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[owc_overrun] A Map by Shadow Streak


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#1 ShadowStreak

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Posted 01 December 2010 - 04:44 PM

So I just found out about this game today, as well as the contest, so I'm in a mad dash to complete, if anyone wants to test, It should be meet requirements by Monday of next week.
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 The Joker

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Posted 01 December 2010 - 05:47 PM

View PostShadowStreak, on 01 December 2010 - 04:44 PM, said:

So I just found out about this game today, as well as the contest, so I'm in a mad dash to complete, if anyone wants to test, It should be meet requirements by Monday of next week.
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 ShadowStreak

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Posted 01 December 2010 - 07:07 PM

View PostThe Joker, on 01 December 2010 - 05:47 PM, said:

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!

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 The Joker

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Posted 01 December 2010 - 08:02 PM

View PostShadowStreak, on 01 December 2010 - 07:07 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.

Nice, I see your experienced. Good luck.

#5 ShadowStreak

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Posted 02 December 2010 - 01:30 AM

View PostThe Joker, on 01 December 2010 - 08:02 PM, said:

Nice, I see your experienced. Good luck.
Thanks! And I updated the first post... The map is actually pretty huge, larger then any on the server, I don't know if it's going to work that great in the game, but I guess we'll find out lol. More details in the first post.

#6 Auxor

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Posted 02 December 2010 - 02:50 AM

Within 6 weeks you did all of that? Hell, blocking out is difficult for me. You deserve a medal for your dedication, good luck.

Judging from this title this will have neutral zombies like in Crossroads?

#7 ShadowStreak

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Posted 02 December 2010 - 03:00 AM

View PostAuxor, on 02 December 2010 - 02:50 AM, said:

Within 6 weeks you did all of that? Hell, blocking out is difficult for me. You deserve a medal for your dedication, good luck.

Judging from this title this will have neutral zombies like in Crossroads?
I think you mean 6 hours lol, and I've been using hammer for a longgggggg time, longer then I want to admit! But I only have been using it frequently for the past 2 years. You eventually pick it up. I still suck at it though xD.

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 :p

#8 Auxor

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Posted 02 December 2010 - 03:12 AM

Sorry yeah, I meant 6 hours. Fail.

It also seems like a good map for a couple of Hopper mines which were added into Overwatch with the Canals map.

#9 ShadowStreak

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Posted 02 December 2010 - 03:25 AM

View PostAuxor, on 02 December 2010 - 03:12 AM, said:

Sorry yeah, I meant 6 hours. Fail.

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 Jgoodroad

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Posted 02 December 2010 - 06:25 PM

I say it's a start, however (provided your not doing displacement work,) I am indifferent about your map ATM...


...perhaps we could get some ingame shots?

#11 ShadowStreak

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Posted 02 December 2010 - 09:17 PM

View PostJgoodroad, on 02 December 2010 - 06:25 PM, said:

I say it's a start, however (provided your not doing displacement work,) I am indifferent about your map ATM...


...perhaps we could get some ingame shots?
Yeah I'll have a video up in an hour or so maybe. I have the rebel spawns placed and the whole level's skybox worked out. I have never done anything this size before... Usually just tiny tf2 maps lol. The skybox was a pain in the ass xD. Spent a good 4 hours on it today. Hopefully it works well. I'm about to start the compile, and hopefully that doesn't take too long.

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 Auxor

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Posted 03 December 2010 - 05:17 AM

It seems a bit... too big. In my opinion. It's like it's 3 times bigger than Citadel was, if any Rebel died it would take them quite a long time to get revived.

#13 The Joker

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Posted 03 December 2010 - 10:46 AM

The map is VERY big, what gamemode is this map? By looking at it, the level structure reminds me of HL2 DM, what are your objectives for this map?

#14 ShadowStreak

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Posted 03 December 2010 - 12:46 PM

Yeah, in my last post I broke it down, I think I'm editing the court yard area with the circle cover. I think that will be immediately after you leave the tunnel from the spawn area. Removing the lower stairs entirely. It should drastically cut down on the level's length. I had a more l4d style idea in my mind, since more players=more chance at survival, I wanted to create something that would make the player have a harder fight, and force team work. So large areas with cover on each side. With only a few optional paths. I think I'll have it playable monday. The size of the level took a lot of optimization, so it ate all my time yesterday, and also proper location of the skybox for best performance. I also might edit the starting area, cut down on it's size. Mostly the area right of the spawn. It was bigger then I imagined it would be.

#15 Auxor

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Posted 03 December 2010 - 01:25 PM

Remember that actually getting the map playable is more important than having it perfectly optimised, you can always do the optimising later on.

#16 ShadowStreak

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Posted 03 December 2010 - 06:30 PM

View PostAuxor, on 03 December 2010 - 01:25 PM, said:

Remember that actually getting the map playable is more important than having it perfectly optimised, you can always do the optimising later on.
Yeah, but it was so large my computer would freeze on compiling, so I had to optimize it, and I did the best I could do, and hopefully I won't have to do any more major changes down the road. And I did shrink some parts down, so it wont be as cpu intensive as it once was. So now I am going to build the basics of the overwatch gamemode and try to get it properly working in the game. Wish me luck!

#17 Jgoodroad

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Posted 03 December 2010 - 07:05 PM

well, now I have mixed feelings, some bits look really cool... but then your walls are too thick at times... but then you have a cool idea for a main battle area, but then you say you plan to place a lot of props in this already large map, if it freezes your comp WITHOUT props I can only imagine how bad it'll be with them... I say make thinner paths, stairs are generally too large, I would take a chunk off (I think 128 will work) the main set and then thin up the side stairs(varies, but 32-64 units), I feel your really fighting the clock here so I would suggest you cut out any unneeded areas and focus on Spawns and such first, since the video you have isn't even in OW I would say close it up, make it technically sound, and decrease it's size. The space between the buildings would really only work well if the map was made for a sandbox mod... like Garry's mod.

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 The Joker

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Posted 03 December 2010 - 07:14 PM

I agree with Jrood on all of his suggestions. And you didn't answer my question. What type of map is this? Survival? Attack/Defend? I hope you kow what your aiming for, because some gamemodes on this type of map will either be almost impossible to perfect, which they need to be, or will get boring/not work well.

#19 ShadowStreak

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Posted 04 December 2010 - 02:42 AM

View PostThe Joker, on 03 December 2010 - 07:14 PM, said:

I agree with Jrood on all of his suggestions. And you didn't answer my question. What type of map is this? Survival? Attack/Defend? I hope you kow what your aiming for, because some gamemodes on this type of map will either be almost impossible to perfect, which they need to be, or will get boring/not work well.
Well I think it's attack, since you have to do goals along the way to the end, though you have to survive to win, I'm not sure of the names, but I know what it;s going to do. And the problem I was having with compiling is vvis issues, so vis leaf's were acting up, I had to get the vis leafs in order before I could go on, now I have them under control so I should be good. Props and detail don't interfere with vis leafs, so I should be good from here on. Lighting was not causing the crashing, in fact it's extremely quick due to it's blocky nature xD. I don't really worry about props, all that really does is tax the lighting during compile. I think I do have to clean up some areas, I have already shrunk off some areas or completely removed some. I have gotten some spawns down too, but I have to test them to see if they work properly.

#20 The Joker

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Posted 04 December 2010 - 04:33 AM

View PostShadowStreak, on 04 December 2010 - 02:42 AM, said:

Well I think it's attack, since you have to do goals along the way to the end, though you have to survive to win, I'm not sure of the names, but I know what it;s going to do. And the problem I was having with compiling is vvis issues, so vis leaf's were acting up, I had to get the vis leafs in order before I could go on, now I have them under control so I should be good. Props and detail don't interfere with vis leafs, so I should be good from here on. Lighting was not causing the crashing, in fact it's extremely quick due to it's blocky nature xD. I don't really worry about props, all that really does is tax the lighting during compile. I think I do have to clean up some areas, I have already shrunk off some areas or completely removed some. I have gotten some spawns down too, but I have to test them to see if they work properly.

Just remember the nodraw texture on anything the Rebels will never see. It'll do wonders with the compile time.





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