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[owc_containment] Containment

WAXT's Photo WAXT 06 Nov 2010

Something stirs within Nova Prospekt...

"Intelligence suggests the exsistence of a combine lab deep within the walls of Nova Prospekt. They're creating something, a biological weapon. Your mission? Breach containment and destroy it."

Welcome to the WIP (work in progress) thread for my Overwatch map ow_containment.

I'd like to keep most of the details from you at this stage as the map is still undergoing many changes and nothing is set in stone, however i won't deny you good folks media as per the rules of this contest. The blocking out is already complete and i've started placing temporary textures and props. On a side note, progress has come to a halt for the moment as other more pressing issues have arisen that need my attention. (You know, real-life stuff.) Hopefully i can recommence work in time for 1.4.0's release and get things ready for playtesting before December 13th!

Just to keep you intrigued, i'll be posting one image here per day for the next week. (I have seven images, so far...)
Attached File  Side Hall.jpg (208.74K)
downloads: 56Attached File  Rebel Spawn.jpg (211.16K)
downloads: 59Attached File  Observation Area.jpg (178.85K)
downloads: 52Attached File  Combine Spawn.jpg (120.41K)
downloads: 52Attached File  Containment Lab.jpg (105.01K)
downloads: 45Attached File  Front Hall.jpg (195.43K)
downloads: 29
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Auxor's Photo Auxor 07 Nov 2010

Good luck with this.
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WAXT's Photo WAXT 07 Nov 2010

The image for Day 02 is now posted.

NOTE: I will provide some annotations to each image after the week has ended.
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Jgoodroad's Photo Jgoodroad 08 Nov 2010

your scale is good, so no real technical problems as of now, but we will see if you can make it look "good"
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WAXT's Photo WAXT 08 Nov 2010

Image 03 is up for viewing.

View PostJgoodroad, on 08 November 2010 - 08:03 PM, said:

your scale is good, so no real technical problems as of now, but we will see if you can make it look "good"
Indeed. Everything has been made aligned to grid, using reference and developer textures for support. At the moment it is fully optimized and loads in a few seconds (generally speaking. There are no area-portals or other tricks implemented yet.)

Thanks for showing interest! :D
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Jgoodroad's Photo Jgoodroad 09 Nov 2010

The observation glass-wall is really thick.
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WAXT's Photo WAXT 09 Nov 2010

Wow, Image 04 already? Seems only yesterday i posted Image 03... :p

View PostJgoodroad, on 09 November 2010 - 06:57 PM, said:

The observation glass-wall is really thick.
Yes, i'm aware. As it is a containment area i think you'll find all the glass is thick. All views/opinions are welcome though. Perhaps you could suggest an improvement/alternative?
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The Joker's Photo The Joker 10 Nov 2010

View PostWAXT, on 09 November 2010 - 08:26 PM, said:

Wow, Image 04 already? Seems only yesterday i posted Image 03... :p


Yes, i'm aware. As it is a containment area i think you'll find all the glass is thick. All views/opinions are welcome though. Perhaps you could suggest an improvement/alternative?

Very nice work with the map so far, it looks great! Good luck with the contest, I really do enjoy competing with a friend, it warms me heart ;)

BTW: How did you get the electric fence in day 4? I'm wondering what to use for that...
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Jgoodroad's Photo Jgoodroad 10 Nov 2010

View PostThe Joker, on 10 November 2010 - 08:10 PM, said:

Very nice work with the map so far, it looks great! Good luck with the contest, I really do enjoy competing with a friend, it warms me heart ;)

BTW: How did you get the electric fence in day 4? I'm wondering what to use for that...


Hello

http://www.interlope...tutorials/18314

combine gate

enjoy.
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WAXT's Photo WAXT 10 Nov 2010

Image 05 is posted.

Before you go ahead and start messing with tutorials (like i did), Valve has conveniently enough created a Prefab so you won't have to build it. It even comes with the appropriate sound effects (which you will also see in the tutorial). I believe it is called combine_gate and it is under the HL2 category.
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Jgoodroad's Photo Jgoodroad 11 Nov 2010

Put some concrete supports in the last pic. and add some ceiling trusses too.
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The Joker's Photo The Joker 11 Nov 2010

View PostJgoodroad, on 11 November 2010 - 01:54 AM, said:

Put some concrete supports in the last pic. and add some ceiling trusses too.

I agree, the concrete supports could offer cover in such a wide open spawn. And, maybe change the floor texture, it makes me want to vomit. It hurts my eyes.
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WAXT's Photo WAXT 12 Nov 2010

So Image 06 comes a little late today. Just more for you tomorrow i guess...

Guys, guys; relax. This is just the first pass. Things are being blocked out and given basic textures to add a little atmosphere. I've still got props and displacements, etc to come.

Thanks for the input, it is valued highly. Keep it coming!
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WAXT's Photo WAXT 12 Nov 2010

Lastly, Image 07 is here for your viewing pleasure. I have of course, finished with a view from the Overwatch perspective.
Attached File  Overwatch View.jpg (114.85K)
downloads: 23
Tomorrow, as promised, i will post the annotations for each of the seven images shown. Hopefully that will reveal a little more as to what each image actually is. I'm looking forward to your responses.

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WAXT's Photo WAXT 13 Nov 2010

ANNOTATIONS

  • Side Hall -one of two entrances into the containment lab. It is situated in a long corridor that will prove to be the main areas of conflict between forces. It is here that either team can make their push to gain the advantage. Players will have to make good use of the riot shield and tatics as the hall provides little cover from enemy fire. The high security steel doors can only be activated (opened) remotely and will automatically lock upon closing.

  • Rebel Spawn -the starting area for the Resistance force. Cell blocks are still to be added to this area. Map default NPCs will patrol here and drop items when killed -if i can manage it.

  • Observation Area -a large glass wall looking into the containment lab. Here players can observe their fellow team-members and move to assist if neccessary. Be warned that combine spawns are located in this area -observe at own risk. This also works the other way around, allowing players to spot enemy troops and raise the alarm from a safe position (in the lab).

  • Combine Spawn -one of two combine spawns within the facility. They are located either side of the observation area allowing the Overwatch to flank unsuspecting rebels. Each spawn is also next to one of the side halls, making troops movements easier and allowing for assaults on a far grander scale.

  • Containment Lab -the centerpiece of the map. Here will be the artificial ecosystem developed by the combine for the breeding of test subjects. These subjects are kept under high security and are monitored by combine scanner only. Entry is prohibited!

  • Front Hall -immediately infront of the rebel spawn. This shorter hall connects the side halls and the cell block. Centred is a large computer interface (yet to come). Windows provide a peek into the containment lab.

  • Overwatch View -a view of the observation area and combine spawns from the Overwatch perspective.
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Auxor's Photo Auxor 14 Nov 2010

One thing to remember, on Valve Nova Prospekt maps they tried to break up the monotomous tile floor by adding some sections where the tiles are all broken and shattered, I recommend you do the same. The prison is supposed to be dillapidated and crappy, even in the parts the Combine use. I know that this is a WIP, but i'm just reminding you for later on in case you did not plan to it.
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WAXT's Photo WAXT 14 Nov 2010

View PostAuxor, on 14 November 2010 - 12:49 PM, said:

One thing to remember, on Valve Nova Prospekt maps they tried to break up the monotomous tile floor by adding some sections where the tiles are all broken and shattered, I recommend you do the same. The prison is supposed to be dillapidated and crappy, even in the parts the Combine use. I know that this is a WIP, but i'm just reminding you for later on in case you did not plan to it.
Indeed i do. :D As mentioned, the current textures are just placeholders (similar to dev textures i suppose). This is to give the area some basic atmosphere while i continue to develop it.
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The Joker's Photo The Joker 14 Nov 2010

View PostWAXT, on 14 November 2010 - 10:51 PM, said:

Indeed i do. :D As mentioned, the current textures are just placeholders (similar to dev textures i suppose). This is to give the area some basic atmosphere while i continue to develop it.

Sweet :D

But I have one question, from the photos, this map looks a little small. Mind getting us a screenshot of the entire map?
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Jgoodroad's Photo Jgoodroad 15 Nov 2010

make sure the map doesn't resemble that of a deathmatch map, a giant repetitive square is definitely NOT what should be sought for (not saying it is, but be on guard.)
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braddollar's Photo braddollar 15 Nov 2010

View PostJgoodroad, on 15 November 2010 - 02:49 AM, said:

make sure the map doesn't resemble that of a deathmatch map, a giant repetitive square is definitely NOT what should be sought for (not saying it is, but be on guard.)

Why not? What if turned out you could provide some interesting gameplay this way? You sure are quick to shout out what is right and wrong in others designs. The surface has barely been scratched in what could be fun to play in Overwatch.
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