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[ow_sewage] Offensive + End Boss


12 replies to this topic

#1 Hotels

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Posted 24 August 2010 - 05:04 AM

So, after a long hiatus, I decided to map something new. I really like Overwatch, but (while I recognize this is pre-alpha and nowhere near a finished product) I have a few little qualms with the OW player position. The first time I played as OW, I got the hang of things, had a good match, and eventually the rebels won. Every single time since then I have totally kicked everyone's ass as OW, invariably. That is fun, but makes things a bit boring for me. There are not all that many new tactics to learn as OW yet. So far you just need to work with the basics: massing, flanking, pacing, sending in groups with good timing for maximum impact, protecting areas, ambushes, which are all good but make things pretty simple once mastered. I realize this was never meant to be a match to the big RTSes, but anyone moderately familiar with RTSes can figure out how to stomp the rebels easily due to the lowish skill ceiling, SO I decided to make a map to try to give the OW more room to breathe, adapt, and improve as well as changing things up a bit for the rebels and hopefully bringing some new stuff to the table in general.

After 2 days, I have the basic layout done and planned. I call it ow_sewage. It takes place in a sewage treatment facility the rebels are fighting their way through and includes such features as randomly selected goals (like the official maps), random extra weapons, sectional divides, level-design saw tooths, and mini boss fights. Hopefully once the entities and everything are released, I can get this prettied up a bit and working well, then once it is eventually tweaked I can take some time and add go over everything with details, textures, and lighting to make it as professional as possible. I might even take help with that if anyone is interested.

But anyway, here is a link to a run-through.
ow_sewage

Obviously for now, general build and idea are what I am submitting to peer review. Balancing, tweaking, and detailing the map are all future jobs, but I want to know what everyone thinks. So, comments, criticism, ideas are all welcome and encouraged. Thanks!

#2 Jgoodroad

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Posted 24 August 2010 - 06:34 PM

is the map inside or outside? I thought it was inside but then you go on to talk about scanners dropping mines...

#3 Hotels

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Posted 25 August 2010 - 12:40 AM

It is mostly outside, but there are some buildings you go in

#4 Dancing

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Posted 26 August 2010 - 10:45 AM

this is a bad map...

#5 Auxor

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Posted 26 August 2010 - 03:54 PM

I've playtested it with him, it's a good map.

#6 Jgoodroad

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Posted 26 August 2010 - 07:41 PM

looking at the layout it seems like it has potential, once you get some first person shots (with a skybox and light) then I may have something to get excited about...

other wise, so far so good.

#7 Hotels

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Posted 28 August 2010 - 06:39 PM

All it is by that picture is the layout and proof of concept, and that is all it is. I am now working on the real deal, which has different sizes, structures etc that have been more greatly considered.

#8 Jgoodroad

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Posted 28 August 2010 - 09:45 PM

I understood that, but you can only get so much from a layout.

#9 Shryko

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Posted 29 August 2010 - 10:20 AM

layout seems like it could be interesting... Area 1 is the only one that I get a clear idea what it's fully looking like, ie. how the pieces fit together. I'm sorta lost about that regarding the 2nd and 3rd areas. Look forward to when there's more clear details/images.

#10 SolidSnake916

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Posted 01 September 2010 - 11:34 PM

question, are we driving airboat or moving it? Because if driven the Camera will mess up, and make you look to the right or left, and you can not run over combine or anything with it, without modding it.

#11 Jgoodroad

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Posted 01 September 2010 - 11:45 PM

I believe he said it will only be used to break a barrier, IMO that should be replaced w/ something else (like... an APC?)

#12 SolidSnake916

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Posted 02 September 2010 - 12:11 AM

Well the apc sounds cash, but maybe a node to place a apc to goto, when activated. afterward have that end. Like Push Button, APC Drives Hits Wall, Bam Walls Over. Than You Move On.

#13 Lord_of_Sausage

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Posted 05 October 2010 - 12:41 PM

Sounds like a really enjoyable map! Especially the hopeer mines could bring some intresting tactics. However, i'm a little skeptical over the fact that all get a gravity gun. I know it's needed for balancing hopper mines in the finale, but IMO, if random combines (that is spawned by the game, not the OW) that drops grenades/SMGNades, would be a better solution (though taking away some control from the OW could be kinda annoying, any other ideas might work).





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