[owc_nova] Nova
#1
Posted 27 October 2010 - 03:08 PM
#2
Posted 27 October 2010 - 10:05 PM
(Moved thread to the Contest section)
#3
Posted 30 October 2010 - 09:09 PM
Here are a few screenshots of the current blocked out level. A written development log will be done within the next month to explain the objectives/ideas/floor plans.
Rebel spawn room.
Cellblock01
Inmate recreation area/observation area
Top-down view of entire map so far.
Some areas may take resemblance to levels of Nova Prospekt, but all work is remade/altered to give it a new feel and new gameplay.
#4
Posted 30 October 2010 - 10:18 PM
Good work so far.
Just remember, multistory levels are tricky: the GM's view might be blocked in some areas (blind spots), which would give Rebels certain unfair advantages (camping).
Keep at it!
#5
Posted 01 November 2010 - 10:11 PM
A few more screenshots of the updated Recreation arena + Rebel spawn room and how it became a reused element in the later gameplay of the map.
Rebel spawn room. ***updated***
-- I changed the platform floor plan to spiral around the rebel spawn room. Now the player can gain height, but it will do them no good from the beginning of the round.
Rebel spawn hallway.
-- This shows just outside the rebel spawn area. The platform exits the rebel spawn room and becomes a high advantage point from which combine may be spawned. Later on, rebel players can open the prison gate from the hallway allowing them to get up to the above platform, giving them a height advantage in the next area. This detour may give help the rebels a much needed advantage, or it could allow the overwatch time to set up further down the line.
***Also included: 100% protection from annoying manhacks***
Inmate recreation area/observation area/arena.
-- Combine interface console opens the gate to advance from the recreation area/arena.
Quote
-- I figure the 2nd level platforms were not wide enough to block the GM's view if the GM moves to the side. Also, I figure if rebels decide to camp they will never beat the level. I have kept in mind to keep those 2nd story platforms to a minimum though.
#6
Posted 02 November 2010 - 02:53 PM
#7
Posted 29 November 2010 - 08:57 PM
You haven't posted in a while, are you still in the race?
#9
Posted 30 November 2010 - 07:48 PM
#10
Posted 09 December 2010 - 03:03 AM
#11
Posted 09 December 2010 - 03:14 AM
#12
Posted 09 December 2010 - 11:53 AM
#13
Posted 09 December 2010 - 06:27 PM
Auxor, on 09 December 2010 - 11:53 AM, said:
owc_prison is actually not Nova Prospekt at all, its an entirely new prison. But thanks for the compliment, I'm glad you like the decayed exterior.
#14
Posted 09 December 2010 - 10:08 PM
Here is the continuation of the level. It goes outside to a recreational area, then a field, and finally the escape.
Exiting cell blocks to out recreational area.
Outside recreational area leads to a field overlooked by the cellblocks.
Field leads to final stage of escape.
Overview of entire map plus the route. GREEN dot is the start point. RED dot is the end point. BLUE line is the route. BLACK lines are gameplay blockages. LIGHT BLUE are Overwatch spawn points.
Also wondering:
I've had a difficult time figuring out the Overwatch entities used to spawn enemies and other gameplay mechanics. Quoted below, it does not quite specify that I need to have all of those working correctly when I enter the map in the competition.
Quote
Will I get dinged if none of my gameplay mechanics are working? Is it still possible to turn in a level that isn't quite playable yet? I will have completed the fully blocked out and 25% detail needed as specified. Please explain.
#15
Posted 09 December 2010 - 10:16 PM
Spare, on 09 December 2010 - 10:08 PM, said:
Here is the continuation of the level. It goes outside to a recreational area, then a field, and finally the escape.
Exiting cell blocks to out recreational area.
Outside recreational area leads to a field overlooked by the cellblocks.
Field leads to final stage of escape.
Overview of entire map plus the route. GREEN dot is the start point. RED dot is the end point. BLUE line is the route. BLACK lines are gameplay blockages. LIGHT BLUE are Overwatch spawn points.
Also wondering:
I've had a difficult time figuring out the Overwatch entities used to spawn enemies and other gameplay mechanics. Quoted below, it does not quite specify that I need to have all of those working correctly when I enter the map in the competition.
Will I get dinged if none of my gameplay mechanics are working? Is it still possible to turn in a level that isn't quite playable yet? I will have completed the fully blocked out and 25% detail needed as specified. Please explain.
Your map will not be submittable to the contest without all gameplay mechanics(spawns, objectives, goals) It technically isn't even playable without those. Your map WILL be disqualified. I will begin uploading tutorials on Overwatch spawns and such, but on December 13th, the deadline of the contest.
#16
Posted 09 December 2010 - 11:16 PM
The Joker, on 09 December 2010 - 10:16 PM, said:
Spare: The map just needs to be playable, so at least a spawn for the GM troops and one objective for the rebels. It's obviously preferable to have the gameplay aspects completed, but as long as a round can be played, you can submit your map.
There are a few threads in the Resources, Help & Tutorials section that might help. You can also decompile one of the official maps and see how the entities are set up. It shouldn't be too difficult to get it done before the deadline. You can also ask for help, either in that part of the forums, or in our Live Chat.
#17
Posted 10 December 2010 - 12:10 AM
Auxor, on 09 December 2010 - 11:53 AM, said:
#18
Posted 10 December 2010 - 02:58 AM
I thought Containment was just supposed to be another Combine facility anyway? What's up with the obsession with Nova Prospekt themes in this contest/
#19
Posted 10 December 2010 - 09:17 PM
Auxor, on 09 December 2010 - 11:53 AM, said:
As long as everyone is complaining, outbreak is only about half outdoors.
I had to replace all the grates in my map since they simply wouldn't work with the overwatch. You may want to do the same.
I could help with the spawns since I'm feeling extra nice, even though we're technically competing. I don't know how everyone else does their spawns, though.
#20
Posted 10 December 2010 - 09:26 PM
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When I came back to the forums after not posting for a while I was thinking, "Everyone copied my theme!"
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