[owc_prison] Prison v2
The Joker
24 Jun 2011
Hello everyone. I have agreed to fix up my map for Overwatch. Its gonna be bigger, better, and more awesome. I have already begun removing a lot of stuff, including the perimeter walls, all the debris in the courtyard, stuff on the second level, and more. Screenshots and more updates will come as I make progress.
Basic Plot of the Map: A Resistance strike team is sent in to infiltrate a heavily-fortified Combine military base set inside a former prison facility. Their objective is to destroy the Combine communications satellite that has been jamming Rebel transmissions in the area. The Overwatch commander overseeing operations in the military base is well aware of this, and has prepared the prison facility for a direct assault. The garrison is on full alert, perimeter defenses are armed and secure, and the battle is about to begin.
This will not be easy.
Overwatch Goal:
Objective #1: Prevent the Rebel commandos from breaching the perimeter wall.
Objective #2: Defend the gate that leads into the interior complex.
Objective #3: Prevent the commandos from destroying the communications jammer.
Resistance Goal:
Objective #1: Breach the exterior gate.
Objective #2: Breach the interior gate.
Objective #3: Destroy the communications jammer using grenades and explosives.
-----------------
-> Submit your feedback here!
-> View my portfolio for more of my projects!
Basic Plot of the Map: A Resistance strike team is sent in to infiltrate a heavily-fortified Combine military base set inside a former prison facility. Their objective is to destroy the Combine communications satellite that has been jamming Rebel transmissions in the area. The Overwatch commander overseeing operations in the military base is well aware of this, and has prepared the prison facility for a direct assault. The garrison is on full alert, perimeter defenses are armed and secure, and the battle is about to begin.
This will not be easy.
Overwatch Goal:
Objective #1: Prevent the Rebel commandos from breaching the perimeter wall.
Objective #2: Defend the gate that leads into the interior complex.
Objective #3: Prevent the commandos from destroying the communications jammer.
Resistance Goal:
Objective #1: Breach the exterior gate.
Objective #2: Breach the interior gate.
Objective #3: Destroy the communications jammer using grenades and explosives.
-----------------
-> Submit your feedback here!
-> View my portfolio for more of my projects!
rickinator9
25 Jun 2011
The Joker, on 24 June 2011 - 10:20 PM, said:
Hello everyone. I have agreed to fix up my map for Overwatch. Its gonna be bigger, better, and more awesome. I have already begun removing a lot of stuff, including the permiter walls, all the debris in the courtyard, stuff on the second level, and more. Screenshots and more updates will come as I make progress.
That's good.
AndY
25 Jun 2011
The Joker, on 24 June 2011 - 10:20 PM, said:
Hello everyone. I have agreed to fix up my map for Overwatch. Its gonna be bigger, better, and more awesome. I have already begun removing a lot of stuff, including the permiter walls, all the debris in the courtyard, stuff on the second level, and more. Screenshots and more updates will come as I make progress.
rickinator9
25 Jun 2011
The Joker
25 Jun 2011
The Joker
28 Jun 2011
Haven't worked much on owc_prison. Although I have added some realistic-looking roofs, removed a bunch of shitty static props, removed some buildings, and textured some walls and terrain differently.
The Joker
08 Jul 2011
Worked more on owc_prison v0.2 I removed almost all of the props and junk that surrounds the train station, as well as some stupid ass lights, geometry, and some of the buildings.
rickinator9
08 Jul 2011
The Joker, on 08 July 2011 - 07:11 PM, said:
Worked more on owc_prison v0.2 I removed almost all of the props and junk that surrounds the train station, as well as some stupid ass lights, geometry, and some of the buildings.
The Joker
08 Jul 2011
rickinator9, on 08 July 2011 - 07:38 PM, said:
Are you going to make the train a real train or will it still be that silly platform?
I'll make it a real train, you wait. That platform is meant to be a flatbed with people on it, I could also make it a freight train with cabins and stuff. I'll see what I can do.
AndY
08 Jul 2011
To be quite honest, I think you should remove the train altogether. From what I remember, it served no purpose, so I'm not quite sure why you added it in the first place.
It also makes the minimap really small since half of it is just the length of the track. So, unless it adds something to the actual gameplay, it shouldn't be there.
It also makes the minimap really small since half of it is just the length of the track. So, unless it adds something to the actual gameplay, it shouldn't be there.
The Joker
08 Jul 2011
AndY, on 08 July 2011 - 09:43 PM, said:
To be quite honest, I think you should remove the train altogether. From what I remember, it served no purpose, so I'm not quite sure why you added it in the first place.
It also makes the minimap really small since half of it is just the length of the track. So, unless it adds something to the actual gameplay, it shouldn't be there.
It also makes the minimap really small since half of it is just the length of the track. So, unless it adds something to the actual gameplay, it shouldn't be there.
rickinator9
09 Jul 2011
Joker, it would seem that your html tags in the first post won't work
The Joker
12 Jul 2011
Status Update: July 12th, 2011
Well, quite a lot has happened to the map. I was supposed to get screenshots today, but after the recent changes the map has undergone, they would have no worth. I have completely fixed the exterior complex(ground floor), and completely destroyed the battlements and the building behind it. I have also removed all place holder brushes, detail props, and everything else that is unneeded. Only geometry, troop spawns, geometry for the traps, and pre-placed health, ammo, and grenade items. At this rate, I will have everything ready to go before the end of July. It is definitely going to be a lot more detailed, really good looking, and just plain better in general.
Changes to Ground Floor Exterior Complex
- Removed all props, placeholders
- Removed manhack spawns, as well as NPC clip brushes
- Textured the buildings, built realistic roofs to the buildings
- Changed the height of perimeter walls, textured them
- Changed the height of interior walls, textured them
- Re-textured some buildings
- Completely redesigned sentry towers, they will now be unique traps for the GM to be able to use. You can select one of the three towers to spawn a troop garrison(three Combine soldiers in the tower that are able to move around and attack the Resistance team)
Changes to Higher Ground/Second Floor/Interior Complex
- Removed almost everything
- Heightened and textured perimeter walls
- Removed all props, placeholders, buildings
- Added ladders to the water, players can now escape and continue on if they fall in
- Removed manhack spawns and NPC clip brushes, removed some defensive positions and shifted around metropolice spawn
I am now rebuilding the entire second floor, should be done by later today. As for the ground floor, I will probably begin detailing with textures and maybe displacements and stuff.
- Adrian "The Joker" Lopez
Well, quite a lot has happened to the map. I was supposed to get screenshots today, but after the recent changes the map has undergone, they would have no worth. I have completely fixed the exterior complex(ground floor), and completely destroyed the battlements and the building behind it. I have also removed all place holder brushes, detail props, and everything else that is unneeded. Only geometry, troop spawns, geometry for the traps, and pre-placed health, ammo, and grenade items. At this rate, I will have everything ready to go before the end of July. It is definitely going to be a lot more detailed, really good looking, and just plain better in general.
Changes to Ground Floor Exterior Complex
- Removed all props, placeholders
- Removed manhack spawns, as well as NPC clip brushes
- Textured the buildings, built realistic roofs to the buildings
- Changed the height of perimeter walls, textured them
- Changed the height of interior walls, textured them
- Re-textured some buildings
- Completely redesigned sentry towers, they will now be unique traps for the GM to be able to use. You can select one of the three towers to spawn a troop garrison(three Combine soldiers in the tower that are able to move around and attack the Resistance team)
Changes to Higher Ground/Second Floor/Interior Complex
- Removed almost everything
- Heightened and textured perimeter walls
- Removed all props, placeholders, buildings
- Added ladders to the water, players can now escape and continue on if they fall in
- Removed manhack spawns and NPC clip brushes, removed some defensive positions and shifted around metropolice spawn
I am now rebuilding the entire second floor, should be done by later today. As for the ground floor, I will probably begin detailing with textures and maybe displacements and stuff.
- Adrian "The Joker" Lopez
The Joker
28 Jul 2011
The Joker
28 Jul 2011
Screenshots! Finally got around to it. I've made it a much more well-designed and good-looking scheme, with a Nova Prospekt feel to it.
Attached Files
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owc_prison_b10000.jpg (125.06K)
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owc_prison_b10001.jpg (140.96K)
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owc_prison_b10002.jpg (112.66K)
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owc_prison_b10003.jpg (166.73K)
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owc_prison_b10004.jpg (165.5K)
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owc_prison_b10005.jpg (114.66K)
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owc_prison_b10006.jpg (121.91K)
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owc_prison_b10007.jpg (135.32K)
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The Joker
28 Jul 2011
AndY, on 28 July 2011 - 08:35 PM, said:
Excellent. How much more work is left?
A good amount. Have to detail the courtyard and buildings, double-check lightning, rebuild the prison facility and cellblocks, rebuild the upper level, detail everything, texture everything.
Shouldn't take too long, I work extraordinarily fast.
The Joker
03 Aug 2011
Well, demolished and rebuilt all the way to the interior complex. Destroyed the interior complex including the entire prison facility. Will begin rebuilding sometime soon.


