[owc_overrun] A Map by Shadow Streak
#1
Posted 01 December 2010 - 04:44 PM
I'm loving this game, and I'm loving the setup, really makes me think out of the box. So I have already sketched up a full level in my trusty notebook, and I've thought long and hard about what makes a good map, I haven't had much play time in the game, so I know I'll have to tweak some things, but I believe I grasp what makes a good map. I'll update this post as I go along daily to show how the map progresses. Hopefully I can block out most of the map today and have it playable by Friday.
If you have any issues, questions, or ideas, fell free to say it. I want the greatest map possible!
I'll upload some pictures later today after I get the bulk of it blocked out. For now I'm just claiming the name xD, surprised no one has used it.
EDIT2:
So I've been working well... almost 6 hours today? Around there, anyways, here's my progress for today, the whole route is mapped out, I have put dev textures on all visible brushes except the stairs, and I'm currently trying to figure out proper spawn locations and locations for special actions such.
Here's a quick video to show the path players might follow to the end
http://www.wegame.co...verrun-alpha-2/
Well back to work, and if it looks small, it's actually pretty huge, it's larger then any map I know on the rotation. But it's a more defined path. So overwatchers will have to find ways to slow to cut the players off. So far my level kinda reminds me of a left 4 dead style map, but with a more defined path and open for larger battles.
If you have any questions, thoughts, criticism, anything. lay it on me, anything to get me first prize!
#2
Posted 01 December 2010 - 05:47 PM
ShadowStreak, on 01 December 2010 - 04:44 PM, said:
I'm loving this game, and I'm loving the setup, really makes me think out of the box. So I have already sketched up a full level in my trusty notebook, and I've thought long and hard about what makes a good map, I haven't had much play time in the game, so I know I'll have to tweak some things, but I believe I grasp what makes a good map. I'll update this post as I go along daily to show how the map progresses. Hopefully I can block out most of the map today and have it playable by Friday.
If you have any issues, questions, or ideas, fell free to say it. I want the greatest map possible!
I'll upload some pictures later today after I get the bulk of it blocked out. For now I'm just claiming the name xD, surprised no one has used it.
Playable by Friday? I don't believe that's going to happen, not this late until the game. Maybe if you work +7 hours a day all through until next week, maybe. Overwatch maps are not a piece of cake, and takes much time to make a good looking, fun, technically sufficient, and interesting map. But, I respect your dedication to compete, and I will gladly assist you if you need any help with anything. Good luck!
#3
Posted 01 December 2010 - 07:07 PM
The Joker, on 01 December 2010 - 05:47 PM, said:
Well due to my college being completely over packed, I only could get 1 class this semseter, and since I live in LA, there are never any open jobs, so full days of nothing to do xD. And I have been using hammer for a couple of years now, so I consider myself pretty quick at it lol. I know it wont be completely finished, but the rules state it only has to be 20% textured, I will try to meet the guidelines of the contest. I know I will completely finish it one day, but I know I can get that 20% done by friday, but I've never used the custom entities before, so that will probably be the hardest to do.
Another reason I'm trying to win this is because I've always wanted to be a member of D3, just never had the money to buy it. So this is my chance to win. And I am going to try my damn hardest to get it. I've already finished the basic pathway for the map. Now to do basic building outline and basic interiors for the map. When I get done with that I'll post pictures.
#4
Posted 01 December 2010 - 08:02 PM
ShadowStreak, on 01 December 2010 - 07:07 PM, said:
Another reason I'm trying to win this is because I've always wanted to be a member of D3, just never had the money to buy it. So this is my chance to win. And I am going to try my damn hardest to get it. I've already finished the basic pathway for the map. Now to do basic building outline and basic interiors for the map. When I get done with that I'll post pictures.
Nice, I see your experienced. Good luck.
#5
Posted 02 December 2010 - 01:30 AM
The Joker, on 01 December 2010 - 08:02 PM, said:
#6
Posted 02 December 2010 - 02:50 AM
Judging from this title this will have neutral zombies like in Crossroads?
#7
Posted 02 December 2010 - 03:00 AM
Auxor, on 02 December 2010 - 02:50 AM, said:
Judging from this title this will have neutral zombies like in Crossroads?
But I don't know if there will be zombies, I think I may add them though. It all depends on playtesting. I have a pitch black tunnel, might add some in there
#8
Posted 02 December 2010 - 03:12 AM
It also seems like a good map for a couple of Hopper mines which were added into Overwatch with the Canals map.
#9
Posted 02 December 2010 - 03:25 AM
Auxor, on 02 December 2010 - 03:12 AM, said:
It also seems like a good map for a couple of Hopper mines which were added into Overwatch with the Canals map.
No worries, and hopper mines sound good...they might be Interesting lol, It could lead to blocking a path and force them to take a 2nd path... I like that idea lol. Still hopefully I finish up the bulk of it tomorrow. I am about to finish up the skybox, and move onto detailing. Which I am pretty bad at in my own opinion. It's my greatest weakness, since I usually take forever xD.
#10
Posted 02 December 2010 - 06:25 PM
...perhaps we could get some ingame shots?
#11
Posted 02 December 2010 - 09:17 PM
Jgoodroad, on 02 December 2010 - 06:25 PM, said:
...perhaps we could get some ingame shots?
EDIT: Here's a video if you want to check out what i've been working on, the base of the map is basically done, I just need to add lighting and detail to the map... What I did today was mostly did optimizing today, since it's so large it was a pain in the ass to get to work...
http://www.wegame.co...ch/owc-overrun/
Skybox is iffy, I'll fix it later. Some odd textures here and there.
But the break down of the video is that it first starts in the spawn area, then moves to an area to the right of the spawn that will have the grenades for the shield and health, the shield will be behind the walkway path. The dark area will be another spawn for enemies, it will contain another location for grenades. When it goes into the tunnel into the massive stair case,. That's suppose to be the main battlefield. It will be cluttered with props and paths to the bottom and top. Same with the back paths, They will have props for cover and barriers.
The bottom of the stairs will be a courtyard where there will be a hacking terminal, and more spawns will be placed for the overwatch.
Top of the stairs is the next area, it will have clutter to give cover, and barriers. at the bottom of the stairs will be a beach, but I don't plan to allow players down there, only spawns for enemies, so it will be a 3d skybox one day.
The tunnel will be more detailed and really look like a tunnel later, the large dark room with be another hacking terminal. it will have some cover later, and zombies will freely spawn down there. After escaping the tunnel, players cross the bridge and race to the top of the final stair case in that courtyard. it will have a few turns before the stairs because of barriers to make it more interesting. And then it's done. It will have a ton of more cover in the final version, just I wanted to get the base down. As always, if you have any comments or thoughts, feel free to tell me.
EDIT 2: I do plan to make zombies roam around the map, but the tunnel will be the real test of zombies. Though overwatch spawns will be farther away because of it to balance it out.
#12
Posted 03 December 2010 - 05:17 AM
#13
Posted 03 December 2010 - 10:46 AM
#14
Posted 03 December 2010 - 12:46 PM
#15
Posted 03 December 2010 - 01:25 PM
#16
Posted 03 December 2010 - 06:30 PM
Auxor, on 03 December 2010 - 01:25 PM, said:
#17
Posted 03 December 2010 - 07:05 PM
on a side note, there is a "replace texture" selection in the texture application tool... please get rid of the brick, it really looks awful (but that's just me)
#18
Posted 03 December 2010 - 07:14 PM
#19
Posted 04 December 2010 - 02:42 AM
The Joker, on 03 December 2010 - 07:14 PM, said:
#20
Posted 04 December 2010 - 04:33 AM
ShadowStreak, on 04 December 2010 - 02:42 AM, said:
Just remember the nodraw texture on anything the Rebels will never see. It'll do wonders with the compile time.
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