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[owc_prison] Prison


68 replies to this topic

#21 The Joker

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Posted 15 November 2010 - 12:42 AM

New media! This is probably the largest update yet. This shows the entire second stage, and you can clearly see the other improvements I've made, such as the train, the new building in the courtyard, the removal of the diagonal walls, and some other tweaks.




#22 warbrand2

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Posted 15 November 2010 - 01:09 AM

way to open for a prison. Also i can see some areas where players like me can grenade jump on top if the buildings.

#23 The Joker

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Posted 15 November 2010 - 01:12 AM

View Postwarbrand2, on 15 November 2010 - 01:09 AM, said:

way to open for a prison. Also i can see some areas where players like me can grenade jump on top if the buildings.

Grenade jump? Who the hell would want to do that? And if its an exploit, I'll fix it. But really though,

whats your point?

#24 braddollar

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Posted 15 November 2010 - 01:50 AM

You could easily fix it with a tools player clip texture. It's a pretty good idea to clip off areas players should not ever go into as a general rule.

#25 Jgoodroad

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Posted 15 November 2010 - 02:45 AM

I guess I will add my thoughts here.

what bothers me most is first room, the walls are WAY too thick, and add a lip to the blast door, (I would just scrap the first room entirely, start that bit from scatch and perhaps pick a more interesting design (only because it's the first room they really see))

I agree with warbrand that it's too open, (the height I suggested would help...just saying) so I propose you create a second wing, basicly all you have to do (in this stage) is convert one of those combine spawns into a large, square building, just keep the spawn room the same, by encase it to give the appearance of being a larger building, when you start detailing you can add things like windows and such, but layout wise a dev textured block would work.


and, as a side note, I still think that giant, diagonal wall (seen at 1:23) could be reworked or at least replaced, I don't have anything against having diagonal walls (dispite my objections) it's just that that wall in general looks too awkward and thick.

#26 The Joker

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Posted 15 November 2010 - 06:01 PM

View PostJgoodroad, on 15 November 2010 - 02:45 AM, said:

I guess I will add my thoughts here.

what bothers me most is first room, the walls are WAY too thick, and add a lip to the blast door, (I would just scrap the first room entirely, start that bit from scatch and perhaps pick a more interesting design (only because it's the first room they really see))

I agree with warbrand that it's too open, (the height I suggested would help...just saying) so I propose you create a second wing, basicly all you have to do (in this stage) is convert one of those combine spawns into a large, square building, just keep the spawn room the same, by encase it to give the appearance of being a larger building, when you start detailing you can add things like windows and such, but layout wise a dev textured block would work.


and, as a side note, I still think that giant, diagonal wall (seen at 1:23) could be reworked or at least replaced, I don't have anything against having diagonal walls (dispite my objections) it's just that that wall in general looks too awkward and thick.

1. The first room, which you mean by the storage, I don't know what you mean by the walls are too thick, the wall with the door is the wall all the way on the side of the train track, its supposed to be thick. The blast door is really just a placeholder, I'll make it into a small door later, more like a garage or something you would see at a Safeway, a large back door for crates and such.

2. I agree, and I will make the far left spawn point near the bottom-left corner part of the large building, the one without lightning, so there is some chance of surrounding Rebel troops on each side.

3. I will replace the wall with a right angle one, this will also add more cover for Rebels advancing to the door, as the wall is able to hold troops to fire down on the Rebel position, they're gonna need cover to breach the door, which will either be a VERY slow moving door, or an explosion.

PS: I have decided to add fences to the top of tall walls, and use the noclip texture to ensure no one can grenade jump on the walls. The fences are for detail.

#27 braddollar

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Posted 15 November 2010 - 08:38 PM

View PostThe Joker, on 13 November 2010 - 11:40 PM, said:

After that, I will make non-reachable buildings all along the train ride to the storage area. Behind the non-reachable buildings, I will put factories. This helps me because I can use the non-reachable buildings a detail all along the sides of the prison walls, and the factories will add more oomph.

I meant to say this before and forgot, you should try to do those with a 3d skybox if possible. Should help performance.

#28 Jgoodroad

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Posted 15 November 2010 - 09:01 PM

the window in the storage room looks thick, it should only be 8 units wide.

#29 The Joker

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Posted 15 November 2010 - 09:15 PM

View PostJgoodroad, on 15 November 2010 - 09:01 PM, said:

the window in the storage room looks thick, it should only be 8 units wide.

Damn! Thank you for reminding me! I remember 3 days ago, I looked at that window for a full 10 minutes. I knew something needed to be changed, but I couldn't recall on it. I'm going to change that this work session.

#30 The Joker

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Posted 20 November 2010 - 04:23 AM

LARGEST UPDATE TO DATE: I have successfully established a working level structure, everything is in its place and/or has a placeholder. I will now begin detailing outside the prison walls, factories, non-reachable buildings.

Additions/Improvements:
- Added the prison complex, prison corridor, more detail to the inner wall corridor
- Changed the advance to the courtyard gate, you now go around the tower/through the middle/through the side building and fight your way through a checkpoint/barricade(I might make that an actual Combine barricade from props, I don't know)
- Changed the battlement a little
- Change the side building, its more square, easier to go through and work with

PLEASE VIEW NEXT POST FOR MORE SCREENSHOTS

Attached Files



#31 The Joker

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Posted 20 November 2010 - 04:25 AM

MORE SCREENSHOTS

PLEASE VIEW PREVIOUS POST FOR OTHER SCREENSHOTS

Attached Files



#32 Jgoodroad

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Posted 20 November 2010 - 05:08 PM

Now THAT'S what I am talking about, but try to cut back on the Z bottle necks. and a little more height in the first section (just a stair or two really, even one step would help break up the ground a bit... of course it depends on if you plan to use displacements or not.)

#33 Jgoodroad

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Posted 20 November 2010 - 05:12 PM

View PostThe Joker, on 20 November 2010 - 04:25 AM, said:

MORE SCREENSHOTS

PLEASE VIEW PREVIOUS POST FOR OTHER SCREENSHOTS



EDIT: window is still too thick. just saying take a few off each side, and add a frame (4X how long your window isX how thick your window is) trust me, it makes window look 10X better.

#34 The Joker

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Posted 20 November 2010 - 07:28 PM

View PostJgoodroad, on 20 November 2010 - 05:08 PM, said:

Now THAT'S what I am talking about, but try to cut back on the Z bottle necks. and a little more height in the first section (just a stair or two really, even one step would help break up the ground a bit... of course it depends on if you plan to use displacements or not.)

Thanks man, I did ALL of this in about a 6 hour session, very tough, yet I am proud of the design, and I feel it is perfect.


View PostJgoodroad, on 20 November 2010 - 05:12 PM, said:

EDIT: window is still too thick. just saying take a few off each side, and add a frame (4X how long your window isX how thick your window is) trust me, it makes window look 10X better.

That window is actually for another building, I'll see if I can't get a frame up.

#35 Jgoodroad

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Posted 20 November 2010 - 07:35 PM

nothing is perfect... everything can improve.

#36 The Joker

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Posted 20 November 2010 - 07:54 PM

View PostJgoodroad, on 20 November 2010 - 07:35 PM, said:

nothing is perfect... everything can improve.

Well of course lol. By the way, I added you on Steam.

#37 Jgoodroad

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Posted 20 November 2010 - 08:05 PM

you ID the same as your username? because I didn't recieve an invite from you

BTW the alias I am using on steam is Dr. Hammer w/ tags

#38 warbrand2

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Posted 20 November 2010 - 09:43 PM

something about this maps lay out seems off..hmm might be nothing, just the dev textures oh well.

#39 The Joker

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Posted 20 November 2010 - 10:44 PM

View PostJgoodroad, on 20 November 2010 - 08:05 PM, said:

you ID the same as your username? because I didn't recieve an invite from you

BTW the alias I am using on steam is Dr. Hammer w/ tags

Yes, I added you, but you are ignoring me :( I found you pretty easily, I just put in your account name(Jgoodroad as spelled) it said Dr.Hammer with some tags

View Postwarbrand2, on 20 November 2010 - 09:43 PM, said:

something about this maps lay out seems off..hmm might be nothing, just the dev textures oh well.

Maybe *sniff* maybe, I feel the layout is pretty good. I just haven't gotten any screenies from the GM's point of view.

#40 The Joker

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Posted 23 November 2010 - 12:22 AM

STATUS UPDATE: 11/22/2010 WITH SCREENSHOTS

I have begun texturing and adding props to the level, I hope to be done by tomorrow. Please note: These are very rough texture and prop screenshots, everything is subject to change. Please comment to help me figure out what could be changed.

Additions/Improvements:
- Added a moon/nighttime lightning(I plan to add actual lamp posts and sources of light in time)
- Began texturing first stage, added props and removed placeholders
- Added ragdolls to add more depth(you can see in the photo that there is some sort of firing squad-type setup. SOME of the ragdolls will be removed because of inconsistency/they do not belong there)
- Added decals to add more detail and realism
- Got the train yard somewhat detailed, once I get the actual train models, I plan to make signs and traffic lights to add more detail
- Added rubble/debris to add to depth of level and variety of detail
- Added doors to the spawns, they will automatically open for Overwatch soldiers

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