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[owc_lab] Lab


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#1 braddollar

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Posted 29 October 2010 - 05:02 PM

Current map name (subject to change): ow_lab

General overview of the map:

The map will take place in a lab. The players will be there trying to retrieve something, probably just going to call it an anti virus.

Will primarily be using textures and models from Portal, as they fit the lab setting of the map rather well.

Objectives (subject to change):
I've got the objectives pretty well planned out in my head, though I'm not sure exactly what everything will be called when the map is done. The primary objectives may change after testing. Some of these objectives are a little vague in the description, possibly more details to follow later.

-Find the lab worker / doctor / whatever

-Retrieve a device for the lab worker / doctor / whatever

--This will be a physics object that must be picked up and carried somewhere. This will hopefully leave two options for the ideal time for the GM to mount his assault at this point. First would be the "intended" manner when the players are moving to retrieve the device, and the GM is defending. Second option would be when the players have retrieved the device, are down a gun due to carrying the device, but are also on the retreat.

-Defend while stuff is done to the device

-Take the device to be digitized and download the contents to a disc

-Get to the elevator and escape

My current progress:

Basic objective and layout design completed.

~90% done with the brush work. Only a few things remain to be done, and how they are done will depend on testing a few things.

Entity and I/O work is 0% at this point. I'm debating if I want to go to the trouble of setting up all the unit spawns I have planned under the current system, or just wait for the new barracks system. Also need to be able to get in game regularly when I start the entity work, and that is not possible at this time.

Texture and lighting is about 10%. I have basic ideas of what I want to use where.

Other notes:

This will be my first entry for the contest.

If I finish the map in enough time, I will be looking to add my own custom sounds to the map. Particularly voice overs to compliment the objective text.

If the map is well received, or if I feel motivated enough, there is the possibility of two other maps to compliment this one. They would be a sort of prequel, and a sequel, for a little 3 map campaign. I've got basic ideas for the other maps, but have not gone beyond that. Will wait and see how things go with this map before I do any work for those maps.

Currently not online at home, and the downtime was unexpected so I was unable to switch steam to offline mode. So this means that while I can get hammer functioning, I cannot actually get in game (stupid ass DRM). Once I am back online I'll be able to post some screenshots.

#2 braddollar

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Posted 15 November 2010 - 11:09 AM

Couple screenshots. Textures and models will all change if I finish this for the contest. Second shot is inside the window you see in the first.

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#3 Jgoodroad

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Posted 15 November 2010 - 08:59 PM

you do know that Overwatch doesn't use portal assets...right?

I mean a few textures are the same but many portal props are not compatible in overwatch.

#4 braddollar

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Posted 15 November 2010 - 10:00 PM

View PostJgoodroad, on 15 November 2010 - 08:59 PM, said:

you do know that Overwatch doesn't use portal assets...right?

I mean a few textures are the same but many portal props are not compatible in overwatch.

They work perfectly fine in Overwatch if you know what you are doing. There's no "compatibility" to worry about. As I said in the post, if the map is finished for the contest, then that will all change. That is only because of potential copyright issues though.

#5 Jgoodroad

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Posted 15 November 2010 - 10:22 PM

having portal assets would require people to own portal...no?

#6 braddollar

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Posted 15 November 2010 - 10:40 PM

View PostJgoodroad, on 15 November 2010 - 10:22 PM, said:

having portal assets would require people to own portal...no?

Not if you do it right. Who didn't pick up Portal when it was free for however long anyways?

#7 Jgoodroad

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Posted 15 November 2010 - 10:44 PM

people who just got steam.

and if you mean porting it over, last time I checked there was copyright problems (to stop people from making games like portal/TF2/CSS free for those who have hl2.)

#8 braddollar

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Posted 16 November 2010 - 12:08 AM

View Postbraddollar, on 15 November 2010 - 10:00 PM, said:

As I said in the post, if the map is finished for the contest, then that will all change. That is only because of potential copyright issues though.


#9 Jgoodroad

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Posted 16 November 2010 - 03:37 AM

just re-stating for clarity...

#10 braddollar

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Posted 17 November 2010 - 10:34 PM

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#11 Jgoodroad

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Posted 18 November 2010 - 12:40 AM

better, but awfully blocky, some 45 degree stair cases and some railings (like the kind in citadel) they will help, put dev textures on those walls though, gives fullbright maps more perspective on heght ect. ect.

#12 braddollar

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Posted 19 November 2010 - 12:49 PM

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#13 braddollar

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Posted 22 November 2010 - 03:14 PM

Couple new screenshots. These both show the areas from the first screenshots I posted, but now very near what I consider done.

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#14 Jgoodroad

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Posted 22 November 2010 - 10:27 PM

it's abnormally large and open... even for an OW map

#15 braddollar

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Posted 22 November 2010 - 10:53 PM

View PostJgoodroad, on 22 November 2010 - 10:27 PM, said:

it's abnormally large and open... even for an OW map

I am aware. It is intentionally made that way of course. I mean, I know there's only two maps at the moment and I should try to mimic them as much as possible without getting too creative on my own, but I decided to just go outside the box with my map. It'll probably bite me in the ass though, curse my desire to bring something different into my map.

#16 Jgoodroad

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Posted 22 November 2010 - 11:07 PM

just saying, long site lines for SMG troops, with little cover for the rebels will, of course, favor the combine.

#17 braddollar

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Posted 23 November 2010 - 12:16 AM

View PostJgoodroad, on 22 November 2010 - 11:07 PM, said:

just saying, long site lines for SMG troops, with little cover for the rebels will, of course, favor the combine.

If only there was something the rebels could pick up and use as a mobile cover point. That might help make the room work with the SMG troops that won't be there.

#18 Jgoodroad

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Posted 23 November 2010 - 12:28 AM

how many sheilds do you plan to add?

#19 braddollar

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Posted 23 November 2010 - 12:33 AM

A dynamic amount based upon the number of players in the map. It is irrelevant for that room as the SMG combine won't be in there.

#20 Jgoodroad

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Posted 23 November 2010 - 09:02 PM

View Postbraddollar, on 23 November 2010 - 12:33 AM, said:

It is irrelevant for that room as the SMG combine won't be in there.

This would have been prefered over your smart-arse remark about the shields...





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