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[owc_prison] Prison


68 replies to this topic

#61 The Joker

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Posted 26 November 2010 - 08:42 AM

View PostWAXT, on 26 November 2010 - 08:15 AM, said:

Don't worry about it, it's not important. Bygones are bygones afterall. :D

Sure. Sure they are. I've got more screenies coming up.

#62 The Joker

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Posted 29 November 2010 - 09:33 AM

Hey guys! This is the last update until playtesting. Enjoy!

Additions/Improvements

- Added spawns and traps to stage 1
- Finished lightning for stage 1 and 2
- Added HUD for objectives and indicators have been placed
- Optimized a bit
- Added ammo crates, health chargers, and ammo
- Added pre-placed NPC's controllable by the GM

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#63 Jgoodroad

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Posted 29 November 2010 - 07:22 PM

looking good so far.

#64 The Joker

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Posted 29 November 2010 - 07:25 PM

View PostJgoodroad, on 29 November 2010 - 07:22 PM, said:

looking good so far.

Thanks.

#65 The Joker

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Posted 07 December 2010 - 06:04 PM

Hello everyone! Boy, have I been working. I just want to let you all know that I have finished the FINAL version of owc_prison. I guess I'm calling it version 0.1 I just need to compile the final(which takes a long time) and then create the overview, then I'll send it over to AndY, and hopefully we can get to playtesting! I will reply to this thread once its completely finished. See you around, guys!

Additions/Improvements:
- Fixed error rendering map unplayable
- Added all spawns, triggers, nodes

Subtractions/Making it worse
- Due to the error I was having rendering the map unplayable, I had to remove all of my physics props, the map doesn't look very good in the details sense. Sorry for the inconvenience.

A small title I made :p


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#66 Auxor

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Posted 08 December 2010 - 03:03 AM

Nice job, it looks good.

#67 The Joker

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Posted 08 December 2010 - 05:56 PM

View PostAuxor, on 08 December 2010 - 03:03 AM, said:

Nice job, it looks good.

Thanks man, you'll be able to play it VERY soon! That is actually an old image, it looks MUCH better lol

#68 The Joker

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Posted 10 December 2010 - 10:41 AM

Thats it. owc_prison has been uploaded. I have really enjoyed making this map, and I am excited to hear about the results from the Design Contest. Thats it.

- See you are, guys.

#69 The Joker

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Posted 20 January 2011 - 09:05 PM

Feedback and Experiences:

G=Experience, Z=Feedback

{G} = To begin, I'd just like to say that this map is gigantic. The layout is random and confusing. There are so many paths that everybody splits up and inevitably gets lost, which is also down to the fact that there are lots of high walls so you can't see where you have to go. Balance is in favour of the GM. As a Rebel, it was a challenge just to move out of the first room due to the barrage of Combine units throwing grenades.
{Z} = Slim down the entire map. Simplify the routes, not to the point of being completely linear but enough that it's clear where you have to go.


{G} = Play was a constant rush forward by the rebels and there wasn't much beyond that. The large amount of detail objects and slightly maze feel felt overly cluttered and a bit useless.
{Z} = The final area needs to be made more possible. Rebels can't get out of the pool.


{G} = I like the gauntlet-type of mentality but it's way too long and more combine spawns are needed to make it feel more epic. I like the beginning with all the debris around where you can take cover.
{Z} = Shorter, more intense, more stuff to shoot at.


{G} = really nice linear layout, you get a great sense of progression as you play through it. Not a huge fan of the intro, I could see it getting old very quick. I sorta wish there was a bit more to do then just sit by a door. There were also areas that the players could skip through relatively quick and the GM couldn't respond quick enough. The mini boss area seems to clash with the choices of the GM. Most of the time when I spawned in combine the mini boss would just kill them.
{Z} = I would say this map needs some tweaking in the events. Forcing the players to crawl in the beginning needs to get shortened. most of the stuff in the middle was ok. One time I accidentally fell down in the ammo area missing the opportunity to get a gun. I would like it if you added some stairs here for players to return (and maybe more cover). The ending seemed to not be fair for the GM with not many locations for combine to spawn. I know you can spawn in a flying boss but this doesn't seem good enough, even 1 player can survive against a combine ship w/ traps. Throughout the map it would see that the gm has a hard time sending units from area to area and some locations don't let you bring your combine with you to the next area (this needs to be fix for sure!)


{G} = Prison starts with a nice train idea. After the first you will be thrown in the action. You have some good cover but only if you take out the towers. It is a big map and people tend to rush which can surprisingly work very well. The overwatch has not enough opportunities to prevent this. But the overwatch doesn't have to fear this because the final is with the elite combines again to hard for the rebels. On the rebel side you can use the environment very well, especially the first part of the map.
{Z} = Add more objectives for this big map, fix the light and some props. You know that you are on a prison yard but some props don't fit in. Final should be easier and more variation in the objectives. More spawn points for the overwatch.


{G} = This map feels very D-day to me, the very start of it is, and then it kinda drags on after awhile and feels to large to be a prison? I always expected something organized and calstrophobic. Sometimes the pathing doesn't work on the OW and I don't feel like I am in a prison. I feel like I am in more of a junkyard or an abandon school. Perhaps a change of setting?
{Z} = Fix the lighting... it's too dark... oh and the path finding... that's annoying.


{G} = This map is total chaos...not the beginig but the final objective is soo chaotic with the respawning elites, and turrets, But the beginig is soo tactically and fun...
{Z} = Create more textures in the end with much more balance...


{G} = You start on a Train like thing moving down a box tunnle, that really needs details but its alpha, then you have to manuver through a large maze like prison type complex. Most of the starting combine are already set when the map starts which I strongly dislike for strategy reasons and it makes the GM unnessisary. One objective was to breach a large wall, but it didnt really say how and that stuck out to me. Nades worked but you had no real proof that it was working till it was destroyed.
{Z} =


{G} = I loved the textures at the start, good job
{Z} = Your map is a maze, give some indications to the rebels so they don't lost. The towers are a good idea but could be OP if they have a low number of players, transform them as a trap and enable/disable it depending of the number of players.


{G} = The train in the beginning was kind of annoying. I accidently jumped and had to walk the whole way. The first objective to breach the door would actually harm you if you did it incorrectly. Why does a door fly inward when it is breached? There was a lot of combine that were already spawned in the beginning, and this made it feel like you didn't have much to do as overwatch, very little strategy involved.
{Z} = Fix up the train in the beginning so that you can't fall off. Fix a few of the objectives to have better indicators, there were some where you had no idea if you were doing the right thing. Let the overwatch spawn more units instead of starting with so many.





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