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[owc_prison] Prison


68 replies to this topic

#41 The Joker

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Posted 24 November 2010 - 12:08 AM

More Screenshots!

Additions/Improvements:
- Added lightning(changing the lights soon, its too bright in my opinion)
- Added more props
- Detailed the first two troop spawn areas/garrisons
- Added more ragdolls in appropriate locations
- Spruced up more of the first stage to make it look like a prison riot just happened
- Added decals

Attached Files



#42 Jgoodroad

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Posted 24 November 2010 - 10:22 AM

some props are floating, your roofs should only be 8 units thick, not 16, and try to use white lights sparingly.

I'll say more later, but the pain meds I am on are wearing off.

EDIT: and before I go, disable shadows on some of those props, especially the fences and the cardboard trash. they don't use shadows well.

#43 The Joker

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Posted 24 November 2010 - 04:56 PM

View PostJgoodroad, on 24 November 2010 - 10:22 AM, said:

some props are floating, your roofs should only be 8 units thick, not 16, and try to use white lights sparingly.

I'll say more later, but the pain meds I am on are wearing off.

EDIT: and before I go, disable shadows on some of those props, especially the fences and the cardboard trash. they don't use shadows well.

Indeed. I changed a lot of stuff.

#44 Jgoodroad

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Posted 24 November 2010 - 09:47 PM

do you have a light_environment?

if so, add some ambient lights (same color as your light_environment, but only 1-2 brightness, place these in dark areas to give that "no light source but still visible" effect, helps against those dark corners and such, while still having the map look dark.)

dabble with the color of your lights, it's often better to steer away from pure white lights... I would suggest a (very) slight yellowish-white for the street lamps. grey lights for the places you want to seem more "conformed" and light orange for interiors (such as the prison) or light blues if you want the "cold, abandoned" feeling... and light, strong-ish blues for combine areas (same color as a combine monitor screen.)

#45 WAXT

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Posted 24 November 2010 - 11:04 PM

you're forgetting red for those "dangerous" areas. players will tend to avoid these areas. (it's pyschological)

you can also use this to create fear, etc.

#46 Jgoodroad

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Posted 24 November 2010 - 11:47 PM

but use it sparingly... red lights everywhere will make it more like a rave then a prison.

#47 The Joker

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Posted 25 November 2010 - 12:42 AM

View PostWAXT, on 24 November 2010 - 11:04 PM, said:

you're forgetting red for those "dangerous" areas. players will tend to avoid these areas. (it's pyschological)

you can also use this to create fear, etc.


View PostJgoodroad, on 24 November 2010 - 11:47 PM, said:

but use it sparingly... red lights everywhere will make it more like a rave then a prison.

I have been trying to use red lights, but its hard to find suitable areas for them. I am also editing the lightning in the level.

#48 Jgoodroad

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Posted 25 November 2010 - 12:52 AM

alarms, I know a good tutorial on spinning lights.

http://www.interlope.../tutorials/1804

#49 The Joker

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Posted 25 November 2010 - 11:24 PM

More screenshots.

Additions/Improvements:
- Changed some lightning
- Added detail to storage room
- Added medpack logic_case, logic_auto(the # of medpacks varies based on the # of players)
- Added more detail to first stage
- Added some detail to cafeteria, more details coming tomorrow

What I plan to do:
- Add more lightning
- Add more props
- Finish cafeteria
- Finish entire first stage
- Add lightning to second and third stage
- Make cell blocks inside the prison facility
- Make objectives/settings/doors/spawns

Attached File  ow_prison0000.jpg   62.69K   10 downloads



Attached File  ow_prison0001.jpg   65.87K   11 downloads


Attached File  ow_prison0002.jpg   81.07K   7 downloads


Attached File  ow_prison0003.jpg   61.4K   10 downloads


Attached File  ow_prison0004.jpg   60.61K   9 downloads


Attached File  ow_prison0005.jpg   74.56K   11 downloads


Attached File  ow_prison0006.jpg   66.31K   19 downloads

#50 Jgoodroad

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Posted 25 November 2010 - 11:27 PM

a bit less debris, a few more chain-link fences, I'd replace the burning corpses with a hobo barrel fire, and add a light there with a nice orange color to simpulate the fire's light.

#51 warbrand2

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Posted 25 November 2010 - 11:33 PM

one note remove the armor charger we don't use armor in overwatch.

#52 Jgoodroad

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Posted 25 November 2010 - 11:57 PM

why not?

#53 The Joker

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Posted 26 November 2010 - 12:27 AM

View Postwarbrand2, on 25 November 2010 - 11:33 PM, said:

one note remove the armor charger we don't use armor in overwatch.

What the fuck are you talking about... There are armor chargers in Citadel and Breach...

#54 warbrand2

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Posted 26 November 2010 - 12:41 AM

in classic citadel and Breach they have been removed in the newer Vs of the maps.

#55 AndY

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Posted 26 November 2010 - 01:03 AM

View PostThe Joker, on 26 November 2010 - 12:27 AM, said:

What the fuck are you talking about... There are armor chargers in Citadel and Breach...
You really don't need to go crazy. He's right, they've been removed (at the community's request).

#56 braddollar

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Posted 26 November 2010 - 01:08 AM

View Postwarbrand2, on 25 November 2010 - 11:33 PM, said:

one note remove the armor charger we don't use armor in overwatch.

Just because they have been removed from other maps, does not mean they don't have a place in the game. This should be up to the map maker to decide, though of course one should be aware of how they effect the balance of the map so long as they are in the game.

#57 The Joker

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Posted 26 November 2010 - 01:17 AM

View Postbraddollar, on 26 November 2010 - 01:08 AM, said:

Just because they have been removed from other maps, does not mean they don't have a place in the game. This should be up to the map maker to decide, though of course one should be aware of how they effect the balance of the map.

Damn, I didn't know that until right now. I guess I don't play Overwatch enough to notice. Even then, I agree. They should have a place, but whatever.

#58 WAXT

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Posted 26 November 2010 - 02:05 AM

View PostThe Joker, on 26 November 2010 - 01:17 AM, said:

Damn, I didn't know that until right now. I guess I don't play Overwatch enough to notice. Even then, I agree. They should have a place, but whatever.
Either way, turn it down dude. That little outburst was unneccessary as was this one. He happens to be right in both instances.

I told them that the big guns were watching them, finally someone will put an end to this war -- The Joker

#59 The Joker

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Posted 26 November 2010 - 02:12 AM

View PostWAXT, on 26 November 2010 - 02:05 AM, said:

Either way, turn it down dude. That little outburst was unneccessary as was this one. He happens to be right in both instances.

I told them that the big guns were watching them, finally someone will put an end to this war -- The Joker

I'm not sure who your talking about. Who is right about both instances?

#60 WAXT

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Posted 26 November 2010 - 08:15 AM

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





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