Haven't gotten the chance to run around it myself yet but I really liked your video showing off some of the really interesting grenade play you have tried implementing and I really like to see that you put so much effort into trying to work more grenade tactics into your layout. Best of luck to you in the competition and I must say I am pretty excited to see this map evolve already. Hopefully I'll be able to test out timings and gameplay in a bit and post some real feedback.
Posts by VIOLATION
-
-
About the map: [/b]Orion is defusal map set in a high-tech testing facility located deep in the jungles of Southeast Asia. The facility is owned by the United Kingdom based ORION Corporation, and must be defended by local insurgents who feel that ORION has stepped too far into their homeland and is destroying the local ecosystem through rapid expansion and deforestation.
FIRST PLAYTESTABLE VERSION DOWNLOAD: http://steamcommunity.com/sharedfiles/fi…tscn=1433131523
Screenshots:
Mid:
[Blocked Image: http://i.imgur.com/80VnSss.jpg]
A:
[Blocked Image: http://i.imgur.com/HeoP46r.jpg]
The long route to B:
[Blocked Image: http://i.imgur.com/8Bqakqa.jpg]
T Side Mid/B Split:
[Blocked Image: http://i.imgur.com/Ix7HRz0.jpg]
Overview:
[Blocked Image: http://i.imgur.com/vNhQ68O.jpg]
As always, feedback is greatly encouraged and always appreciated. This map will continue to be heavily playtested and edited until the final deadline, and in its current state, it is in no way a finished product. Work first started around the middle of April, 2015.
-
Whatever's going to happen it sounds pretty interesting and exciting.
-
Updated the radar and threw it up on the workshop. Here's what the updated radar looks like and a download file if anyone wants to run around for a bit.
Download: http://steamcommunity.com/sharedfiles/fi…s/?id=452705075
[Blocked Image: http://i.imgur.com/vNhQ68O.jpg]
Visibility is my main concern at this point and there are already a few spots I've noticed that need to be changed so that players are not invisible. If anyone finds any spots that are near impossible to spot players, please let me know.
-
References. Lots and lots of references. I've found over the years that the only way I can make things truly look realistic is to base them off of things actually found in real life.
Even if it's just for fun or practice it's always good to sit down for 5-10 minutes and just gather a few images based off of or of what you want to make and just work on creating every detail you can out of brushes until it looks pretty acceptable. I find that if I'm basing something in an actual real life city or area, using Google streetview is another great tool for looking at streets and buildings quite close up in nearly any place you want without having to dig up pictures on google for them.
-
Quote from Puddy
Looks interesting but the name is waaay too close to de_overgrown.
To be honest this had completely escaped my mind and now I've been looking into different possible names, although in the end it doesn't matter to me too much what the name becomes over everything else.
A few possible names I had thought up, (I'll take any suggestions as well considering I'm not quite so good at coming up with creative ones)
de_flourish
de_thrive
de_undergrowth - lame but could differentiate from overgrown more strongly while maintaining the same theme/feel as overgrowth
de_backlash
de_haze -
About the map: Orion is defusal map set in a United Kingdom-owned testing facility located deep in the jungles of Southeast Asia.
Overview: (note that the T spawn is not placed over a area, as I had just recently moved their spawn back in the latest version)
[Blocked Image: http://i.imgur.com/STP0XGZ.jpg]
Mid:
[Blocked Image: http://i.imgur.com/bRAaY2F.jpg]
A:
[Blocked Image: http://i.imgur.com/HeoP46r.jpg]
The long route to B:
[Blocked Image: http://i.imgur.com/5MoD7xX.jpg]
And for anyone interested the current timings are:
CT
A - 9/10 seconds both routes
B - 9/10 seconds
Mid - 9 secondsT
A - 13 seconds to site both routes
B - 17 seconds to site
Mid - 9 secondsPlaytesting:
While I have not pushed Overgrowth out as an open playtest currently, and have only been extensively playtesting with bots and small groups of friends, I have been waiting to receive initial feedback from first glances at the map before attempting to get a proper playtest going.
Feedback: I am completely open to any type of feedback whatsoever, be it radical or minute and am willing to overhaul entire sections or areas of the map in order to create a balanced and well-playing map. I do understand that in its current state the map may appear entirely too busy with foliage props and details, and am currently exploring ways to maintain a proper balance to this so that players do not become lost or distracted while still maintaining the proper "overgrown" aesthetic.
I will be most likely uploading a playtestable version at somepoint during this weekend for anyone to run around, test a few rounds with bots, etc. There are a few changes I feel I need to make first and an update to the radar as well.
-
Need some feedback on this layout. Never really mapped for a competitive sort of feel before but this is one of a couple I've been working on and off with to try and create something at least slightly viable.
[Blocked Image: http://i.imgur.com/yZWGgAW.jpg]
Not so sure about the Mid entrances for Terrorists and the approach to A as well.
Note that there are some areas that can't exactly be seen too well from the overview as all I did was hop into game to take it instead of polishing it up being that essentially everything is subject to change. There are two rooms directly to the right of A that are unseen in this overview as only the top room can be seen. The top room is reached through the stairs in A and along the catwalk. The room itself has a ramp down to CT side of Mid. The room under it simply is connected to A and has an exit to the adjacent room on the top side of it.
Anyways I've also got some concerns about the amount of angles and positions that need to be checked when entering A as there are 4 entrances and an upper catwalk around the perimeter of the room itself.A (Hammer Screens):
Quote[Blocked Image: http://i.gyazo.com/620078d729dbd19a0f24796980cd243e.jpg][Blocked Image: http://i.gyazo.com/22e23fd8df16dc1820b83caa6604685c.jpg]
and here's B (Hammer):
Quote[Blocked Image: http://i.gyazo.com/5264945319083c058dbb84e46b72539d.jpg]
Most of the interior has been generally textured so I can fiddle with the lighting and test visibility and all.
Theme is a Cuban Villa/Church/Clocktower sort of deal.
Any and all feedback would be greatly appreciated. Thanks!
-
Really liking the way this is shaping up. Are you keeping most of this as custom as possible?
-
[Blocked Image: http://i.imgur.com/0iQiP7E.jpg][Blocked Image: http://i.imgur.com/EvFm4lo.jpg][Blocked Image: http://i.imgur.com/wYwOQPU.jpg][Blocked Image: http://i.imgur.com/YA4Exat.jpg]
-
The Biohazard Project is a collection of classic scenario's based on the events of the popular Resident Evil franchise. We aim on delivering the best nostalgia injected experiences on the Source Engine in a new and exciting way for old and new fans to enjoy. This mod is a total source conversion and will include all new player models, brand new firearms, thrilling and gripping scenes, heavily detailed maps, multiple game modes, all new scores that set the mood and keep you on your toes, and much more!
-Raccoon Police Department-
Our first project is based on the famous RPD, allowing gamers to experience the amazing adventure of the atmospheric and nostalgic Raccoon Police Department in a new Co-Operative fashion. Great attention to detail and re-creation of the stations rooms brought to life in a long and intense single map, combined with the fantastic "Survival Horror" game play you are all craving
Following the events of the Leon A scenario from Resident Evil 2. Survivor's have barred themselves into the stations lobby to escape the swarmed streets of Raccoon City, they must work together to reach the sewers to escape the doomed station. You must work as a team to explore dangerous unknown areas, solve mysterious and unusual puzzles, fight off flesh eating zombies and whatever else lurks the hallways and offices of Raccoon's ex finest!
Features
- Puzzles as seen in Resident Evil 2.
- A complete RPD experience promising a gripping and authentic trip to most of the stations rooms.
- Cinematic scenes.
- Classic Resident Evil situations in a new Co-Op friendly way.
-Other Maps in Progress-
*Umbrella Labs - Objective based
*Clocktower - Survival (Survive against hordes of endless zombies)
-RECRUITING!-
The Biohazard Project is currently looking for:
- 2D Texture Artists
*For creating map textures (High detail textures, bumbmaps, normal maps, etc.)
- 3D Modeling Artists
*Prop models / organic models ( Must be a clean Mesh Unwrap Model Texture to a good standard Compile for Source.)
Interested in joining us?
Contact us and send us samples of your skills. These are non-paid jobs!
Note: It would be great if you own any source game like Half-Life 2 or any others.
-Contact-
Mail your sample(s) and the job you are applying for to [email protected]
-Updates-
You can track our progress at our Moddb Page
http://www.moddb.com/mods/biohazard-project
-Team Members-
The current team members are as follows,
Morgoth - Project Leader, Lead Level Designer and Coordinator
Shane Murphy - Co-Leader, Lead 3D Artist, Scenes, Level Designer and Graphics Designs
Pandom - Lead Texture Artist
Adam - Video Editor
CrazyB200 - 3D Artist
Wmpunk - 3D Artist
Violaton - Level Designer
ESE - 3D Modeler
Box - Lead Programmer, 3d Artist, Texture Artist
-Latest Media-
[Blocked Image: http://media.moddb.com/cache/images/mods/1/20/19188/thumb_620x2000/nmo_rpdre2_a1_detail0018.jpg]
[Blocked Image: http://media.moddb.com/cache/images/mods/1/20/19188/thumb_620x2000/stars_hallway_1.jpg]
[Blocked Image: http://media.moddb.com/cache/images/mods/1/20/19188/thumb_620x2000/RPD_East_Office.jpg]
Apply Today!
-
This map takes place in a Ski Resort in unknown parts. It is apparent that the Resort was evacuated recently as the Terrorist Forces invaded the area. It would appear that there is something important locked in this Resort as all the windows and Exits are blocked off or unbreakable.
The map contains the following:
-32+ spawns for large TTT servers.
-Weapons placed all over the map (More than enough for 32+)
-A switch to turn off all main lights, turning on the reserve emergency red ones.
-Completely made with Custom Textures (TopHATTWaffle and myself)
-A large non confusing layout.
-A series of maintenance shafts that perform as escape routes thoughout the entire map. Also good for C4.
-Secret rooms
-Community based decals (There are many secret ones, try to find them!)
-Spectator room
-And much more
DOWNLOAD: http://%7boption%7d
SCREENS:
[Blocked Image: http://i42.tinypic.com/ivfolk.png]
[Blocked Image: http://i39.tinypic.com/2lc8g3c.png]
[Blocked Image: http://i43.tinypic.com/oh3ad0.png]
[Blocked Image: http://i40.tinypic.com/95o079.png]
[Blocked Image: http://i39.tinypic.com/t6fcwm.png]
[Blocked Image: http://i43.tinypic.com/x1g2vb.png]
[Blocked Image: http://i40.tinypic.com/r0s8pi.png]
[Blocked Image: http://i41.tinypic.com/m8nuat.png]