[owc_traverse] Traverse
#1
Posted 13 November 2010 - 08:31 PM
The rebels have to fight their way through the city streets to reach a Combine forward base. The rebels will have to hack into a Combine terminal to steal some data vital to the resistance. The streets are heavily guarded, with checkpoints, shield walls, and regular Combine patrols, with the hardest security surrounding the Combine forward base. I've been working on it off and on for a week.
Some screenshots:
The Rebel Spawn, in a small park.
Shows one of the barriers the Rebels can demolish.
An overview.
More to come!
#2
Posted 13 November 2010 - 08:43 PM
#3
Posted 13 November 2010 - 09:58 PM
#4
Posted 13 November 2010 - 11:31 PM
#5
Posted 14 November 2010 - 12:01 AM
Jgoodroad, on 13 November 2010 - 11:31 PM, said:
Thats a little harsh, thats saying his map is similiar to other urban-type maps. Then again...
It actually reminds me of the plaza map in the chapter Anticitizen One of Half-Life 2. I think he thinks the same.
#6
Posted 14 November 2010 - 12:03 AM
The Joker, on 13 November 2010 - 09:58 PM, said:
To be honest, I just liked the sound of it. It might change to something more appropriate if something comes to me.
Jgoodroad, I enclosed the stairs and it looks much better, thanks!
#7
Posted 14 November 2010 - 12:09 AM
SamC, on 14 November 2010 - 12:03 AM, said:
Jgoodroad, I enclosed the stairs and it looks much better, thanks!
In my honest opinion, it should be called ow_urban or something of that sort. Maybe you can use references to HL2, it does remind me of Anticitizen One, maybe you could call it ow_anticitizen or something.
#8
Posted 14 November 2010 - 04:46 AM
(I would also like to point out as an example that there are 2-3 competition maps that take place in nova prospect, but if each one has something different to them, it's like playing in completely different areas, even if they are in the same location. BUT without that special something what is there to set said map apart?)
#9
Posted 14 November 2010 - 12:44 PM
Remember to nodraw or give OW visibility 0 on roofs and places players cannot see. It helps massively optimise the level.
#10
Posted 14 November 2010 - 01:06 PM
#11
Posted 16 November 2010 - 12:32 PM
#12
Posted 16 November 2010 - 01:34 PM
#13
Posted 16 November 2010 - 10:18 PM
#14
Posted 16 November 2010 - 10:20 PM
These shots cover the area I was editing before the compile time went up.
#15
Posted 17 November 2010 - 01:33 PM
#16
Posted 17 November 2010 - 09:36 PM
Psy, on 17 November 2010 - 01:33 PM, said:
Thanks a bunch Psy, that really helped! I made a run through and func_detailed everything I could, including the stuff you highlighted, and it made a huge difference. Vvis time is back down to 4 minutes, as opposed to 40 (!). I've used func_detail before, I should have seen all those crazy angles in that building. I'm too used to working with right angles. Thanks again!
#17
Posted 17 November 2010 - 11:59 PM
Adding some details to the ruins, still needs some work, but I think it's looking better.
But this is annoying - the prop_statics I'm using for the busted windows are shaded just different enough from the brushes that it's noticable. Is it just this model, or are meshes rendered/lit differently than brushes? Is there anything I can do to get the model the same shade as the brushes? Here's a shot of what I'm talking about. Static mesh on the left, brush on the right.
#18
Posted 18 November 2010 - 12:35 AM
first off, make sure that the shadows are disabled on said prop,
if that don't work, see if you can place a tree of somthing in front of said prop,
and if THAT don't work, use some small brushes, place them are regular intervals so that the seam is covered, then apply the wall texture, rotate it, and fit it so that the only thing showing is the trim, make sure that the trim is all that is seen...
you do know how to manipulate a texture...right?
edit. A scaffold there would also work, you would only need a few stories so it will not be TOO bad, but make sure it's func_detail.
#19
Posted 18 November 2010 - 04:18 AM
#20
Posted 18 November 2010 - 02:20 PM
Auxor, on 18 November 2010 - 04:18 AM, said:
Thanks! I think you're right, I was thinking the same thing cruising around the map yesterday. But I want to get some objectives in place and mock up how it's going to play, then go back and see where I need to put alternate paths, more cover and the like. From just looking at it, there might need to be some more space in between the objectives, and more side passages, but I want to get some playtesting in first. So that's where I'm headed now, getting objectives and OW spawns and traps in.
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