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[owc_outbreak] Outbreak


88 replies to this topic

#21 braddollar

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Posted 05 December 2010 - 05:38 AM

View PostInstant Loser, on 05 December 2010 - 03:03 AM, said:

Lastly, I'm still confused about how playtests will work. Any help?

https://support.stea...=5452-TASB-6078

#22 WAXT

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Posted 05 December 2010 - 07:24 AM

I think he meant in regards to a playtesting server hosted by Overwatch.

What's this about "maphtml"?

#23 Jgoodroad

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Posted 05 December 2010 - 01:32 PM

wait, you got the minimap working?

#24 Instant Loser

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Posted 05 December 2010 - 02:28 PM

Yeah, it wasn't that hard, I just followed the instructions on that page you linked to elsewhere ("level overviews") exactly. I also used pakrat to put the files into the BSP. I don't know what you're doing wrong. Perhaps you could replace the stuff in the VMT with the example on the VDC page? That's what I did.

#25 Jgoodroad

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Posted 05 December 2010 - 03:12 PM

PAKRAT! OF COURSE!

#26 Kil

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Posted 05 December 2010 - 03:57 PM

View PostJgoodroad, on 05 December 2010 - 03:12 PM, said:

PAKRAT! OF COURSE!
It doesn't matter if you Pakrat them or not. If what you have isn't working, it will not work when you pakrat them.

#27 braddollar

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Posted 05 December 2010 - 05:16 PM

View PostWAXT, on 05 December 2010 - 07:24 AM, said:

I think he meant in regards to a playtesting server hosted by Overwatch.

Well, I don't see the point in expecting the development team to provide servers for map testing. Running a listen server is something I feel every mapper should learn how to do, if you want to have any chance at releasing balanced and bug free maps. It is simple enough to do, and allows you to control everything. An Overwatch dev hosted server may not give me access to rcon to be able to properly mess with entities if they are not working, or whatever.

#28 Jgoodroad

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Posted 05 December 2010 - 05:55 PM

Pakrat is still a good idea, but currently my map will not compile, damn portal flow.
(I am working on fixing it.)

#29 AndY

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Posted 05 December 2010 - 06:20 PM

View Postbraddollar, on 05 December 2010 - 05:16 PM, said:

Well, I don't see the point in expecting the development team to provide servers for map testing. Running a listen server is something I feel every mapper should learn how to do, if you want to have any chance at releasing balanced and bug free maps. It is simple enough to do, and allows you to control everything. An Overwatch dev hosted server may not give me access to rcon to be able to properly mess with entities if they are not working, or whatever.
Yeah, exactly. We're more than happy to provide the servers to help participants playtest their maps (and eventually for everyone else to judge them), but I won't be able to update them often with fixes or new versions of those maps. So only consider using them to playtest a near-final build on a server that everyone can access 24/7.

#30 WAXT

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Posted 05 December 2010 - 07:35 PM

View Postbraddollar, on 05 December 2010 - 05:16 PM, said:

Well, I don't see the point in expecting the development team to provide servers for map testing. Running a listen server is something I feel every mapper should learn how to do, if you want to have any chance at releasing balanced and bug free maps. It is simple enough to do, and allows you to control everything. An Overwatch dev hosted server may not give me access to rcon to be able to properly mess with entities if they are not working, or whatever.
That's all good and well, but some of us just can't. I have tried many, many times to host servers on many different games. I've forwarded ports, disabled firewalls and checked router settings again and again. My network will not "physically" allow it. The connection just doesn't get through -it's hard enough hosting a LAN server without dropping out.

#31 Instant Loser

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Posted 05 December 2010 - 09:18 PM

I've managed to get a server up and running (I think.) Nobody's playing the game right now, though. I may just stop and try it a different day. The map will download to other's computers automatically, right?
Or am I supposed to do PRIVATE beta tests and didn't get the message?

#32 braddollar

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Posted 05 December 2010 - 09:36 PM

View PostInstant Loser, on 05 December 2010 - 09:18 PM, said:

I've managed to get a server up and running (I think.) Nobody's playing the game right now, though. I may just stop and try it a different day. The map will download to other's computers automatically, right?
Or am I supposed to do PRIVATE beta tests and didn't get the message?

You don't need to have private betas, and the map should download. You will probably have the best luck though if you upload the map somewhere for people, and then organize a time for people to play. Otherwise you are just waiting for some random person to join.

#33 Instant Loser

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Posted 06 December 2010 - 12:36 AM

View Postbraddollar, on 05 December 2010 - 09:36 PM, said:

You don't need to have private betas, and the map should download. You will probably have the best luck though if you upload the map somewhere for people, and then organize a time for people to play. Otherwise you are just waiting for some random person to join.

I've just finished a bunch of testing with random people who joined. There were a lot fewer complaints than I was expecting. Here are the things I heard:

1. Rollermines are too powerful. (Will nerf health and respawn time)
2. Not enough weapons. (Will double-check ammo spawns, might be broken. Became less of a problem when people figured out the map.)
3. Too few textures.

Some problems I noticed:

1. Server crash, might still be related to props.
2. "The ending is... blah." (will add NPC rescuers when they start working. Until then, it will remain blah)
3. People still occasionally spawn with crowbars. (will tweak, probably won't be able to adaquately fix)
4. People move too fast in the outdoor area. (Don't know how to fix this, might lower towers)
5. Grenade trap is too good. (Players having more experience will help, may add warning somehow)
6. Pistol metrocops are too good (may nerf them, may buff baton cops and call it even)
7. Baton cops are picky about when they attack (can't fix, probably will just give them more health).
8. An "obscenely" long download time. My map is just slightly larger than the other maps right now (~21 MB). I don't know what I can do about this.
9. A bunch of little things.

Apparently I can't stop doing lists.
I'll be fixing these things and try another round of playtests if I can!

#34 braddollar

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Posted 06 December 2010 - 12:43 AM

The long download time is most likely caused by a low amount of upload speed on your connection, which is common for a non-commercial / home connection. Best way to stop this is upload your map somewhere else, like filefront, and have people acquire the map there.

#35 Instant Loser

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Posted 06 December 2010 - 01:44 AM

I tried putting the URL for another download in the server name: people just ignored it, I think. I'll try harder next time, with a shorter URL.

#36 AndY

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Posted 06 December 2010 - 02:56 AM

If you send us the mdmp file for the crash, we can take a quick look and see what's the cause. You'll find it in the Source SDK Base 2007 folder (if the server was just a listen server).

#37 Dancing

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Posted 06 December 2010 - 11:05 AM

View PostInstant Loser, on 06 December 2010 - 12:36 AM, said:

I've just finished a bunch of testing with random people who joined. There were a lot fewer complaints than I was expecting. Here are the things I heard:

1. Rollermines are too powerful. (Will nerf health and respawn time). It's not that they are two powerful but they are like f!@#$ ninjas they pop out of no where and you don't know what's going on till you see them.
2. Not enough weapons. (Will double-check ammo spawns, might be broken. Became less of a problem when people figured out the map.)
3. Too few textures. <- too much open space, needs texture and props...the rooms need variety, it's all square, room followed by square room. I wish I could see some kinda display of decay or destruction because people are escaping. offices you can't access on fire, broken walls and pipes. small puddles of water.

Some problems I noticed:

1. Server crash, might still be related to props. <- This happened when I was Overwatch, It seemed to happen right when I clicked the yellow manhack trap and followed you guys into a corner I don't know if that helps but it seemed instantly to crash soon after.
2. "The ending is... blah." (will add NPC rescuers when they start working. Until then, it will remain blah) It is blah only because and I think I am right on this, it doesn't have epic music. When I play Canals mute it's boring? You have a lot of open spaces so it doesn't seem like a prison to me.
3. People still occasionally spawn with crowbars. (will tweak, probably won't be able to adaquately fix) I didn't know we weren't suppose to spawn with them. I freaked out and thought it was a bug.
4. People move too fast in the outdoor area. (Don't know how to fix this, might lower towers) You have to move fast, the god damn super snipers of yours will murder you if you stand in the court yard. I have no incentive to stick around in this area, perhaps you should move the shields and medic kits around so we have more reason to explore or slow down movement.
5. Grenade trap is too good. (Players having more experience will help, may add warning somehow) grenade trap?
6. Pistol metrocops are too good (may nerf them, may buff baton cops and call it even) eh they are fine.
7. Baton cops are picky about when they attack (can't fix, probably will just give them more health). ^
8. An "obscenely" long download time. My map is just slightly larger than the other maps right now (~21 MB). I don't know what I can do about this. people complained about this?
9. A bunch of little things. uh huh...

over all your map is fun, it just needs more variety visually. great job.

#38 Auxor

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Posted 06 December 2010 - 11:37 AM

Where is the download for this? ... unless it's a closed beta. But i'll help with some playtesting if you need more volunteers.

#39 Instant Loser

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Posted 06 December 2010 - 03:56 PM

View PostAuxor, on 06 December 2010 - 11:37 AM, said:

Where is the download for this? ... unless it's a closed beta. But i'll help with some playtesting if you need more volunteers.
If you want, I can post it here once I'm sure it works without console help.

I've nearly fixed everything. I've added "epic music," specifically HL2 music #14, #16, and #19. I've allowed SMG soldiers to spawn on the wall in the courtyard (I guess I'll call it that now.)

I realized when I started making the map that it was just a bunch of square rooms, but I don't know how to make anything else :-( Hopefully I'll be able to break it up when I go into more aggressive detailing.

I am now fixing the antlion health changer: it was made poorly, and I just realized you can't SetHealth above the maximum. I'm copying the triggers from my gunship health stuff.

#40 The Joker

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Posted 06 December 2010 - 06:22 PM

View PostInstant Loser, on 06 December 2010 - 03:56 PM, said:

If you want, I can post it here once I'm sure it works without console help.

I've nearly fixed everything. I've added "epic music," specifically HL2 music #14, #16, and #19. I've allowed SMG soldiers to spawn on the wall in the courtyard (I guess I'll call it that now.)

I realized when I started making the map that it was just a bunch of square rooms, but I don't know how to make anything else :-( Hopefully I'll be able to break it up when I go into more aggressive detailing.

I am now fixing the antlion health changer: it was made poorly, and I just realized you can't SetHealth above the maximum. I'm copying the triggers from my gunship health stuff.

Thats hella weird! I used #16, and I was planning on using #19, but its action packed so I couldnt use it.





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