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#1
Posted 13 December 2010 - 10:48 AM
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
Posted 13 December 2010 - 05:24 PM
the song is epic, the trailer is epic, I saw the newest barack system and new phases and striders.....
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....
Veeerrryyyy good work! You're gave me my best mod ever in my entire life:clap:
KEEP IT UP guys....
(sorry my bad language)
#3
Posted 13 December 2010 - 05:30 PM
#4
Posted 13 December 2010 - 09:53 PM
#5
Posted 14 December 2010 - 04:38 AM
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
Posted 14 December 2010 - 05:16 AM
ScrooLewse, on 14 December 2010 - 04:38 AM, said:
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.
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
Posted 14 December 2010 - 07:17 AM
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
Posted 14 December 2010 - 09:05 AM
Now
Upload
New map
thankx
Awesome trailer! Awesome map! Awesome..-est music!
EVAR
#9
Posted 14 December 2010 - 12:32 PM
Auxor, on 14 December 2010 - 07:17 AM, said:
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.
The part that might get tricky is resources.
#10
Posted 14 December 2010 - 03:24 PM
Gabe(HUN), on 13 December 2010 - 05:24 PM, said:
the song is epic, the trailer is epic, I saw the newest barack system and new phases and striders.....
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
Posted 14 December 2010 - 03:25 PM
AndY, on 14 December 2010 - 12:32 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.
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
Posted 14 December 2010 - 05:50 PM
ScrooLewse, on 14 December 2010 - 03:25 PM, said:
#13
Posted 14 December 2010 - 07:45 PM
AndY, on 14 December 2010 - 12:32 PM, said:
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
Posted 14 December 2010 - 10:57 PM
AndY, on 14 December 2010 - 05:50 PM, said:
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
Posted 14 December 2010 - 11:05 PM
ScrooLewse, on 14 December 2010 - 10:57 PM, said:
#16
Posted 14 December 2010 - 11:13 PM
AndY, on 14 December 2010 - 11:05 PM, said:
So he gains resources by hurting or at least fighting the enemy... That changes everything!
Carry on, then.
#17
Posted 14 December 2010 - 11:56 PM
I still feel a universal maximum will be needed at some point, otherwise "unbeatable rape waves" will become common practice.
#19
Posted 15 December 2010 - 01:52 AM
WAXT, 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.
#20
Posted 15 December 2010 - 11:41 AM
My answer to stop this discussion : play first with these systems and talk after.
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