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[owc_SuperFortress] Released in 1.5.0!



118 replies to this topic

#101 Coppermantis

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Posted 20 December 2011 - 06:18 PM

Alright, I'll take a closer look at it. It seemed like each setup was correct, but apparently not.

#102 Coppermantis

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Posted 25 December 2011 - 02:20 AM

Map done with all required files (the .txt, .vmt, .vmf, .bsp) I don't know what to do with webhtml since I don't know the first thing about HTML.

#103 rickinator9

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Posted 25 December 2011 - 07:18 AM

View PostCoppermantis, on 25 December 2011 - 02:20 AM, said:

Map done with all required files (the .txt, .vmt, .vmf, .bsp) I don't know what to do with webhtml since I don't know the first thing about HTML.

The webhtml is the little description you get when choosing teams. Just go into your overwatch_dev folder, /resource/maphtml and copy a internet file called 'default_english'. Rightclick the copy and open with the basic texteditor(notepad???). Now wherever you see a 'N/A' you can fill in anything. Don't bother with the others, that will only break it.

Don't forget to change and save it accordingly. Something like 'owc_superfortress_r_english' should do.

Edited by AndY, 25 December 2011 - 12:19 PM.


#104 Coppermantis

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Posted 25 December 2011 - 10:35 AM

Thanks, I'll try that out.

#105 Coppermantis

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Posted 20 January 2012 - 08:22 PM

Version 2 is done and ready for testing:
Thanks for Kil and AndY providing me with a list of issues
  • Stairs in the spawn are now broken to discourage wasting time trying to explore.
  • More attention drawn to the doorway leading out of the sewers
  • A label reading "Supply Cache here" has been added to the supply building after the 1st objective to draw attention to that route.
  • All holes in the supply building can now be moved through.
  • Indicators no longer have a maximum range.
  • Destructible bunker has a health bar
  • Dismounts added to ladders when applicable.
  • OW player is now better positioned
  • Unit spawn icons are now correct.
  • Spaced out spawn buttons.
  • Increased cooldown of the bunker spawn, which would provide 4 troops every time since it could be disabled.
  • Sniper is now properly hidden.
  • The crane at the end no longer renders for the GM.
  • Spawn scaling now matches that of Breach.
  • The dropship now plants troops in a maintenance platform on top of the ship at the end, fixing issues caused by players being in its way.


#106 rickinator9

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Posted 21 January 2012 - 07:44 AM

Sounds cool, when will we see this in the dev?

#107 AndY

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Posted 21 January 2012 - 09:30 AM

View Postrickinator9, on 21 January 2012 - 07:44 AM, said:

Sounds cool, when will we see this in the dev?
It'll be released in the next OW update. :)

Edit: Oh and, it should be in the dev build this weekend. We'll be bringing a new server online to playtest 1.5.0 before we release.

#108 rickinator9

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Posted 21 January 2012 - 11:46 AM

Good news

#109 Coppermantis

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Posted 08 June 2012 - 01:15 AM

Attached File  owc_superfortress0004.jpg   346.2K   9 downloads Attached File  owc_superfortress0006.jpg   375.18K   10 downloads Attached File  owc_superfortress0007.jpg   319.86K   11 downloads Attached File  owc_superfortress0008.jpg   392.64K   9 downloads

Attached File  owc_superfortress0009.jpg   356.38K   8 downloads Attached File  owc_superfortress0010.jpg   394.29K   13 downloads Attached File  owc_superfortress0011.jpg   323.81K   11 downloads

Minor detail revisions. Do you think the color correction is overdone? I like the effect, but it could probably use some toning down. 4, 7, 10, and 11 are the best representations.

#110 Coppermantis

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Posted 09 June 2012 - 01:05 AM

Please? Opinions?

#111 AndY

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Posted 09 June 2012 - 01:08 AM

Hey Copper,

Think you could manage some side-by-side shots? It'd be easier to judge that way. :)

#112 Coppermantis

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Posted 09 June 2012 - 02:04 AM

Okay. Although right now I more want opinions on if the red is too much, Ill get some before/after so you can judge better. :)

#113 ScrooLewse

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Posted 13 June 2012 - 04:23 PM

Quick question: How are you supposed to beat this map as Rebel?

All of the player groups I've played with, no matter how bad the OW is, get dismantled at the chopper encounter. I have literally never seen rebels beat Superfortress.

#114 AndY

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Posted 13 June 2012 - 04:41 PM

View PostScrooLewse, on 13 June 2012 - 04:23 PM, said:

Quick question: How are you supposed to beat this map as Rebel?

All of the player groups I've played with, no matter how bad the OW is, get dismantled at the chopper encounter. I have literally never seen rebels beat Superfortress.
I've beaten it a few times with players on our servers. It's not that difficult!

#115 Coppermantis

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Posted 13 June 2012 - 06:39 PM

Yeah, I've beaten it a few times too. Although, is this with or without the carpet bomb ability? That might change things.The big difficulty part in my experience is actually the soldiers' support fire, the helicopter's not that hard itself. (Again, not including bombs).

#116 ScrooLewse

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Posted 14 June 2012 - 10:18 PM

Tips, please?

Because the bombs don't contribute much to our downfall. Its more the fact that whenever we try to get to the objective, the team will inevitably fall-apart and literally any OW can clean-up the remains with a vengeance before we can recover.

Edited by ScrooLewse, 14 June 2012 - 10:19 PM.


#117 AndY

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Posted 14 June 2012 - 10:26 PM

View PostScrooLewse, on 14 June 2012 - 10:18 PM, said:

Tips, please?

Don't do this:

Posted Image

:P

#118 ScrooLewse

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Posted 14 June 2012 - 10:41 PM

Try telling that to the pubbers. We get a crapton of suppressing fire, then some sort of heavy-hitter sends us scattering from cover. Its either soldiers from a back spawn, or the chopper gets a good angle on us. And since no one has actually seen the level beaten, we don't have one unifying strategy to keep us from running around like, well, you know.

Another variation of getting our asses kicked is when half the team tries to rush the objective before we get wedged-into our defensive position, and they just get splattered across the pavement by the combined fire of the chopper and soldiers. I say half the team because the other half decides the best option is to provide covering fire of their own... which as far as I've seen is impossible against the combination of the Soldiers on that dock and the chopper.

In devbuildland, how did you guys beat that area?

Edited by ScrooLewse, 14 June 2012 - 10:43 PM.


#119 Coppermantis

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Posted 15 June 2012 - 12:12 AM

It's really weird then. Internally we had to solve the exact opposite problem, that is, as soon as the rebels got to the fortress it was gg. No amount of anything could keep the rebels back. Perhaps I overcompensated. However....

-The opened storage container by the crane has a grenade crate. It also provides great cover.

-The shielded bunker outside is also a good area to take cover and engage the chopper. It has health and lots of ammo supplies.

-Kill the troops on the central platform ASAP, they can put the hurt on you no matter where you are, plus that's the only elite soldier. AR2+Altfire is the best way to do this, so save them up. (The Altfire is in a crate in the second destroyed building, right before the second plaza.) SMG altfire is also available in the first bombed out building. Both respawn as well after a while, so if you do have to use them (For instance, killing the laser gunner) then you can wait for them to come back.

-Eliminate the watchtower guards from a distance before opening the fortress gate.

NOTE: The following is theoretical. It may be more or less difficult for different numbers of players

-Hit both generators at the same time. If you crouch in the tower where the left objective is, nothing but the chopper can hit you. Having the rest of the rebels plus the medic and riotshield carriers hit the right generator should be enough to beat it.





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