopville competition, be sure to check that out if you own HL2EP2... so I will be plenty busy during the holidays.


P.S. I will include a hint or two on my next OW map during the last days of this contest... for those who are interested.

#108 AndY

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Posted 03 December 2010 - 07:55 PM

Two slight corrections:

- Devs will be part of the judging panel,
- I don't think you can really restrict who'll be able to playtest your map, or at what time(s).

#109 Jgoodroad

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Posted 03 December 2010 - 08:23 PM

well that changes everything

It still will be saturday, but I don't think any devs will be able to play :C

#110 Jgoodroad

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Posted 04 December 2010 - 02:01 AM

Whew, so close to playtests and still so much left to do!

I have to finish fixing the hack objectives,

I have to figure out a way to stop the section one bit from rendering the section three bit. (do occluders work in OW?)

and I have to make several small adjustments... starting with the env_lights

I need an opinion, does this lighting look better then my last?

before:

Posted Image

after:

Posted Image

Posted Image

I plan to change the skybox after the contest, win or lose this map will live!

#111 WAXT

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Posted 04 December 2010 - 08:19 AM

Before = 100,000 times better.

#112 Auxor

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Posted 04 December 2010 - 01:05 PM

I think there is a specific Occluder made just for the OW, so that the map is split into different sections for the rebels, but not for the OW player.

#113 Jgoodroad

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Posted 04 December 2010 - 01:39 PM

nope, but I am compiling what MIGHT be the build used in playtesting

... But I would like it to be understood that even after this contest is over I will still have a lot of work to do on this map, first on the list will be adjusting my skybox, for a snug fit. Then I will add the multiple random objective spawner, and some more objectives (of course). and then another round of playtesting (with the devs this time, hopefully)

and more detail+traps (I plan to have several traps on the last area in the map, where the OW has to decide if they want A B or headcrabs... each will have their pros and cons.)

EDIT: scratch that, there is a big problem with my objectives... they activate themselves.

#114 The Joker

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Posted 04 December 2010 - 02:47 PM

View PostJgoodroad, on 04 December 2010 - 01:39 PM, said:

nope, but I am compiling what MIGHT be the build used in playtesting

... But I would like it to be understood that even after this contest is over I will still have a lot of work to do on this map, first on the list will be adjusting my skybox, for a snug fit. Then I will add the multiple random objective spawner, and some more objectives (of course). and then another round of playtesting (with the devs this time, hopefully)

and more detail+traps (I plan to have several traps on the last area in the map, where the OW has to decide if they want A B or headcrabs... each will have their pros and cons.)

EDIT: scratch that, there is a big problem with my objectives... they activate themselves.

I want to know of how you have so many prop_physics, yet you say you don't get the "ERROR! Reliable snapshot overflow" You are lucky, my friend. I am plagued with that, and I'm still removing more and more detail from my map to get it work :(

#115 Jgoodroad

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Posted 04 December 2010 - 03:16 PM

fixed the objectives, now I will adjust a few things and remove my dev buttons!

#116 Jgoodroad

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Posted 05 December 2010 - 02:04 AM

sigh, guess playtests were not today... but what really sucks, is that I have what I need for my minimap, (the VMT, the VTF, ect.) but it will not show ingame...
from appearances nothing seems to be different from the others, but I had to of messed up somewhere along the line...

#117 WAXT

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Posted 05 December 2010 - 02:13 AM

View PostJgoodroad, on 05 December 2010 - 02:04 AM, said:

sigh, guess playtests were not today... but what really sucks, is that I have what I need for my minimap, (the VMT, the VTF, ect.) but it will not show ingame...
from appearances nothing seems to be different from the others, but I had to of messed up somewhere along the line...
Everything needs to be in the correct folders. You should also check the coding because you are required to provide the correct name and directory.

#118 Dancing

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Posted 05 December 2010 - 09:10 AM

*THROWS MONITOR OFF LOFT...* I missed the play-testing didn't I?

#119 Jgoodroad

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Posted 05 December 2010 - 01:30 PM

no... nothing happened (but brad tested his map in his server...)

#120 Jgoodroad

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Posted 11 December 2010 - 02:36 AM

well, I seem to be on the right track to fixing my portal flow problems, and whilst I was at it I...

- Improved the skybox
- added extra path for OW troops
- made those fancy logic_case systems (for my spawns, BTW what output command works best for these?)
- optimized it , whether it was done greatly or poorly is something I will have to find out later.
- AR2 added to armory
- alt path SHOULD work, it's really a test though.
- and finally I watched as my chances of winning decreased... it all goes downhill when you miss playtesting. and some of those last-minute-maps are really turning out good.

If this compile works, then it's home free!

(but hey, I still might get the honorable mention if my maps not fun enough to win.)





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