Jump to content

Toggle this categoryToggle Message Visibility   Welcome to our Community, Guest!

Get involved and become a part of our growing community. It's absolutely free! Register an account and join us today. Already a member? Sign in!

- - - - -

Only 24 Hours Left!


28 replies to this topic

#1 AndY

    Evil Bunny

  • Coordinators
  • PipPipPipPipPipPipPip
  • 889 posts

Posted 13 December 2010 - 10:48 AM

ModDB.com's 2010 Mod of the Year Awards!

Posted Image VOTE FOR OVERWATCH!

Overwatch has only been in development for a bit over a year and was released to the public for the first time less than four months ago, with four major updates to have since followed. Its development has come a long way already, with its four unique levels and fun-filled gameplay, and we hope to bring you more in the new year.

Overwatch's community has been key to its success, and thanks to all your votes, Overwatch has made the Top 100 list for this year's MOTY awards!

We are now in the final day of MOTY nominations, and what better way to celebrate than by presenting you with a trailer recapping Overwatch's development in 2010 and giving you a sneak peek of some of the features you will be enjoying in early 2011.

As soon as you are done watching, wipe off that drool and remember to vote for us again (by clicking on the big green Vote for this Mod! button at the top of the profile page, then navigating to Overwatch in the Half-Life 2 section under Released mods), and help us win this year's Mod of the Year award! Don't forget to log in to your ModDB.com account first, and since you can vote for as many mods as you like, be sure not to miss any of your favourites!



Love the music? So do we! Here is the complete track, written by Overwatch's amazing composer:




More to Come!

The year is not over yet, so be sure to keep an eye on Overwatch's homepage, where we will be announcing the winners of the Overwatch Level Design Contest and a few other surprises!

In closing, and on behalf of the entire Overwatch development team, I would like to reiterate how much we truly appreciate all the amazing feedback and support you have all given us, and wish everyone the happiest holidays and a fantastic new year!

#2 Gabe(HUN)

    Barnacle

  • Members
  • PipPipPip
  • 109 posts

Posted 13 December 2010 - 05:24 PM

Ohhhh my goooodddd!!!!!
the song is epic, the trailer is epic, I saw the newest barack system and new phases and striders.....:w00t:
My god I must learn for the written examination about plants and must sleep, but goooodddd... I stay more couple of hours awake to calm down....
Maybe doctor house from Black Mesa can give me some pills to sleep....
Attached Image: house.JPG

Veeerrryyyy good work! You're gave me my best mod ever in my entire life:clap::crybaby::thumbup:
KEEP IT UP guys....
(sorry my bad language)

#3 AndY

    Evil Bunny

  • Coordinators
  • PipPipPipPipPipPipPip
  • 889 posts

Posted 13 December 2010 - 05:30 PM

Hehe, glad you like it Gabe!

#4 WAXT

    CC Contributor for OW

  • Community Contributors
  • PipPipPipPip
  • 319 posts
  • LocationAustralia

Posted 13 December 2010 - 09:53 PM

Is there anything you guys can't do? That was amazing.

#5 ScrooLewse

    Zombie

  • Members
  • PipPipPipPip
  • 248 posts

Posted 14 December 2010 - 04:38 AM

Striders are controllable?
Breach is being finished?
YES...

New spawning system?
Please no. Seriously, the system you already have is the reason I love this game so much. Its so simple and polished.

Or is that the old system? I haven't played this game very long.

#6 AndY

    Evil Bunny

  • Coordinators
  • PipPipPipPipPipPipPip
  • 889 posts

Posted 14 December 2010 - 05:16 AM

View PostScrooLewse, on 14 December 2010 - 04:38 AM, said:

Striders are controllable?
Breach is being finished?
YES...

New spawning system?
Please no. Seriously, the system you already have is the reason I love this game so much. Its so simple and polished.

Or is that the old system? I haven't played this game very long.
It's something we're testing out internally.

There's nothing to worry about, we won't replace the current system unless we're sure that everyone's happy with the new one. We'll probably release a test map and get people's feedback before moving forward.

#7 Auxor

    Barnacle

  • Members
  • PipPipPip
  • 121 posts
  • LocationLondon, UK

Posted 14 December 2010 - 07:17 AM

This new spawn system will allow us to spawn like, 3 soldiers at one spawn and 4 at another one? Surely that would make the game much more tactical.

Although I do see how it could damage what Overwatch already has going for it, ease of use compared to something like say, Zombie Master or a proper RTS game.

Still, i'm a fan of allowing us to spawn soldiers at different locations without a universal cooldown.

#8 Raphi123

    Headcrab

  • Members
  • Pip
  • 49 posts

Posted 14 December 2010 - 09:05 AM

You
Now
Upload
New map

thankx :)

Awesome trailer! Awesome map! Awesome..-est music!
EVAR

#9 AndY

    Evil Bunny

  • Coordinators
  • PipPipPipPipPipPipPip
  • 889 posts

Posted 14 December 2010 - 12:32 PM

View PostAuxor, on 14 December 2010 - 07:17 AM, said:

This new spawn system will allow us to spawn like, 3 soldiers at one spawn and 4 at another one? Surely that would make the game much more tactical.

Although I do see how it could damage what Overwatch already has going for it, ease of use compared to something like say, Zombie Master or a proper RTS game.

Still, i'm a fan of allowing us to spawn soldiers at different locations without a universal cooldown.
Yeah, but as you can see from the video, the new buttons are still very easy to use.

The part that might get tricky is resources.

#10 Quenquent

    Barnacle

  • Members
  • PipPipPip
  • 161 posts

Posted 14 December 2010 - 03:24 PM

View PostGabe(HUN), on 13 December 2010 - 05:24 PM, said:

Ohhhh my goooodddd!!!!!
the song is epic, the trailer is epic, I saw the newest barack system and new phases and striders.....:w00t:

I think we have watch the same epic video and play the same awsome mod.........what I say? THE BEST GAME OF THE ENTIRE UNIVERSE!!!!!

Thank you for creating this beauty! (yes, I'm french......)

#11 ScrooLewse

    Zombie

  • Members
  • PipPipPipPip
  • 248 posts

Posted 14 December 2010 - 03:25 PM

View PostAndY, on 14 December 2010 - 12:32 PM, said:

The part that might get tricky is resources.

Again, the simplicity of not having to juggle resources and being able to focus on what is potentially the hardest enemy ever to grace the RTS scene is one of three reasons I love this game so much.

The other two being that its like Zombie Master, only more fluid and polished, and most importantly being able to talk to the mod devs and having them listen and respond.

Best. Game. Ever.

#12 AndY

    Evil Bunny

  • Coordinators
  • PipPipPipPipPipPipPip
  • 889 posts

Posted 14 December 2010 - 05:50 PM

View PostScrooLewse, on 14 December 2010 - 03:25 PM, said:

Again, the simplicity of not having to juggle resources and being able to focus on what is potentially the hardest enemy ever to grace the RTS scene is one of three reasons I love this game so much.
True, but wouldn't it be a bit more fun if you could decide how many units to spawn and at what intervals, instead of being forced to spawn a set amount with an enforced cooldown?

#13 WAXT

    CC Contributor for OW

  • Community Contributors
  • PipPipPipPip
  • 319 posts
  • LocationAustralia

Posted 14 December 2010 - 07:45 PM

View PostAndY, on 14 December 2010 - 12:32 PM, said:

The part that might get tricky is resources.
Not as hard as you might think. But that's easier said than done.

I would not suggest using resources at all, but rather a spawn cap (or maximum). Basically the cooldowns will act in place of the 'resources', this way the Overwatch (or GM) will still have full control over the amount of troops spawned (unless the cap is reached of course).

For example, the cooldown on a particular button is 20 seconds. The universal spawn maximum is set to say, 30 for Citadel and the button's max is 10. The GM can choose to spawn any number of troops from 1-10 provided there is room remaining in the universal maximum (30). The cooldown would prevent spamming and require the Overwatch to think decisively before spawning troops ("How many do I need?" "Will it be enough to drive the rebels back?"). Spawning too many troops at one area will result in less being spawned elsewhere (due to the universal maximum), and not spawning enough will result in the GM suffering the cooldown time (whilst the rebels skip around happily).

#14 ScrooLewse

    Zombie

  • Members
  • PipPipPipPip
  • 248 posts

Posted 14 December 2010 - 10:57 PM

View PostAndY, on 14 December 2010 - 05:50 PM, said:

True, but wouldn't it be a bit more fun if you could decide how many units to spawn and at what intervals, instead of being forced to spawn a set amount with an enforced cooldown?

Maybe, but I think that the preset squads give fighting the combine an incredibly interesting dynamic. Oftentimes it punctuates the action with brief periods of rest and recuperation for the Rebels. Lets people orient themselves, find more ammunition, and lets Medics do their job without having a conniption.

The good Overwatch also learns to time when he sends things in, making him coordinate reinforcements rather than spamming Soldiers until he can't spawn any more. I also think it may be discouraging making massive, unbeatable rape waves ahead of the Rebels like you frequently find in Zombie Master.

The "push button get troops" idea also makes this game very distinct from any other RTS game in the fact that you are no longer contemplating what you need to take down the enemy, but how to use what you have to take down the enemy. This makes the average Overwatch player think about where to put his troops much more than those in other games. I dare you go into a multiplayer RTS game and obsess over the placement of your troops at least half as much as you obsess over how many of each type of soldier you have at your disposal. I then dog dare you to win with this mentality.

#15 AndY

    Evil Bunny

  • Coordinators
  • PipPipPipPipPipPipPip
  • 889 posts

Posted 14 December 2010 - 11:05 PM

View PostScrooLewse, on 14 December 2010 - 10:57 PM, said:

The good Overwatch also learns to time when he sends things in, making him coordinate reinforcements rather than spamming Soldiers until he can't spawn any more. I also think it may be discouraging making massive, unbeatable rape waves ahead of the Rebels like you frequently find in Zombie Master.
Well that's one of the reasons we want to implement this new system. With the current system, the GM can just spawn troops repeatedly during the round and only use them at the end. With resources, he'd have to build them over time and wouldn't be able to spawn as much if he doesn't engage the enemy.

#16 ScrooLewse

    Zombie

  • Members
  • PipPipPipPip
  • 248 posts

Posted 14 December 2010 - 11:13 PM

View PostAndY, on 14 December 2010 - 11:05 PM, said:

Well that's one of the reasons we want to implement this new system. With the current system, the GM can just spawn troops repeatedly during the round and only use them at the end. With resources, he'd have to build them over time and wouldn't be able to spawn as much if he doesn't engage the enemy.

So he gains resources by hurting or at least fighting the enemy... That changes everything!

Carry on, then.

#17 WAXT

    CC Contributor for OW

  • Community Contributors
  • PipPipPipPip
  • 319 posts
  • LocationAustralia

Posted 14 December 2010 - 11:56 PM

ScrooLewse, that was a very well put argument. I revoke my point completely.

I still feel a universal maximum will be needed at some point, otherwise "unbeatable rape waves" will become common practice.

#18 ScrooLewse

    Zombie

  • Members
  • PipPipPipPip
  • 248 posts

Posted 15 December 2010 - 12:43 AM

View PostWAXT, on 14 December 2010 - 11:56 PM, said:

I still feel a universal maximum will be needed at some point, otherwise "unbeatable rape waves" will become common practice.

Agreed.
But you must be careful not to restrict the OW too much.

#19 AndY

    Evil Bunny

  • Coordinators
  • PipPipPipPipPipPipPip
  • 889 posts

Posted 15 December 2010 - 01:52 AM

View PostWAXT, on 14 December 2010 - 11:56 PM, said:

ScrooLewse, that was a very well put argument. I revoke my point completely.

I still feel a universal maximum will be needed at some point, otherwise "unbeatable rape waves" will become common practice.
Technically, there's a hardcoded limit of 50 NPCs now (for performance reasons).

#20 Quenquent

    Barnacle

  • Members
  • PipPipPip
  • 161 posts

Posted 15 December 2010 - 11:41 AM

Tell me if I'm wrong but you are talking about the barrack and ressource system ?

My answer to stop this discussion : play first with these systems and talk after.





3 user(s) are reading this topic

0 members, 3 guests, 0 anonymous users