[owc_SuperFortress] Released in 1.5.0!
Coppermantis
02 Apr 2011
A while ago I found Overwatch while browsing Moddb, played it and decided that it would be very fun to map for. Thus, I started this project.
My story for this map is that the Combine had a small section of City 17 cut off during the uprising and completely purged of all resistance presence, then fitted with turrets, mines and other traps to prevent it from being captured. In the center of this occupied district is harbor that the Combine outfitted with heavy walls and shielded bunkers outside, while Inside the fortress is a secret project that could severely cripple resistance operations if completed. Thus, a large scale attack was mounted on the facility, but unfortunately this operation was broken up by Overwatch intervention, the only survivors being a small squad who hid in an underground tunnel. These few rebels must escape the tunnel, get past Combine defenses and cripple the fortress by:
-Destroying/disabling bunkers
-Opening the main gate
-Destroying auxiliary generators
-Breaking up the supply line
I've got most of the map working except for the last objective, which will take a while longer. After this will come finishing detailing, optimization, testing and then I release it to all you guys. This is my first map for Overwatch, so any feedback is appreciated.

This is the first plaza in the mission, where the rebels will fight zombies that have been left there by the combine after headcrab shelling, as an added layer of defense. Avaliable to the GM here are Soldiers and manhacks.

Another view of the plaza.

Here's a bombed out building inside which the rebels can find supplies such as AR2s and ammo for their default weapons. It's intended to be a rest stop of sorts, but not a place where the rebels can camp as it's connected directly to a combine bunker, and is easily infiltrated by manhacks.

Another bombed out building, this time with hopper mines. It's optional, as traveling through it is pretty hazardous, but those who try are rewarded with fairly good supplies.

The plaza with the superfortress' main gate and the bunker that has the open switch. After compromising the fort, the rebels will find that the GM has a pretty fearsome variety of traps and enemies waiting for them.

Finally, the supply tunnel. In here will be the final battle, with turrets, elite soldiers, a few manhacks (But not too many as a lot would be too difficult in the tight tunnels ahead) and at the very end an APC. This last stretch of the level, while it has more complete detail, is unfinished as far as gameplay and lighting go, as you can probably tell. The GM has one pretty brutal trap in this area, although rebels shouldn't be too scared of it as anyone who's prepared and alert should survive.
Here are some screenshots from the GM's perspective:
http://img861.images...tresso0001.jpg/
http://img84.imagesh...tresso0000.jpg/
This picture has two problems, both have to do with use of space. The most glaring problem is the train tunnel. It's long and totally unfun to advance through for the resistance. I'm thinking of adding more side rooms to tunnel to give both sides more options.
Second is the area inside the superfortress. See the area behind the obnoxiously bright lights? It's another open area that provides no cover whatsoever, especially since a gunship will be added to the mix. I'm working on something to make the fort's interior more interesting.
Oh, and the first plaza will be getting more stuff as well, it's somewhat sparse right now.
Download: http://dl.dropbox.co...rfortress_r.zip
Edited by Coppermantis, 27 December 2011 - 02:24 PM.
Reason for edit:: Fixed the images.
My story for this map is that the Combine had a small section of City 17 cut off during the uprising and completely purged of all resistance presence, then fitted with turrets, mines and other traps to prevent it from being captured. In the center of this occupied district is harbor that the Combine outfitted with heavy walls and shielded bunkers outside, while Inside the fortress is a secret project that could severely cripple resistance operations if completed. Thus, a large scale attack was mounted on the facility, but unfortunately this operation was broken up by Overwatch intervention, the only survivors being a small squad who hid in an underground tunnel. These few rebels must escape the tunnel, get past Combine defenses and cripple the fortress by:
-Destroying/disabling bunkers
-Opening the main gate
-Destroying auxiliary generators
-Breaking up the supply line
I've got most of the map working except for the last objective, which will take a while longer. After this will come finishing detailing, optimization, testing and then I release it to all you guys. This is my first map for Overwatch, so any feedback is appreciated.

This is the first plaza in the mission, where the rebels will fight zombies that have been left there by the combine after headcrab shelling, as an added layer of defense. Avaliable to the GM here are Soldiers and manhacks.

Another view of the plaza.

Here's a bombed out building inside which the rebels can find supplies such as AR2s and ammo for their default weapons. It's intended to be a rest stop of sorts, but not a place where the rebels can camp as it's connected directly to a combine bunker, and is easily infiltrated by manhacks.

Another bombed out building, this time with hopper mines. It's optional, as traveling through it is pretty hazardous, but those who try are rewarded with fairly good supplies.

The plaza with the superfortress' main gate and the bunker that has the open switch. After compromising the fort, the rebels will find that the GM has a pretty fearsome variety of traps and enemies waiting for them.

Finally, the supply tunnel. In here will be the final battle, with turrets, elite soldiers, a few manhacks (But not too many as a lot would be too difficult in the tight tunnels ahead) and at the very end an APC. This last stretch of the level, while it has more complete detail, is unfinished as far as gameplay and lighting go, as you can probably tell. The GM has one pretty brutal trap in this area, although rebels shouldn't be too scared of it as anyone who's prepared and alert should survive.
Here are some screenshots from the GM's perspective:
http://img861.images...tresso0001.jpg/
http://img84.imagesh...tresso0000.jpg/
This picture has two problems, both have to do with use of space. The most glaring problem is the train tunnel. It's long and totally unfun to advance through for the resistance. I'm thinking of adding more side rooms to tunnel to give both sides more options.
Second is the area inside the superfortress. See the area behind the obnoxiously bright lights? It's another open area that provides no cover whatsoever, especially since a gunship will be added to the mix. I'm working on something to make the fort's interior more interesting.
Oh, and the first plaza will be getting more stuff as well, it's somewhat sparse right now.
Download: http://dl.dropbox.co...rfortress_r.zip
Edited by Coppermantis, 27 December 2011 - 02:24 PM.
Reason for edit:: Fixed the images.
AndY
03 Apr 2011
This looks really nice. We should talk about adding it to SVN.
Could you post a few screenshots from the GM perspective?
Could you post a few screenshots from the GM perspective?
The Joker
03 Apr 2011
I must say mate, that is one pretty impressive map. Not in Overwatch standards, but in overall Source mapping. Very nice job.
rickinator9
03 Apr 2011
Coppermantis, on 02 April 2011 - 08:59 PM, said:

Finally, the supply tunnel. In here will be the final battle, with turrets, elite soldiers, a few manhacks (But not too many as a lot would be too difficult in the tight tunnels ahead) and at the very end an APC. This last stretch of the level, while it has more complete detail, is unfinished as far as gameplay and lighting go, as you can probably tell. The GM has one pretty brutal trap in this area, although rebels shouldn't be too scared of it as anyone who's prepared and alert should survive.
(Sorry for not actually posting pictures, but the forums said that I wasn't allowed to post that many media files.)
Last time I heard about an apc is that vehicles with 4 wheels have a bug. Crash or something
Instant Loser
03 Apr 2011
rickinator9
03 Apr 2011
Coppermantis
03 Apr 2011
Thanks fot all the feedback guys, I really appreciate it, and I'll have some GM perspective pictures in a second.
If the APC thing is true then i'll have to rethink my end battle. I don't really want a gunship or helicopter as the area is somewhat unsuitable for that kind of battle.
If the APC thing is true then i'll have to rethink my end battle. I don't really want a gunship or helicopter as the area is somewhat unsuitable for that kind of battle.
AndY
03 Apr 2011
Coppermantis, on 03 April 2011 - 12:03 PM, said:
Thanks fot all the feedback guys, I really appreciate it, and I'll have some GM perspective pictures in a second.
If the APC thing is true then i'll have to rethink my end battle. I don't really want a gunship or helicopter as the area is somewhat unsuitable for that kind of battle.
If the APC thing is true then i'll have to rethink my end battle. I don't really want a gunship or helicopter as the area is somewhat unsuitable for that kind of battle.
Coppermantis
03 Apr 2011
Update! This time I added some more detail and begun work on the last section!



More detail on the starting plaza.

Not as noticable, but more detail in the second plaza as well.

Inside the fortress, and a dropship landing. The gunship in the previous picture is dispatched as escort by the same button.
And finally, an in-Hammer screenshot of one of the last rooms.
DUN-DUN-DUNNNNNNN...

One problem: As the Overwatch, if I instruct my soldiers to move onto a metal-grate textured brush, they won't go. There are info_nodes there, but it doesn't even register that i've placed orders to move there.
This is the texture that i'm having problems with. It might have to do with the transparency, but i'm not sure.

Oh, and, I'm pretty sure APCs work, at least in the dev build. I checked the map called Apc_test and there was a functioning APC. Not sure about the normal build.



More detail on the starting plaza.

Not as noticable, but more detail in the second plaza as well.

Inside the fortress, and a dropship landing. The gunship in the previous picture is dispatched as escort by the same button.
And finally, an in-Hammer screenshot of one of the last rooms.
DUN-DUN-DUNNNNNNN...

One problem: As the Overwatch, if I instruct my soldiers to move onto a metal-grate textured brush, they won't go. There are info_nodes there, but it doesn't even register that i've placed orders to move there.
This is the texture that i'm having problems with. It might have to do with the transparency, but i'm not sure.

Oh, and, I'm pretty sure APCs work, at least in the dev build. I checked the map called Apc_test and there was a functioning APC. Not sure about the normal build.
AndY
03 Apr 2011
Coppermantis, on 03 April 2011 - 09:22 PM, said:
Oh, and, I'm pretty sure APCs work, at least in the dev build. I checked the map called Apc_test and there was a functioning APC. Not sure about the normal build.
I'm really liking this map. Hop on IRC when you get the chance and we can talk about adding it to the dev build.
Instant Loser
03 Apr 2011
Coppermantis, on 03 April 2011 - 09:22 PM, said:
One problem: As the Overwatch, if I instruct my soldiers to move onto a metal-grate textured brush, they won't go. There are info_nodes there, but it doesn't even register that i've placed orders to move there.
This is the texture that i'm having problems with. It might have to do with the transparency, but i'm not sure.

This is the texture that i'm having problems with. It might have to do with the transparency, but i'm not sure.

I've been complaining about this for weeks. There's no workaround. You'll have to put a clip brush inside it, which will fix the problem, but also stop bullets. There's no way to make the GM clicks hit something but not bullets.
Coppermantis
03 Apr 2011
Instant Loser, on 03 April 2011 - 11:05 PM, said:
I've been complaining about this for weeks. There's no workaround. You'll have to put a clip brush inside it, which will fix the problem, but also stop bullets. There's no way to make the GM clicks hit something but not bullets.
Ah, ok. Thanks for that, I'll add some clip brushes to the
AndY, on 03 April 2011 - 10:27 PM, said:
The crash only happens on dedicated servers.
I'm really liking this map. Hop on IRC when you get the chance and we can talk about adding it to the dev build.
I'm really liking this map. Hop on IRC when you get the chance and we can talk about adding it to the dev build.
Thanks! I'd be honored to have this in the dev build.
Coppermantis
04 Apr 2011
Still working, made a small update:

The hammer screenshot I showed you guys a few posts ago in the actual game, with not quite complete lighting.

Adding trains to the tunnel to break up the monotony.

A small room off the plaza that contains supplies and an entrance to the second plaza, blocked off by a containment field, allowing combine to pass through but not rebels.
And quick question: I know that func_tank is bugged, but does the func_tankmortar (suppression device) work okay? I think that it would be a good replacement for the APC battle if it does.

The hammer screenshot I showed you guys a few posts ago in the actual game, with not quite complete lighting.

Adding trains to the tunnel to break up the monotony.

A small room off the plaza that contains supplies and an entrance to the second plaza, blocked off by a containment field, allowing combine to pass through but not rebels.
And quick question: I know that func_tank is bugged, but does the func_tankmortar (suppression device) work okay? I think that it would be a good replacement for the APC battle if it does.
AndY
05 Apr 2011
Coppermantis, on 04 April 2011 - 08:12 PM, said:
And quick question: I know that func_tank is bugged, but does the func_tankmortar (suppression device) work okay? I think that it would be a good replacement for the APC battle if it does.
Coppermantis
05 Apr 2011
Alrighty then, I've thought a little and decided on a pretty epic alternative to both the bugged bosses, except that this one only uses things that already have been proven to work in existing maps.
ScrooLewse
05 Apr 2011
Dude, I cannot stop complementing you work. But I only have one question:
Around what time did this map meet the map competition requirements? (Completely structured, 25%< detailed, objectives, both sides capable to complete objectives)
Because I strongly believe this could have won, provided your balancing is up to par with your artistic ability.
Around what time did this map meet the map competition requirements? (Completely structured, 25%< detailed, objectives, both sides capable to complete objectives)
Because I strongly believe this could have won, provided your balancing is up to par with your artistic ability.
Coppermantis
05 Apr 2011
ScrooLewse, on 05 April 2011 - 07:30 PM, said:
Dude, I cannot stop complementing you work. But I only have one question:
Around what time did this map meet the map competition requirements? (Completely structured, 25%< detailed, objectives, both sides capable to complete objectives)
Because I strongly believe this could have won, provided your balancing is up to par with your artistic ability.
Around what time did this map meet the map competition requirements? (Completely structured, 25%< detailed, objectives, both sides capable to complete objectives)
Because I strongly believe this could have won, provided your balancing is up to par with your artistic ability.
It actually still doesn't really meet the requirements, as I'm still mapping out the end battle. That's the really hard part, as I want to have something that's not too hard, but challenging and sufficiently epic.
And I hope it's balanced, I haven't tested out the sections i've done on a large game yet, only me testing out the mechanics so far. I'll work on getting a server up for testing after I get the last part out, with dev textures only.
AndY
05 Apr 2011
Coppermantis, on 05 April 2011 - 09:31 PM, said:
It actually still doesn't really meet the requirements, as I'm still mapping out the end battle. That's the really hard part, as I want to have something that's not too hard, but challenging and sufficiently epic.
And I hope it's balanced, I haven't tested out the sections i've done on a large game yet, only me testing out the mechanics so far. I'll work on getting a server up for testing after I get the last part out, with dev textures only.
And I hope it's balanced, I haven't tested out the sections i've done on a large game yet, only me testing out the mechanics so far. I'll work on getting a server up for testing after I get the last part out, with dev textures only.
Coppermantis
06 Apr 2011
AndY, on 05 April 2011 - 11:35 PM, said:
Once the map's on SVN, it'll automatically be added to the dev servers. You'd be able to test it there, with whoever's running the dev build.
Okay, I tried running a server myself but my computer didn't like it.
Good news, I'm getting close to being finished. Last area with dev texturing is almost complete, then it'll be time for testing.