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[owc_lab] Lab


69 replies to this topic

#41 braddollar

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Posted 28 November 2010 - 05:17 PM

(Yet one more post due to image limits, make sure you check out the updates on page 2 as well)

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#42 The Joker

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Posted 28 November 2010 - 06:21 PM

OK, so what factions are there? In one of the screenshots, there were GM-controlled Antlions, yet there was an Antlion gaurd who was a common enemy, explain who belongs to who!

#43 braddollar

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Posted 28 November 2010 - 06:23 PM

Antlions, Antlion Guards, and Combine are all controlled by the GM and are "allied".

#44 The Joker

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Posted 28 November 2010 - 06:56 PM

View Postbraddollar, on 28 November 2010 - 06:23 PM, said:

Antlions, Antlion Guards, and Combine are all controlled by the GM and are "allied".

Awwww, thats not cool. I thought you said you were going to have antlions as a common enemy. :(

#45 braddollar

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Posted 28 November 2010 - 06:56 PM

View PostThe Joker, on 28 November 2010 - 06:56 PM, said:

Awwww, thats not cool. I thought you said you were going to have antlions as a common enemy. :(

Nope, they've been planned as GM controlled units from day one for this map.

#46 warbrand2

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Posted 28 November 2010 - 07:00 PM

in other words this is some sort of lab where the combien are experimenting with antlions so that they can control them?

#47 braddollar

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Posted 28 November 2010 - 07:04 PM

Yeah, that's pretty much the idea warbrand, at least as far as keeping with any sort of HL2 universe setting. At least that's what I think. I've been told the combine and antlions are not allied in the HL2 universe. I don't know, I've never played the game. That sort of thing is not really important to me, more important is the way the map plays.

#48 AndY

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Posted 28 November 2010 - 07:09 PM

Nice work. Just got two points:

- Still not sure why you're using Portal assets since the game won't support them,
- To stay consistent with the other levels, you should use the diamond-shaped materials for spawns (circles being for traps).

#49 braddollar

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Posted 28 November 2010 - 07:19 PM

I'm still using the Portal assets because they look sooooooooooooooooooooooooooo much better than the shit from HL2 for the map, in my opinion. It won't be difficutlt to replace it with stuff I don't like from HL2.

Thanks for the heads up on the buttons, I've never really payed that much attention to them. It might be useful to label them as such in the files. Just a thought.

#50 AndY

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Posted 28 November 2010 - 07:46 PM

View Postbraddollar, on 28 November 2010 - 07:19 PM, said:

I'm still using the Portal assets because they look sooooooooooooooooooooooooooo much better than the shit from HL2 for the map, in my opinion. It won't be difficutlt to replace it with stuff I don't like from HL2.

Thanks for the heads up on the buttons, I've never really payed that much attention to them. It might be useful to label them as such in the files. Just a thought.
Well, the materials for spawns are in the /spawns folder, we could have put traps in a /traps folder, but it's too late to move them now.

#51 WAXT

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Posted 28 November 2010 - 08:16 PM

View Postbraddollar, on 28 November 2010 - 06:56 PM, said:

Nope, they've been planned as GM controlled units from day one for this map.
Atlast, his secret is revealed! ;)

#52 braddollar

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Posted 30 November 2010 - 11:20 PM

Working on updating with HL2 textures at the moment. These textures suck.

#53 braddollar

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Posted 02 December 2010 - 08:04 AM

Some newly textured screenshots. Mostly going to be trying use custom textures as I'm not a fan of HL2 textures. Where I am using HL2 textures plan to recompile them so that they have bump maps so that they will better match the custom textures I'm adding that have bump maps.

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My current potential replacement for the awesome companion cube:

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#54 Gabe(HUN)

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Posted 02 December 2010 - 09:30 AM

These new texture very cool, but the compnion cube....LOL, awesome work!!!:D
I hope,this map will be veeeeeryyyy good!
Yeah, an overwatch role:)!!!!Cooperate the antlions with the combine soldiers....

#55 AndY

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Posted 02 December 2010 - 01:24 PM

View Postbraddollar, on 02 December 2010 - 08:04 AM, said:

Some newly textured screenshots. Mostly going to be trying use custom textures as I'm not a fan of HL2 textures. Where I am using HL2 textures plan to recompile them so that they have bump maps so that they will better match the custom textures I'm adding that have bump maps.
Looks good Brad. Just be ready to show that you have permission to use them.

#56 braddollar

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Posted 02 December 2010 - 01:45 PM

View PostAndY, on 02 December 2010 - 01:24 PM, said:

Looks good Brad. Just be ready to show that you have permission to use them.

They are all from www.cgtextures.com.

cgtextures.com said:

I have used some of the textures to create a map for a computer game. May I distribute this map?
Yes, provided the textures are used in the map. In that case, you are allowed to bundle them and distribute them as a package. Please add the following text to the documentation of the map:

"One or more textures on this map have been created with images from CGTextures.com. These images may not be redistributed by default. Please visit www.cgtextures.com for more information."

http://www.cgtexture....php?action=faq

#57 Psy

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Posted 02 December 2010 - 02:40 PM

I'm not sure about those new textures. They don't really fit together in a cohesive manner and I'm not sure what the floor material in the second screenshot is meant to be.

#58 braddollar

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Posted 02 December 2010 - 04:49 PM

View PostPsy, on 02 December 2010 - 02:40 PM, said:

I'm not sure about those new textures. They don't really fit together in a cohesive manner and I'm not sure what the floor material in the second screenshot is meant to be.

I can understand that view of them. I'm just tossing together things I think look ok and getting feedback. There is no joy in this part of mapping for me. I don't really notice or care about these kinds of things in a map, or in the world at large for that matter. Be that as it may, I look at the HL2 stuff and really dislike the way it looks. I had cobbled together assets from Portal, and was satisfied with the way that looked. Unfortunately since I'm unable to use those in the contest I am just scrounging around for things I think look acceptable, taking feedback and going from there. I'm merely trying to fulfill the 25% requirement of the contest with stuff I do not hate at this point.

#59 braddollar

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Posted 06 December 2010 - 09:59 PM

Final workup of the minimap image.

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#60 braddollar

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Posted 08 December 2010 - 03:46 PM

I lied. Trolololol. THIS is in fact the final overview. I added an additional room for great science. The additional room is not accessible through normal means in the map. If there is only one Rebel in a round then a teleport will activate and send the player to that room. In this room will take place a mini game that will hopefully be more enjoyable for a 1v1 scenario than playing through the map normally. The idea for a 1v1 mini game was not my own, a friend suggested it. The little game, however, was all mine. Was messing around with a potential second entry for the contest when I came up with the idea. Basically the Rebel has to survive for 4 minutes while the GM shoots rollermines at him. The Rebel is provided with a grav gun. The GM can control the rollermines after they have been launched. The cooldown for the rollermines decreases every minute, and during the last minute the cooldown is a mere 3 seconds. After 2 minutes of survival a brush is killed and the Rebel can try to launch the rollermines into a a sort of basket to destroy them.

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