[owc_containment] Containment
WAXT
15 Nov 2010
The Joker, on 14 November 2010 - 11:12 PM, said:
But I have one question, from the photos, this map looks a little small. Mind getting us a screenshot of the entire map?

Overview.jpg (65.4K)
downloads: 29
The Joker
15 Nov 2010
braddollar, on 15 November 2010 - 03:02 AM, said:
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.
I am sorry to say, he is truly right. Jgoodroad, turn down the volume a bit. Be a little more open-minded.
Jgoodroad
15 Nov 2010
braddollar, on 15 November 2010 - 03:02 AM, said:
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.
all I am saying is that the map should not have two bits that look exactly alike, (in this case the left and right halls)it's not like we are playing against other players here, where the spawns need to have the same shape to avoid favoritism, plus it makes it easier to communicate and navigate... however, if you are planning to make an arena type map then I am all for it... so what objectives are going to be in this map?
P.S. all that I shout out are my opinions, nothing more... if you do not like them then simply cherry pick what you do like and disregard the rest, the best way someone can improve is by listening and considering other's advice and knowledge. The more blunt and negative I can make a post the more chance that, if they do follow my advice, their map will be better, I might nit-pick but it's far more effective...as opposed to handing out empty compliments (makes my compliments more sincere) I prefer not to sugar-coat my suggestions and I am sorry if I have insulted you but I just type what I think.
although I hate coming off as a prick, note that I am only doing it for your benefit.
EDIT: just saw the new screen shot, looks promising, but I would suggest altering the left and right side to A. make them different and/or B. make the bounds of the map less square-like
The Joker
15 Nov 2010
Jgoodroad, on 15 November 2010 - 09:18 PM, said:
all I am saying is that the map should not have two bits that look exactly alike, it's not like we are playing against other players here, where the spawns need to have the same shape to avoid favoritism, plus it makes it easier to communicate and navigate... however, if you are planning to make an arena type map then I am all for it... so what objectives are going to be in this map?
P.S. all that I shout out are my opinions, nothing more... if you do not like them then simply cherry pick what you do like and disregard the rest, the best way someone can improve is by listening and considering other's advice and knowledge. The more blunt and negative I can make a post the more chance that, if they do follow my advice, their map will be better, I might nit-pick but it's far more effective...as opposed to handing out empty compliments (makes my compliments more sincere) I prefer not to sugar-coat my suggestions and I am sorry if I have insulted you but I just type what I think.
although I hate coming off as a prick, note that I am only doing it for your benefit.
P.S. all that I shout out are my opinions, nothing more... if you do not like them then simply cherry pick what you do like and disregard the rest, the best way someone can improve is by listening and considering other's advice and knowledge. The more blunt and negative I can make a post the more chance that, if they do follow my advice, their map will be better, I might nit-pick but it's far more effective...as opposed to handing out empty compliments (makes my compliments more sincere) I prefer not to sugar-coat my suggestions and I am sorry if I have insulted you but I just type what I think.
although I hate coming off as a prick, note that I am only doing it for your benefit.
I think we all appreciate it, but your opinions aren't the only ones that matter. Be considerate, or you'll gain a reputation of being an asshole. Now, let us stop this conversation before I start a war.
Jgoodroad
15 Nov 2010
I wish others would give their opinions more... If you can offer a good argument as to why something I said is wrong, or better yet offer an alternative idea, we can banter and come to a logical conclusion... it would improve both our mindsets.
and I am willing to sacrifice my image in order to project and stand by my principles... if more people argue, banter, and inquire we can start moving forwards.
and I am willing to sacrifice my image in order to project and stand by my principles... if more people argue, banter, and inquire we can start moving forwards.
WAXT
15 Nov 2010
Jgoodroad, on 15 November 2010 - 09:18 PM, said:
just saw the new screen shot, looks promising, but I would suggest altering the left and right side to A. make them different and/or B. make the bounds of the map less square-like
You can read up on it if you like on the Valve Developer Community website. The architecture is suppose to be repetitive and somewhat boring, thus a prison. Valve have conquered this problem by using different textures to break it up a little. I plan to follow in their footsteps and do the same. Unfortunately i don't have a huge palette of achitectural themes to work with.
Jgoodroad
15 Nov 2010
still, you could at least add some doors, and some detail only areas would really boost the overall map appeal.
WAXT
16 Nov 2010
WAXT
23 Nov 2010
What makes me a good mapper? If I were a bad mapper, I wouldn't be sitting here discussing it with you, now would I?...
Well now, what have i been up to you ask? Overhauling those boring combine spawns of course! Here's a sneak peek:
Downstairs Combine Spawn.jpg (201.4K)
downloads: 10
Upstairs Combine Spawn.jpg (178.97K)
downloads: 10
Overwatch View Combine Spawn.jpg (177.37K)
downloads: 14
What else?! You mean that wasn't enough for you? Well, i suppose a few more screenshots couldn't hurt...
Containment Lab v2.0.jpg (126.13K)
downloads: 12
Overwatch View Containment Lab.jpg (175.23K)
downloads: 8
That there is a look at the reworked containment lab. Things are starting to make sense now, are they not?
Now go away! I have no more media to share with you today. Alright, i lied. Check the post below for more Containment goodness.
Well now, what have i been up to you ask? Overhauling those boring combine spawns of course! Here's a sneak peek:

downloads: 10

downloads: 10

downloads: 14
What else?! You mean that wasn't enough for you? Well, i suppose a few more screenshots couldn't hurt...

downloads: 12

downloads: 8
That there is a look at the reworked containment lab. Things are starting to make sense now, are they not?
Now go away! I have no more media to share with you today. Alright, i lied. Check the post below for more Containment goodness.
WAXT
23 Nov 2010
Boy, you are curious now aren't you?
Rebel spawn has also been updated. There are now cell blocks and it is (almost) fully textured.
Rebel Spawn v2.0.jpg (210.36K)
downloads: 17
Prison Cell.jpg (227.7K)
downloads: 18
Overwatch View Rebel Spawn.jpg (177.81K)
downloads: 19
Lastly, (and i mean it this time,) barred walls/doors have been added to the hallways. My map now resembles that of a prison.
Front Hall v2.0.jpg (194.26K)
downloads: 16
Hallways.jpg (204.97K)
downloads: 11
Well that's all for today. In the meantime, i'll be preparing this thing for beta testing. Wish me luck!
Rebel spawn has also been updated. There are now cell blocks and it is (almost) fully textured.

downloads: 17

downloads: 18

downloads: 19
Lastly, (and i mean it this time,) barred walls/doors have been added to the hallways. My map now resembles that of a prison.

downloads: 16

downloads: 11
Well that's all for today. In the meantime, i'll be preparing this thing for beta testing. Wish me luck!
WAXT
28 Nov 2010
Just a quick update for you guys today. (No media)
I've been working on the functionality of the map, adding doors, switches, gm_buttons and the like. Things are going really well, no issues so far. Soon enough i'll start working on the objectives and if all goes well we can start alpha/beta testing. That's all for today, stay tuned.
I've been working on the functionality of the map, adding doors, switches, gm_buttons and the like. Things are going really well, no issues so far. Soon enough i'll start working on the objectives and if all goes well we can start alpha/beta testing. That's all for today, stay tuned.
The Joker
28 Nov 2010
WAXT, on 28 November 2010 - 11:15 PM, said:
Just a quick update for you guys today. (No media)
I've been working on the functionality of the map, adding doors, switches, gm_buttons and the like. Things are going really well, no issues so far. Soon enough i'll start working on the objectives and if all goes well we can start alpha/beta testing. That's all for today, stay tuned.
I've been working on the functionality of the map, adding doors, switches, gm_buttons and the like. Things are going really well, no issues so far. Soon enough i'll start working on the objectives and if all goes well we can start alpha/beta testing. That's all for today, stay tuned.
What texture did you use for the bullet-proof glass? I can't seem to find it anywhere. By the way, the map is looking good.
WAXT
29 Nov 2010
The Joker, on 28 November 2010 - 11:51 PM, said:
What texture did you use for the bullet-proof glass? I can't seem to find it anywhere. By the way, the map is looking good.
I would suggest heading here for more information regarding Nova Prospekt architecture. (Hint: Use the External Resources Guide)
The Joker
29 Nov 2010
WAXT, on 29 November 2010 - 12:24 AM, said:
"The frame is metal/metalwall062a and the glass is glass/glasswindow007a" -- Blink
I would suggest heading here for more information regarding Nova Prospekt architecture. (Hint: Use the External Resources Guide)
I would suggest heading here for more information regarding Nova Prospekt architecture. (Hint: Use the External Resources Guide)
By anywhere I meant inside Hammer.............
WAXT
13 Dec 2010
Containment Features
Well the competition deadline has come and our maps have been submitted. It's only fitting that I go over a few features of the final build in this update for you.
First of all, say hello to the Combine Troop Spawner 3000!
owc_containment0002.jpg (46.99K)
downloads: 18
owc_containment0006.jpg (19.9K)
downloads: 15
owc_containment0007.jpg (35.67K)
downloads: 12
owc_containment0008.jpg (39.74K)
downloads: 13
This baby is capable of spawning combine soldiers, manhacks and scanners. Perfect for documenting aggressive test subjects, maintaining population control and of course, feeding time! It's also good for providing re-inforcements in the unlikely event of a rebel assault.
Next up, we have the combine troop spawns which have been reconstructed for a second time.
owc_containment0001.jpg (64.14K)
downloads: 15
owc_containment0004.jpg (62.62K)
downloads: 20
owc_containment0005.jpg (65.78K)
downloads: 20
Pay special attention to that beautiful minimap and the GM buttons. One of the finest features of Containment is my yet-to-be patented Button Behaviour System.
In short, each time a button is used it will give off a longer cooldown time than its corresponding button. For example, should a player decide to spawn a squad of Nova Prospekt Guards wielding AR2s, the cooldown for that button will jump up to lengthy 60 seconds. The shotgun guards however, will be ready to spawn in a far shorter amount of time at 30 seconds. This system is to prevent spamming and add more variety to the troops spawned. The same applies for toggling doors and the Combine Troop Spawner 3000. (See above)
The rebel spawn has also seen some major improvements.
owc_containment0003.jpg (38.23K)
downloads: 18
owc_containment0010.jpg (56.94K)
downloads: 16
Can't see it? I guess you must have been blinded by my fog-o'-war. That's right, the rebel spawn is now pitch black so you'd better make good use of that minimap. (Or your flashlight!)
Rebel players should please note that extended use of the flashlight utility may result in exposure to Overwatch presence, injury and even death. Use at own risk.
Lastly, a few screenshots demonstrating some functionality of the map.
owc_containment0009.jpg (99.9K)
downloads: 16
owc_containment0011.jpg (225.57K)
downloads: 16
owc_containment0012.jpg (86.07K)
downloads: 13
owc_containment0013.jpg (61.45K)
downloads: 10
I'll leave you to figure out the rest. (There's also a few map 'secrets' to be found.)
Thanks for reading, and be sure to give Containment the vote it deserves. (HINT: It's the big number.)
--WAXT
Well the competition deadline has come and our maps have been submitted. It's only fitting that I go over a few features of the final build in this update for you.
First of all, say hello to the Combine Troop Spawner 3000!

downloads: 18

downloads: 15

downloads: 12

downloads: 13
This baby is capable of spawning combine soldiers, manhacks and scanners. Perfect for documenting aggressive test subjects, maintaining population control and of course, feeding time! It's also good for providing re-inforcements in the unlikely event of a rebel assault.
Next up, we have the combine troop spawns which have been reconstructed for a second time.

downloads: 15

downloads: 20

downloads: 20
Pay special attention to that beautiful minimap and the GM buttons. One of the finest features of Containment is my yet-to-be patented Button Behaviour System.
In short, each time a button is used it will give off a longer cooldown time than its corresponding button. For example, should a player decide to spawn a squad of Nova Prospekt Guards wielding AR2s, the cooldown for that button will jump up to lengthy 60 seconds. The shotgun guards however, will be ready to spawn in a far shorter amount of time at 30 seconds. This system is to prevent spamming and add more variety to the troops spawned. The same applies for toggling doors and the Combine Troop Spawner 3000. (See above)
The rebel spawn has also seen some major improvements.

downloads: 18

downloads: 16
Can't see it? I guess you must have been blinded by my fog-o'-war. That's right, the rebel spawn is now pitch black so you'd better make good use of that minimap. (Or your flashlight!)
Rebel players should please note that extended use of the flashlight utility may result in exposure to Overwatch presence, injury and even death. Use at own risk.
Lastly, a few screenshots demonstrating some functionality of the map.

downloads: 16

downloads: 16

downloads: 13

downloads: 10
I'll leave you to figure out the rest. (There's also a few map 'secrets' to be found.)
Thanks for reading, and be sure to give Containment the vote it deserves. (HINT: It's the big number.)
--WAXT
The Joker
13 Dec 2010
WAXT, on 13 December 2010 - 11:34 PM, said:
Containment Features
Well the competition deadline has come and our maps have been submitted. It's only fitting that I go over a few features of the final build in this update for you.
First of all, say hello to the Combine Troop Spawner 3000!
owc_containment0002.jpg
owc_containment0006.jpg
owc_containment0007.jpg
owc_containment0008.jpg
This baby is capable of spawning combine soldiers, manhacks and scanners. Perfect for documenting aggressive test subjects, maintaining population control and of course, feeding time! It's also good for providing re-inforcements in the unlikely event of a rebel assault.
Next up, we have the combine troop spawns which have been reconstructed for a second time.
owc_containment0001.jpg
owc_containment0004.jpg
owc_containment0005.jpg
Pay special attention to that beautiful minimap and the GM buttons. One of the finest features of Containment is my yet-to-be patented Button Behaviour System.
In short, each time a button is used it will give off a longer cooldown time than its corresponding button. For example, should a player decide to spawn a squad of Nova Prospekt Guards wielding AR2s, the cooldown for that button will jump up to lengthy 60 seconds. The shotgun guards however, will be ready to spawn in a far shorter amount of time at 30 seconds. This system is to prevent spamming and add more variety to the troops spawned. The same applies for toggling doors and the Combine Troop Spawner 3000. (See above)
The rebel spawn has also seen some major improvements.
owc_containment0003.jpg
owc_containment0010.jpg
Can't see it? I guess you must have been blinded by my fog-o'-war. That's right, the rebel spawn is now pitch black so you'd better make good use of that minimap. (Or your flashlight!)
Rebel players should please note that extended use of the flashlight utility may result in exposure to Overwatch presence, injury and even death. Use at own risk.
Lastly, a few screenshots demonstrating some functionality of the map.
owc_containment0009.jpg
owc_containment0011.jpg
owc_containment0012.jpg
owc_containment0013.jpg
I'll leave you to figure out the rest. (There's also a few map 'secrets' to be found.)
Thanks for reading, and be sure to give Containment the vote it deserves. (HINT: It's the big number.)
--WAXT
Well the competition deadline has come and our maps have been submitted. It's only fitting that I go over a few features of the final build in this update for you.
First of all, say hello to the Combine Troop Spawner 3000!




This baby is capable of spawning combine soldiers, manhacks and scanners. Perfect for documenting aggressive test subjects, maintaining population control and of course, feeding time! It's also good for providing re-inforcements in the unlikely event of a rebel assault.
Next up, we have the combine troop spawns which have been reconstructed for a second time.



Pay special attention to that beautiful minimap and the GM buttons. One of the finest features of Containment is my yet-to-be patented Button Behaviour System.
In short, each time a button is used it will give off a longer cooldown time than its corresponding button. For example, should a player decide to spawn a squad of Nova Prospekt Guards wielding AR2s, the cooldown for that button will jump up to lengthy 60 seconds. The shotgun guards however, will be ready to spawn in a far shorter amount of time at 30 seconds. This system is to prevent spamming and add more variety to the troops spawned. The same applies for toggling doors and the Combine Troop Spawner 3000. (See above)
The rebel spawn has also seen some major improvements.


Can't see it? I guess you must have been blinded by my fog-o'-war. That's right, the rebel spawn is now pitch black so you'd better make good use of that minimap. (Or your flashlight!)
Rebel players should please note that extended use of the flashlight utility may result in exposure to Overwatch presence, injury and even death. Use at own risk.
Lastly, a few screenshots demonstrating some functionality of the map.




I'll leave you to figure out the rest. (There's also a few map 'secrets' to be found.)
Thanks for reading, and be sure to give Containment the vote it deserves. (HINT: It's the big number.)
--WAXT
Very nice. BTW, Nova Prospekt guards are absolutely awesome, right?
WAXT
13 Dec 2010
WAXT
01 Jan 2011
Has anybody had a chance to play Containment yet? (I've noticed the server still has a password.)
A kind reminder to please post any bug reports or suggestions here.
A kind reminder to please post any bug reports or suggestions here.
Gabe(HUN)
01 Jan 2011
WAXT, on 01 January 2011 - 02:57 AM, said:
Has anybody had a chance to play Containment yet? (I've noticed the server still has a password.)
A kind reminder to please post any bug reports or suggestions here.
A kind reminder to please post any bug reports or suggestions here.
Well...I played your map, and It is well built, and like the background story, and your ideas for AR2 soldier and the arena spawner thing, so good job

But have got problems with that: I can't win with the resistance, because I don't know where can I go and what can I do..The only thing that I am realized, that I can break the bulletproof glasses with the grenades and can open doors, and what I've done in the 90% of the map? I declared freedom to the zombies and after that I died because of the swarms of the zombies( and the high ping, because I am an european, not american, and the server is in the USA)
Another bug-things:
-The shotgun ammoboxes can't open and I can hide in there. So I can't pick up ammo for my shotgun( interesting this problem not happening when I create a server(offline

-AI problems: The combine units try to shoot zombies, but the between of their battle stand a bullet proof glass. Rapelling units can't understand that the zombies are their enemies.Manhack AI problems( Manhacks very rarely attack zombies).
-Sound problems: when I am an Overwatch I can't hear the firiing sounds. or just 1-2 In fact in that moment I command a whole army( about 20 units)(my server-thing)
Suggestions(If you agree with these, do it, If you not like these suggestions, can't do it):
Less zombies( I frustated, when I try to shoot in 3 second 4 fast zombies and 2 poison headcrab)
Instead of shotgun ammobox, just putting some buckshot
Put right objectives in the map and the HUD.
Random idea: ambient sounds and music
I think, thats all...but it will changed when played more players than by myself
