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Battle report Crossroads


22 replies to this topic

#1 warbrand2

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Posted 27 November 2010 - 04:48 PM

Overview: cross roads is a defense/survival map in which the rebels have to hold a bunker from combine bombs and zombie hordes. This is made easier by the fact taht they will have one or rarely 2 turrets to help defend the bunker.

Game play rebel: as a rebel I like this map as it is challenging to take on multiple enemies that aren't only trying to kill you but each other. I also like the snipers over the bunker as they like sniping zombies and Zombiehunter, more than they do rebels making them an advantage more than a kill this target. The bombs on the other hand can be annoying but are easy to take out seeing as a player can run across the map defuse a 50% done one and head back to defuse on that's about to blow and not die.

overwatch: as overwatch I find this map challenging as you start with only 2 spawns and some basic traps, But this can also be a pain in the ass when working against a full server where 2 people are defending the closest 2 bomb points and attacking the bunker is suicide. point C needs a better way to get at because right now trying to take it will end up killing all your units as they will always go by the bunker.

Pros:
  • challenging map
  • ZOMBIES
  • Blowing things up

Cons:
  • Point C is block from the combine reach
  • one nade and rebel bunkers defense is gone

bugs:
  • zombies some times spawn in each other

over all i give this map a 8/10 it is epic.

#2 AndY

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Posted 27 November 2010 - 05:04 PM

Awesome. Keep the feedback coming! We definitely still have a lot of work to do on our maps, but I'm glad you're enjoying it!

#3 warbrand2

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Posted 27 November 2010 - 06:15 PM

forgot to place in first post:

suggestions:
  • make the top of the bunker assessable
  • add fast zombies
  • add some traps that the rebels can make.

what I mean by traps that rebels can make things that have the same activation as the bombs but are like trip wire traps and propeller tarps.

#4 AndY

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Posted 27 November 2010 - 06:23 PM

View Postwarbrand2, on 27 November 2010 - 06:15 PM, said:

forgot to place in first post:

suggestions:
  • make the top of the bunker assessable
  • add fast zombies
  • add some traps that the rebels can make.

what I mean by traps that rebels can make things that have the same activation as the bombs but are like trip wire traps and propeller tarps.
Hehe, I actually already planned to add a ladder to the top of the bunker.

We also had fast zombies in the map, but in our tests, it felt a bit too difficult to fight them all off.

#5 warbrand2

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Posted 27 November 2010 - 06:40 PM

what about the traps for the rebels. they made a bunker i am sure making traps like the ones father Gregory made wont be taht hard.

new concept for that suggestion

have an out line of the trap the rebels can make in a work room have the rebels search for the part to make said trap and put it together one all parts are place they would have to move the trap to where they want it and turn it on once on it can't be moved again. (combine should shoot the traps till they die.)

#6 WAXT

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Posted 27 November 2010 - 09:31 PM

I found Crossroads to be a little repetitive. Killing stuff every round does get kind of boring. Other than that the only issue i have at the moment is the lack of skill/intelligence by the combine snipers. They much prefer to attack zombies than rebels which can defeat the purpose. We have been given small cover spots scattered around the bunker, but no reason to use them. Where's the fear factor?

#7 AndY

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Posted 27 November 2010 - 09:43 PM

View PostWAXT, on 27 November 2010 - 09:31 PM, said:

I found Crossroads to be a little repetitive. Killing stuff every round does get kind of boring. Other than that the only issue i have at the moment is the lack of skill/intelligence by the combine snipers. They much prefer to attack zombies than rebels which can defeat the purpose. We have been given small cover spots scattered around the bunker, but no reason to use them. Where's the fear factor?
We're open to suggestions. :)

#8 warbrand2

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Posted 27 November 2010 - 10:56 PM

Snipers do attack players that get on top of the barriers and cover to get out of reach of the zombies. I know this because i am usually the player they head shot.

here's some ideas to stop the repetitiveness.


random side objectives.
have the map chose one half way through the game.


side objective one: fortify bunker.
this side objective requires players to find scrap metal around the map and place it on the bunker. there are 4 peaces in all that can be found, the peaces snap to the top above the gun ports.

side objective 2: find a radio
this side objective requires players to find a radio and bring it to the bunker. one there they must place it some where in it. (don't know where do to the bunkers size.) one there the players will start to hear radio transmissions from rebel outposts.

side objective 3: propeller traps
this side objective spawns 3 incomplete propeller traps on the map players must find the propeller and/or the switch to the traps and active them. (cuts down zombie and combine)

side objective 4: [name here]
[idea here]

#9 AndY

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Posted 27 November 2010 - 11:20 PM

View Postwarbrand2, on 27 November 2010 - 10:56 PM, said:

Snipers do attack players that get on top of the barriers and cover to get out of reach of the zombies. I know this because i am usually the player they head shot.

here's some ideas to stop the repetitiveness.


random side objectives.
have the map chose one half way through the game.


side objective one: fortify bunker.
this side objective requires players to find scrap metal around the map and place it on the bunker. there are 4 peaces in all that can be found, the peaces snap to the top above the gun ports.

side objective 2: find a radio
this side objective requires players to find a radio and bring it to the bunker. one there they must place it some where in it. (don't know where do to the bunkers size.) one there the players will start to hear radio transmissions from rebel outposts.

side objective 3: propeller traps
this side objective spawns 3 incomplete propeller traps on the map players must find the propeller and/or the switch to the traps and active them. (cuts down zombie and combine)

side objective 4: [name here]
[idea here]
Question is.. what does the GM do in the meantime?

#10 warbrand2

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Posted 28 November 2010 - 12:00 AM

Guard the parts needed?

Truthfully i have no idea maybe some sort of side objective for the gm taht gives them 2 or 3 combine elites. like lets say holding a corner from zombies so that the elites can get through. (more zombies would have to spawn in this area).

#11 WAXT

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Posted 28 November 2010 - 12:33 AM

The Overwatch already has the task of securing those extra spawns. I think that's enough to worry about.

I like the idea of setting up propeller traps. Gives the rebels reason to explore the area.

#12 Gabe(HUN)

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Posted 28 November 2010 - 08:10 AM

I played in the crossroad as Overwatch, and I found some problems:
1. The NPC AI: so frustrating, when order my soldiers to one of the bombsites, and they are stuck in walls, boxes, zombies, etc, Other problem, they are like to suicide each other, when i order to go to one location, and nooooo, they going to the other way to kill zombies, and rebels....
2. the traps: the headcrab canister is a good trap but my worst trap is the sniper....maybe make him more effective???Because he hasn't got a great damage and the other problem with that is the radius...he can't scout his area....maybe make him more frightening....

But this map is my favourite, when taking headshots to the zombies....but the poison zombie's health is too high, maybe reduce that???

And one brainstorm idea: I think is played in Ravenholm....in the near future, in that map the best player be Father Grigory, with his own weapons and voice commands...

Great job!!!!!

#13 Quenquent

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Posted 28 November 2010 - 11:37 AM

I want to say thank you for this awsome map, but I found a big bug : when you try to defuse a bomb, the defuse stop without reason.......We don't have this problem when planting bomb in Canal, maybe this could be a way to fix the problem.

Got a small idea : make a security system in a bunker basement. From this room, the rebels can see the 3 doors with a security camera. With this, the rebels can prepare the offensive to protect the doors.

Also, as GM, it's very hard to plant and protect a bomb. So give him an other redward when this done : give him 1 or 2 more minutes to win when a door explode. And this will make the door protection more important for rebels.

@Warbrand 2 : The combine can easely go to the door C. Don't know how but I will.

Oh and about door, the signs which indicate the way to the points isn't precise : I must go outside of the "bunker zone" to know if I take the right way. Suggestion : add signs on the walls of the "bunker zone", and sings which indicate the way to the bunker.

Side objective 4 : found the ammo rooms
The rebels must found something to open the 3 ammo rooms, each ammo room are close to the doors.

Thank you if you've read everything :D

#14 AndY

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Posted 28 November 2010 - 02:46 PM

I'm glad you're enjoying it!

View PostQuenquent, on 28 November 2010 - 11:37 AM, said:

I want to say thank you for this awsome map, but I found a big bug : when you try to defuse a bomb, the defuse stop without reason.......We don't have this problem when planting bomb in Canal, maybe this could be a way to fix the problem.
The bombs are currently implemented with stock entities. We're going to build a custom entity for them that works a lot better.


View PostQuenquent, on 28 November 2010 - 11:37 AM, said:

Also, as GM, it's very hard to plant and protect a bomb. So give him an other redward when this done : give him 1 or 2 more minutes to win when a door explode. And this will make the door protection more important for rebels.
He already gets 30 seconds, but we realize now that it isn't enough. We'll increase the added time.


View PostQuenquent, on 28 November 2010 - 11:37 AM, said:

Oh and about door, the signs which indicate the way to the points isn't precise : I must go outside of the "bunker zone" to know if I take the right way. Suggestion : add signs on the walls of the "bunker zone", and sings which indicate the way to the bunker.
Noted.


View PostQuenquent, on 28 November 2010 - 11:37 AM, said:

Side objective 4 : found the ammo rooms
The rebels must found something to open the 3 ammo rooms, each ammo room are close to the doors.
We kept the ammo in the bunker for one simple reason: that's where we want the rebels to be. Rebels that stick to defending the bunker have a much better chance of winning. When you run off to the other ends of the map, you're most likely going to get killed by zombies or by the combine, which leaves the bunker defenceless.

#15 Auxor

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Posted 03 December 2010 - 05:28 AM

Personally, I think you should remove the SMG grenade (or make it spawn VERY rarely) but put some Grenades around the map in random locations. It would force one or two of the rebel players to go lone wolf to find some grenades in order to kill snipers and give the rebels generally more firepower, the SMG nade can kill an entire squad of Overwatch soldiers easily which is just annoying when you've tried rushing the bunker.

Maybe you should put some HUD indicators saying where points A, B and C are and make each other add another 90 seconds onto the final round time. Oh, and it might be cool for the soldiers to spawn out of the other points to be a small squad of Elite Overwatch soldiers instead of a squad of normal Combine. Like, maybe just 3 Elites even if there are 7 rebels. Or at least give the option for it.

Also, was there any reason why the Scanner and Hopper mines weren't put into Crossroads? Was it a definitive gameplay decision?

Also, the two exits to the soldier spawn constantly gets overrun by zombies and also, the rebels can camp there and stop the soldiers ever getting out.

#16 Psy

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Posted 03 December 2010 - 03:20 PM

Thanks for the feedback guys. It really helps. I'm glad you lot are liking the map. :)

There's not much that can be done about the problem with the path finding right now. The reason why the Combine units will move through the centre area when you tell them to go to C is because that is simply the shortest path. :( The sniper issue is also related to the stock AI. We believe that, because the Sniper AI was designed for singleplayer, the existence of multiple players confuses the sniper's AI which is why they don't shoot at you very often.

As for the initial GM spawns, having them clustered together at the top is certainly a problem. I've been pondering about removing the existing spawn and replacing it with spawn areas to the NW and NE sections of the map so that you can move your units from 2 distinct locations instead of pouring them out of one area which can easily be defended by the Rebels.

In regards to the GM rewards, yeah, I completely agree and we will address that in a new update by increasing the amount of time added to the clock upon successfully detonating a bomb. :)

In terms of balance between NPCs, I've said that the poison zombie is overpowered several times and I would really like to nerf him down to 175HP. :p The damage that Combine units deal to zombies is pretty pitiful as well because it can take a whole group of soldiers to take down one zombie whilst a single Rebel eliminate a zombie in one or two hits. Grenades are an issue, I agree, and I like the idea of moving them outside the bunker and having them placed around the perimeter of the level.

#17 Auxor

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Posted 03 December 2010 - 05:33 PM

Instead of two seperate spawn rooms, I think you should keep the ones you have now, but add another two passageways leading off the spawn and around the outside of the map slightly. If that makes any sense? It would mean the OW wouldn't be forced to send his soldiers through the same two areas every time.

#18 Raphi123

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Posted 06 December 2010 - 03:18 PM

Hello

I have some Ideas :)

I think you should give the Rebels just a small amount of ammo (respawning) inside the bunker, so it´ll be hardly possible to keep the zombies off.
BUT, as an exchange, the Rebels would get the possibility to run into a house ( or something ) and send a transmission ( like hacking ) to a nearby Rebel Outpost. After the hack is done, a man will scream down from a building surrounding the bunker, and after that, throwing you stuff down ( like grenades, shotgun ammo, etc) .

Also, for the GM, I´d like the ability to break some housedoors around the bunker, so the zombies are spawning inside the house instead of the streets, so the soldiers can easily rush to the bunker without dealing with the zombies.

Also, one more thing: I´d like the possiblity of Rebels first searching for planks, bringing them to the bunker where they are snapping onto the door ( partly invisible, still not colliding) . Then they would have to hold use for building up the cade ( cade´s health: atleast 100 HP , maybe more ) , so they are taking away some pressure.

I´m supporting the idea of traps. maybe a flaming trap you gotta search gas for before using! and with a button inside the bunker ( mabye the gas trap ALL around the bunker so the rebels are safe for some time ? :) )

Also PLEASE get some more textures in it :D kaithanxbai

#19 Psy

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Posted 08 December 2010 - 04:53 PM

View PostRaphi123, on 06 December 2010 - 03:18 PM, said:

I´m supporting the idea of traps. maybe a flaming trap you gotta search gas for before using! and with a button inside the bunker ( mabye the gas trap ALL around the bunker so the rebels are safe for some time ? :) )

We had to remove some fire traps around the centre just before release due to a crash-related issue. But they might make a return.

#20 ScrooLewse

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Posted 14 December 2010 - 02:36 AM

I love this map dearly and only want it to improve, however hard that may be.

May I suggest upping the power of the resistance turrets? I think that if you're going to have a turret up, it should be covering you so that you can concentrate on another direction. And oftentimes I find that I am giving the turrets covering fire. Maybe even make the turrets a little heavier so that headcrabs can't swarm them to death.

And just to be funny you could give the zombies a win condition. Something like 75% of maximum possible zombies are now in the bunker.
  • Bunker overrun,
    Zombies win.

That would rarely happen unless both sides are grossly incompetent, so it would be a bit of an easter egg.

View Postwarbrand2, on 27 November 2010 - 10:56 PM, said:

side objective 3: propeller traps
this side objective spawns 3 incomplete propeller traps on the map players must find the propeller and/or the switch to the traps and active them. (cuts down zombie and combine)

Surely the Combine soldiers are not that stupid. They should be programmed to stay clear of the propellers unless actively fighting (distracted).





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