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* * * * - 1 votes

[owc_outbreak] Outbreak


88 replies to this topic

#61 Auxor

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Posted 12 December 2010 - 05:02 AM

View PostInstant Loser, on 11 December 2010 - 02:03 PM, said:

What's your username? I don't remember you playing.

Oh, and I'm currently making custom button textures!

I didn't get to join in the playtesting, I downloaded the map however and experimented with it to see how all the traps worked and stuff. Then I played it with a friend in a LAN server.

#62 Instant Loser

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Posted 12 December 2010 - 11:16 PM

View PostWAXT, on 11 December 2010 - 10:23 PM, said:

Ha, you and me both brother. The contest ends in less than 48 hours (i think. timezones remember.) and i've got no way of hosting a playtest server. I don't want to upload to the official server until i'm sure it will be a near-final build.

I would've been glad to host a server for you, but it's probably too late now.

In other news, I've been playtesting, playtesting, and playtesting, while making small tweaks and (gasp) additions. I've got a new trap, balanced mines, and fixed snipers.It's prettyy well balanced now I think. Oh, and I removed soliders from the finale altogether!

Lastly, it seems to me that the gunship is a lot harder to hit than in HL2. Any reason for this, devs?

#63 Instant Loser

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Posted 13 December 2010 - 12:37 AM

Submitted! I never found out what caused can_brush to not re-enable on new rounds. I didn't even try killing it instead of disabling it. Ah well.

#64 Instant Loser

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Posted 13 December 2010 - 12:31 PM

OK, I have more time. Now what? More testing?

If anyone needs help with spawns, traps, minimaps, or server hosting I'd be glad to help at this point.

#65 tribalbeat

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Posted 13 December 2010 - 02:41 PM

I love the map! I do feel like the rebels need a bit more resistance though.

#66 Instant Loser

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Posted 14 December 2010 - 01:34 AM

After a TON of playtesting and 6 quick versions, I have submitted my map! It was very hard to balance, but I think I've done reasonably well. There are still problems, such as a particular wall messing up for no reason, but still. I suppose I should do an advertisement. I should have recorded those playtests for a video or something. Hmmm...

Who is judging these, by the way?

(I need to influence them)

#67 Auxor

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Posted 14 December 2010 - 02:46 AM

I'm The Irate Pirate from the playtesting yesterday, the map is excellent... however.

1) The Antlion Guard needs to appear sooner, the rebels can pretty much just open the gate before it even arrives

2) Pistol Metrocops can be horribly spammed at the beginning

3) Needs a bit more replayability, as in, different objectives.

4) Combine Elites can be ridiculous in the final section.

#68 Instant Loser

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Posted 14 December 2010 - 04:29 AM

View PostAuxor, on 14 December 2010 - 02:46 AM, said:

I'm The Irate Pirate from the playtesting yesterday, the map is excellent... however.
THAT'S how you'd previously played the map without me knowing!

View PostAuxor, on 14 December 2010 - 02:46 AM, said:

1) The Antlion Guard needs to appear sooner, the rebels can pretty much just open the gate before it even arrives
You can spawn the antlion guard as soon as the map starts. :p Less dramatic that way, though.

View PostAuxor, on 14 December 2010 - 02:46 AM, said:

2) Pistol Metrocops can be horribly spammed at the beginning
I've mitigated that a little, I think, by giving stunstick guys extra health and increasing the initial cooldown. I can do more if that doesn't work. Most people don't realize the stunsick dudes have more health, I think.

View PostAuxor, on 14 December 2010 - 02:46 AM, said:

3) Needs a bit more replayability, as in, different objectives.
Yep, although it might be a better use of time to just make another map.

View PostAuxor, on 14 December 2010 - 02:46 AM, said:

4) Combine Elites can be ridiculous in the final section.
I've nerfed them, although I don't know if it'll be enough. They now spawn in smaller groups and there are fewer of them. I was afraid the gunship would be OP, silly me. I still want to add striders and a helicopter and hunters as options...

#69 Auxor

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Posted 14 December 2010 - 07:19 AM

The Stunstick guys do have a lot of health, I was trapped in the corner with a Crowbar and got beaten to death by 10 of them. The Rambo last stand.

#70 Raphi123

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Posted 14 December 2010 - 02:51 PM

GSS from the playtest ystrdy.

The map was really fun and I wanted to test out the different stuff as the OW.
Although, I think the ammo room ( where the rebels get smg / shotgun ) shouldn´t look THAT much made for a battle.
Also, I´d ask you to remove one of the three spawnspammers at the beginning.

A Strider would be cool.
How are you "calling" them in?

#71 Instant Loser

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Posted 14 December 2010 - 03:51 PM

View PostRaphi123, on 14 December 2010 - 02:51 PM, said:

GSS from the playtest ystrdy.

The map was really fun and I wanted to test out the different stuff as the OW.
Although, I think the ammo room ( where the rebels get smg / shotgun ) shouldn´t look THAT much made for a battle.
Also, I´d ask you to remove one of the three spawnspammers at the beginning.

A Strider would be cool.
How are you "calling" them in?
Yay! I'm glad you think it was fun!
I think detailing will fix most of that.
I added a 10-second initial cooldown to those buttons.
And yes, a strider would be cool. :( They don't work yet.
And calling them in is actually really hard. I have to use entities for each button, the template npc, actually making the npcs, and a bunch of targets to show where to spawn them. Oh, and 3 entities to determine the number of player on the server, but there's only one of those in my map.

#72 The Joker

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Posted 14 December 2010 - 04:21 PM

View PostInstant Loser, on 14 December 2010 - 03:51 PM, said:

Yay! I'm glad you think it was fun!
I think detailing will fix most of that.
I added a 10-second initial cooldown to those buttons.
And yes, a strider would be cool. :( They don't work yet.
And calling them in is actually really hard. I have to use entities for each button, the template npc, actually making the npcs, and a bunch of targets to show where to spawn them. Oh, and 3 entities to determine the number of player on the server, but there's only one of those in my map.

The spawns are REALLY easy is you copy/past, change names etc, plus adding it to the entire troop cooldown is also easy. My record for making one whole spawn and adding it to the cooldown is 48 seconds :D

#73 Colaman

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Posted 11 January 2011 - 03:44 AM

So my favourite map:

I wanna see more cover in the sniper area. More props or whatever in the final objective area. Fix the shotgun ammo box.
Maybe give the map later some eye candy. Something where you just look and think: "Wow!"
Oh! And make it a bit more open. It's some times too linear gameplay.
There are enough awesome ideas in the map, yet.

#74 Instant Loser

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Posted 11 January 2011 - 05:06 PM

View PostColaman, on 11 January 2011 - 03:44 AM, said:

So my favourite map:

I wanna see more cover in the sniper area. More props or whatever in the final objective area. Fix the shotgun ammo box.
Maybe give the map later some eye candy. Something where you just look and think: "Wow!"
Oh! And make it a bit more open. It's some times too linear gameplay.
There are enough awesome ideas in the map, yet.

Is the shotgun ammo box broken? This is the first I've heard of it.

The final area isn't detailed yet, those are temporary textures. I think I'm going to put it on a coastal cliff. Hopefully that will be wow-ful.

The map is essentially still a series of rooms. That was a mistake I made early on, when I was still designing the thing. I'll definitely keep that in mind for later maps.

There are lots of things for me to work on in addition to this. I'd also really like to play the others' maps!

#75 WAXT

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Posted 11 January 2011 - 05:45 PM

View PostInstant Loser, on 11 January 2011 - 05:06 PM, said:

Is the shotgun ammo box broken? This is the first I've heard of it.
For some reason ammo boxes containing buckshot rounds do not function online.

#76 Instant Loser

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Posted 18 January 2011 - 02:52 PM

I'm ready to start working on this map again. I'm just waiting for the notes from the contest or other information so I can start in the right direction. I'm not sure what's going on right now. :whistle:

#77 ScrooLewse

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Posted 18 January 2011 - 10:55 PM

View PostInstant Loser, on 18 January 2011 - 02:52 PM, said:

I'm ready to start working on this map again. I'm just waiting for the notes from the contest or other information so I can start in the right direction. I'm not sure what's going on right now. :whistle:

Always nice to see...

ZPV UJCNN QHYHU JXHFUJ UG UBEEVOYR XDKCZMT!!!
Hint: Seashell

I should really make my own ARG.

#78 Instant Loser

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Posted 19 January 2011 - 11:25 PM

I need to think of some sort of Easter egg to put in this map. Not taking suggestions.

RG9uJ3QgeW91IG1lYW4gImNpcGhlcmluZz8i
What is hexadecimal x binary x binary?

#79 Quenquent

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Posted 20 January 2011 - 06:45 AM

Oh my god! This thing go everywhere!

#80 ScrooLewse

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Posted 20 January 2011 - 02:07 PM

View PostInstant Loser, on 19 January 2011 - 11:25 PM, said:

What is hexadecimal x binary x binary?

Um.... hell?





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