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[owc_jailbreak] Jailbreak

Deer's Photo Deer 21 Nov 2010

Hey guys. So a lot of you probably haven't seen me on OW before, that's because my OW recently kind of shut down. I had a map in progress and thought that I'd not work on it any longer since if I had a broken game how could I test a map. But H3LPER convinced me to keep going so I'm finally making a thread. My map is a large multi level map with many elevators and moving doors. It's a high security prison made by the overwatch to keep the resistance pinned down. One day when a truck drove in with a shipment of food, weapons, and various other things that the overwatch's goons needed to keep the resistance in line they managed to break out of their jail cells and hi jack the truck. Now with all of them armed and suited up not only are they planning on escaping the prison but they're all working together to shut it down. All of the screenshots of my map will either be taken from Hammer or I'll ask a friend to run my map and take some screenshots.
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Auxor's Photo Auxor 21 Nov 2010

Multi storey maps do not work well with Overwatch, especially not in its current stage of development. The OW player can not see through the floor,

But that does not mean to stop making the map, continue if you want. But remember, multi storey maps will not work properly.
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Deer's Photo Deer 21 Nov 2010

View PostAuxor, on 21 November 2010 - 01:26 PM, said:

Multi storey maps do not work well with Overwatch, especially not in its current stage of development. The OW player can not see through the floor,

But that does not mean to stop making the map, continue if you want. But remember, multi storey maps will not work properly.
The OW can see through floors if you use the right entities on the floor. The buildings in breach are an example of that. My map has about five different levels but I arranged them in such a way where the OW hopefully won't have his or her view obstructed.
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The Joker's Photo The Joker 21 Nov 2010

View PostDeer, on 21 November 2010 - 01:36 PM, said:

The OW can see through floors if you use the right entities on the floor. The buildings in breach are an example of that. My map has about five different levels but I arranged them in such a way where the OW hopefully won't have his or her view obstructed.

Be careful with multi-story floors, mate. They will be complete bitches to perfect, but if you do perfect them, the map will look cool! By the way, anything particularly special about your ow_jailbreak map? What separates it from the rest of the two other prison maps(ow_prison, ow_nova)
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Deer's Photo Deer 21 Nov 2010

View PostThe Joker, on 21 November 2010 - 06:31 PM, said:

Be careful with multi-story floors, mate. They will be complete bitches to perfect, but if you do perfect them, the map will look cool! By the way, anything particularly special about your ow_jailbreak map? What separates it from the rest of the two other prison maps(ow_prison, ow_nova)


Well I think the multi levels and interaction with the environment are the things that I felt made it special. Also I haven't seen nova or prison so I can't say for sure what it is that makes it different from those two. I'm actually about to upload some screenshots of part of my map.
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Auxor's Photo Auxor 04 Dec 2010

You should try to make it a bit less "corridor-ish" and make each of the rooms less blocky looking, probably best to put columns on the walls and stuff to break up the blockiness of it.
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Deer's Photo Deer 04 Dec 2010

View PostAuxor, on 04 December 2010 - 05:10 PM, said:

You should try to make it a bit less "corridor-ish" and make each of the rooms less blocky looking, probably best to put columns on the walls and stuff to break up the blockiness of it.

I'm going to. The map is still in rough shape, thanks for the feedback anyway though :o
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Auxor's Photo Auxor 05 Dec 2010

No problem, it just looks a bit too much like DOOM in its current state... not like thats a bad thing.
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Deer's Photo Deer 10 Dec 2010

View PostThe Joker, on 10 December 2010 - 07:05 PM, said:

Seems a bit bland. Mind adding more detail? Fix lightning on some parts, it looks weird.

Which parts need fixed lighting?
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Instant Loser's Photo Instant Loser 10 Dec 2010

Oooohhh... I read a lighing tutorial somewhere and I'll summarize what I remember for you:

1. Don't use pure colors! Instead of red, try pink. Instead of deep blue, try light blue. Also, don't use pure white lights.
2. Yellow means safe!
3. Blue means dangerous!
4. Almost never use red, unless you really need to draw attention to something dangerous.

You can use http://colorschemedesigner.com/ to get an idea of which colors go together.

I've been using mainly two colors in my map: yellow (255 245 145) and blue (159 237 215).
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Deer's Photo Deer 10 Dec 2010

View PostInstant Loser, on 10 December 2010 - 08:09 PM, said:

Oooohhh... I read a lighing tutorial somewhere and I'll summarize what I remember for you:

1. Don't use pure colors! Instead of red, try pink. Instead of deep blue, try light blue. Also, don't use pure white lights.
2. Yellow means safe!
3. Blue means dangerous!
4. Almost never use red, unless you really need to draw attention to something dangerous.

You can use http://colorschemedesigner.com/ to get an idea of which colors go together.

I've been using mainly two colors in my map: yellow (255 245 145) and blue (159 237 215).

thanks :D. The red areas in my map are for the dangerous parts or at the end of the map or when I need the players to notice something. I'll change my pure whites.
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The Joker's Photo The Joker 11 Dec 2010

View PostDeer, on 10 December 2010 - 10:33 PM, said:

thanks :D. The red areas in my map are for the dangerous parts or at the end of the map or when I need the players to notice something. I'll change my pure whites.


Yellow is for interior/industrial areas(office, workspace). Red is for dangerous/emergency parts. Light blue is for Combine areas(command posts, barracks etc)Orange is also good for interiors(cafeteria, storage room)
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Jgoodroad's Photo Jgoodroad 11 Dec 2010

View PostThe Joker, on 11 December 2010 - 12:11 AM, said:

Yellow is for interior/industrial areas(office, workspace). Red is for dangerous/emergency parts. Light blue is for Combine areas(command posts, barracks etc)Orange is also good for interiors(cafeteria, storage room)

hold on there chap, light orange works well for most interior lights, since most lights do cast a light orange color, it also adds warmth. light blue also works for ambience lighting (lights with a brightness of 1-10 to remove dark areas) especially if you are going for a grey-overcast tone for your exteriors. and that red can be used to draw attention to things like switches and such (this is where sprites come in handy)

and if your REALLY going for industrial, I would say grey, it's only a slight difference but it's better then pure white.
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Deer's Photo Deer 02 Feb 2011

Major Updateage :D



So I've been workin on some stuff for the map. The lighting isn't actually there for good it's just so I can see. So now the map is turned around. You're breaking into a high security prison. The players can either split up or work together to get to the end of the map. Each route will have a different set of objectives with a different set of rewards. These are just some screens of progress. It's not too close to being done yet.
http://img600.images...ristmas0000.jpg
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Jgoodroad's Photo Jgoodroad 02 Feb 2011

looks interesting, unrealistic? perhaps. but very interesting for a fun-playing map.
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WAXT's Photo WAXT 02 Feb 2011

This is the thread for owc_jailbreak. Why are you posting owc_christmas here?
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Deer's Photo Deer 03 Feb 2011

View PostWAXT, on 02 February 2011 - 09:58 PM, said:

This is the thread for owc_jailbreak. Why are you posting owc_christmas here?

I took out the sleigh and objectives from ow_christmas and turned it into a huge cliffside map that leads up to a high security jail. I'm making jailbreak into a walking version of christmas basically. They're still very different maps the screens just still have the ow_christmas name. I can show you the differences if you'd like?
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