[owc_outbreak] Outbreak
#41
Posted 06 December 2010 - 09:09 PM
In related news, I very nearly set an invisible antlion guard on the rebels. Whoops. Found and fixed just in time.
#42
Posted 06 December 2010 - 09:18 PM
#43
Posted 06 December 2010 - 09:29 PM
EDIT: I'm taking this down. I won't get any useful feedback from this old version any more, and I don't want people stealing my traps (at least not until after the contest.)
#44
Posted 06 December 2010 - 09:53 PM
#45
Posted 09 December 2010 - 06:13 PM
#46
Posted 10 December 2010 - 02:12 AM
As you can see, I moved all the vents (and starting areas) up 32 units. What do you think? This area is no longer symmetrical, which is good. There's a spawn with a path through that control room.
At this point it seems that instead of having 25% of the map fully detailed, I have the full map 25% detailed! Everyone else seems to be having problems with the triggers, but I've been doing just fine. I think I'll work on the area in the above screenshot a bit more and add more stuff to the outdoors, since that's what people seem to remember the most. What do you all think?
If I had more time I would make the starting rooms a lot longer (6 cells in a block seems stupid), but that would require a lot of stuff to be rearranged.
I'm still trying to get liftable props working for the starting puzzles.
Displacements ahoy! Does anyone have advice for nice-looking rock clusters? Should I not use them? Is there a secret to arranging them? Mine all look bad...
#47
Posted 10 December 2010 - 02:31 AM
Instant Loser, on 10 December 2010 - 02:12 AM, said:
As you can see, I moved all the vents (and starting areas) up 32 units. What do you think? This area is no longer symmetrical, which is good. There's a spawn with a path through that control room.
At this point it seems that instead of having 25% of the map fully detailed, I have the full map 25% detailed! Everyone else seems to be having problems with the triggers, but I've been doing just fine. I think I'll work on the area in the above screenshot a bit more and add more stuff to the outdoors, since that's what people seem to remember the most. What do you all think?
If I had more time I would make the starting rooms a lot longer (6 cells in a block seems stupid), but that would require a lot of stuff to be rearranged.
I'm still trying to get liftable props working for the starting puzzles.
Displacements ahoy! Does anyone have advice for nice-looking rock clusters? Should I not use them? Is there a secret to arranging them? Mine all look bad...
Might want to hurry, mate. The deadline is in three days, I would wrap up anything and focus on playtesting. And it depends on what style you want your prison to be in. Nova Prospekt had displacements, but only for antlion spawns really. Mine actually doesn't have any.
#48
Posted 10 December 2010 - 05:57 PM
Does anyone know if I could use env_shooters to make the mines look prettier?
#49
Posted 10 December 2010 - 07:31 PM
Doesn't that look better, now?
Except I forgot to rotate those trees!
Just about ready for playtest #3, still fixing some stuff up. I hope it's not too easy to beat now.
If anyone has any ideas for traps to add, that would be appreciated (I like making traps!) although it's getting a bit crowded. I'm going to try to focus on traps that work best when you aren't expecting them, so the game is different every time.
#50
Posted 11 December 2010 - 12:38 AM
#51
Posted 11 December 2010 - 03:40 AM
The level is now slightly too easy for the resistance, except for the finale, which is slightly too hard. I think this is because of the new respawning system I put in.
Are grates ever going to be fixed? I need them
Note to self: only mix bosses and soldiers very carefully. I will have to slow spawning for regular soldiers dramatically during the finale.
I thought I would have to provide an incentive for players to stay in the finale zone, but they seem to do it on their own.
I've mostly stopped adding things in preperation for submission. I still want to get it balanced correctly, though.
#52
Posted 11 December 2010 - 10:38 AM
It's looking better thoe and it gives those rooms variety and the courtyard isn't so empty anymore
#53
Posted 11 December 2010 - 01:32 PM
#55
Posted 11 December 2010 - 04:11 PM
Also, you can rocket jump 128 units in the air while taking less than 50 damage if you do it right. Has anyone had problems with this?
Also, it appears that my teleporters have never worked and I haven't noticed. I'll have to do some work moving them around, but it should be OK.
#56
Posted 11 December 2010 - 04:49 PM
Instant Loser, on 11 December 2010 - 04:11 PM, said:
Also, you can rocket jump 128 units in the air while taking less than 50 damage if you do it right. Has anyone had problems with this?
Also, it appears that my teleporters have never worked and I haven't noticed. I'll have to do some work moving them around, but it should be OK.
Headcrab canisters don't belong in a prison. 30 seconds is outrageously long for troop spawns. I suggest you revert it back to 15 seconds and find ways to make it more difficult for the Rebels. The way I made the finale really hard is that the Rebels had to go through and array of prison cells, as the main hallways were blocked off by the Combine. Indoor fighting was pretty intense, it would be insane if there were 7 rebels. I suggest you either add details or a structure or something or a maze/something complicated that makes the Rebels have to move as one unit, or to encourage them to move together. Something they would have to work together on. This ultimately depends on how team-oriented your map is. owc_prison is almost impossible to beat by yourself, but with a cooperative team, it would quite fun.
#57
Posted 11 December 2010 - 05:01 PM
The Joker, on 11 December 2010 - 04:49 PM, said:
It's not that long if you also have rollermines and a gunship, and the soldiers in question have AR2s. Fifteen seconds was way too short in playtests.
There's only one canister, and it's outside the prison. It's not very powerful, so I hope it won't be used in every game.
I already have a finale, and it's very different than yours. Thanks for the advice, though.
What do you all think about putting the finale on a coastal cliffside? I'm not sure where I'd put the spawns, but it would make the most sense.
#58
Posted 11 December 2010 - 05:08 PM
#59
Posted 11 December 2010 - 09:56 PM
Jgoodroad, on 11 December 2010 - 05:08 PM, said:
Also, could anyone host my map really fast? I've figured out how to do it myself, but I'm behind a firewall with a slow connection for today.
#60
Posted 11 December 2010 - 10:23 PM
Instant Loser, on 11 December 2010 - 09:56 PM, said:
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