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Reaper's Photo Reaper 25 Dec 2010

Yesterday, I began construction of a random boat in hammer. Today, I begin construction on a level for it to go with.

The theme for this map is the seven hour war. The rebels start off in the lower decks of a tugboat, but are abruptly warned to get off the ship. After proceeding to the docks, the rebels get off of the boat. Seconds after the rebels are off, the boat is hit by a mortar strike from the combine suppression cannon. The ship sinks in a lot of smoke and steam, the rebels are left in a town that's been evacuated, and the Xen homeworld and the combine are both merging at this very location.

Expect to see some of the following(not all):

*combine citadel smashing into background city
*extensive story
*possibly custom models(if someone's willing to help)
*huge areas for gameplay
*functionality
*multiple types of gameplay in multiple different areas.
*ZoMbIeS(only in certain areas)
*cool scenery

If you are interested in helping out with this level, I need a modeller who knows what they're doing. The modeller will need to make a smaller, different version of the combine citadel for the scenery. Maybe a replacement tugboat.

Any ideas would and will be appreciated, volunteer modellers might be needed, and again, community input is necassary.

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Auxor's Photo Auxor 26 Dec 2010

One word of advice, you would be unable to have Overwatch Soldiers in this level if it's set during the Seven Hour War. The Combine did not augment any humans into soldiers until probably months after the invasion, I recommend you change the setting, even if it is pretty cool.

Don't make the map TOO big, rounds of Overwatch should only be a couple of minutes in length otherwise people may get bored.
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Raphi123's Photo Raphi123 26 Dec 2010

I think the idea is genious! Also, as long as the gameplay is fun, the map can be as big as it wants, just keep it balanced
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Reaper's Photo Reaper 26 Dec 2010

 Auxor, on 26 December 2010 - 08:15 AM, said:

One word of advice, you would be unable to have Overwatch Soldiers in this level if it's set during the Seven Hour War. The Combine did not augment any humans into soldiers until probably months after the invasion, I recommend you change the setting, even if it is pretty cool.

Don't make the map TOO big, rounds of Overwatch should only be a couple of minutes in length otherwise people may get bored.


Yeah, you do have a point. There also weren't people in rebel uniforms at the time. This probably will take place after the war. You will see some area made for augmenting. The boat you're on is a transport ship for the rebels. It's made to be a moving hospital. You'll love it. I just tested it out as a train, and it moves quite well.

Edit: oh, and also... if you've ever played Zombie Master before, many maps were massive and fun. The main objectiive may just be to survive for ten minutes. Certain optional objectives could allow the rebels to survive a bit easier. The side objectives could be for ammo, guns, transportation, shelter, or anything you guys could help me think of.
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AndY's Photo AndY 03 Jan 2011

 Auxor, on 26 December 2010 - 08:15 AM, said:

One word of advice, you would be unable to have Overwatch Soldiers in this level if it's set during the Seven Hour War. The Combine did not augment any humans into soldiers until probably months after the invasion, I recommend you change the setting, even if it is pretty cool.
But why?

Why is it so difficult for everyone to ignore a six-year-old canon and just focus on building maps that are fun to play?

It doesn't have to make sense, if it's awesome and fun, I'll play it.
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braddollar's Photo braddollar 03 Jan 2011

 AndY, on 03 January 2011 - 12:05 AM, said:

But why?

Why is it so difficult for everyone to ignore a six-year-old canon and just focus on building maps that are fun to play?

It doesn't have to make sense, if it's awesome and fun, I'll play it.

+1
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Reaper's Photo Reaper 05 Jan 2011

Just for the hell of it, I'll make an Easter egg in the level that spawns a driveable version of the boat, because I made one that works perfectly.
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Reaper's Photo Reaper 13 Mar 2011

Okay, I'm back from a break with some new content. Scenery! (Gameplay not included... jk:')

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ScrooLewse's Photo ScrooLewse 13 Mar 2011

Awesome scenery. What is that part of the map going to be gameplay-wise?
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Reaper's Photo Reaper 13 Mar 2011

I'm not releasing the point yet... I'm writing a nice little screenplay beforehand, because I'm a writer and thats what I do. The screenplay has to be damned good before I start with the rest of the level. You start off on the boat. This part lasts at least 30 seconds and is cluttered with all kinds of action going on. Much of this action being helicopters flying by the player and into the city and its epic battle. I'm tryingh to make this a smooth, detailed, and fun map(Yes, the big 3).
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ScrooLewse's Photo ScrooLewse 15 Mar 2011

Sounds frikin' sweet.

Just throwing random thoughts at you, but could you make a captured Hunter-Chopper? It would be aligned with Rebels of course, and would have a lambda spray-painted on the either side. I have absolutely no idea what your map is going to be like but everyone else likes my suggestions, or is too polite to tell me they suck, so I thought I would put it out there so you could run with it.

Maybe for the ending "backup" could arrive while you bask in the glory of besting the Overwatch while his troops get slaughtered.
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Reaper's Photo Reaper 17 Mar 2011

If I add the captured hunter chopper, I'll just add parented brushes around it to make it seem more trashy... yeah... I will need to add voices for the rebels controlling it somehow. They need to sound like they're coming through a radio. I'll try it, maybe.
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ScrooLewse's Photo ScrooLewse 17 Mar 2011

It'd be a lot of work, but I doubt anyone short of the devs themselves could top that ending.
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Reaper's Photo Reaper 19 Mar 2011

I'm working on an office complex part... supposedly at the end, when all the rebels escape it and make it to the tunnels, they are stuck waiting for ten seconds on the blast doors to open. During these ten seconds I'm going to make the complex get hit by a mortar strike from the combine. At this point the entire wall thats facing the rebels will collapse into a cloud of dust. Just barely visible from behind is going to be the charred remains of the building. And then the rebels are off again. Any ideas for the objective in the office complex? I was thinking something along the lines of finding all the missing gas tanks and filling up a generator to open a makeshift blastdoor thats covering a crater in the wall.
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ScrooLewse's Photo ScrooLewse 19 Mar 2011

 Reaper, on 19 March 2011 - 05:30 PM, said:

Any ideas for the objective in the office complex? I was thinking something along the lines of finding all the missing gas tanks and filling up a generator to open a makeshift blastdoor thats covering a crater in the wall.

Why not have them have to hack for the password? There would be around three small hackstations per rebel randomly placed throughout the complex, but only one contains the password. Each station would take around four seconds to hack, and the Overwatch would know which one really contains the password. If the Rebels waste enough time, the Overwatch can randomize the hackstations and make them start all over again. So the Overwatch can use trickery to delay Rebels and send them running in circles trying to find the password.

How it would work-out would also greatly depend on how the Rebels respawn. Maybe if they auto-respawn it could function just like that. If they respawn after each segment, the Overwatch shouldn't have the reset button. If they can revive each other, then the Overwatch should only have light units during that level, like a couple of manhacks at a time, shells that lands out of reach, or some metrocops.
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Reaper's Photo Reaper 19 Mar 2011

Loving some of these ideas... say, would you like to play the theme template? I gaurantee you won't regret it!
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Reaper's Photo Reaper 20 Mar 2011

Just so I don't forget, this is how I'll do the hack stations. First, I'll have the hack stations randomly picked and given integers ranging from 0 to 9. There will only be three integers picked total. Anyway, The console with the smallest number will be the first number in the hack sequence. The largest number will be second, and the remainder will be third.

The next step is to make a 10 digit button pad. Each button will start off locked. The first number to get picked will unlock the corresponding keypad digit. After that, the second number give the first numbers keypad digit a command. This command adds an input of on pressed unlock second number. The third number then fires an input of on pressed unlock third number. When the third number is pressed, the doors will open.

When an active button is pressed, a timer is started. The timer resets after each correct press. If the timer fires before the rebels finish the sequence, it locks all but the starter button. If a locked button is pressed, the keypads lock except for the starter button.

That is the concept design of the keypad. I just have to figure out how to set up a random sequence that picks from integers 0 to 9. I also need to learn how to make hacking consoles, because my logic sucks at getting them to work. Andy should know this if he's seen my console hacking scheme.

Any ideas?
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ScrooLewse's Photo ScrooLewse 20 Mar 2011

 Reaper, on 19 March 2011 - 09:19 PM, said:

Loving some of these ideas... say, would you like to play the theme template? I gaurantee you won't regret it!

I'd love to. When will this be because I can only play on Saturday, Sunday, and occasionally Friday.
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Reaper's Photo Reaper 20 Mar 2011

When I get a working version. Remember, its very incomplete. This is due to the fact that I am still designing the mission objective for this part of the level.
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Reaper's Photo Reaper 20 Mar 2011

Does anyone know the format for the Output, "AddOutput"?
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