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OC_CANNON Update

Posted: Thu Feb 15, 2007 2:25 am
by Hickadam
Alright, as you can see by this hasty little teaser,

http://www.youtube.com/watch?v=b6Y1YgfS_sU


Work on oc_cannon still progresses, no matter what some may say.


But I do have some good news/bad news.

First, the bad news. I'm pretty much out of room for ents, and I haven't put all the stuff I need to in there yet.

But the good news is I have decided to make it a multiple level miniseries. I'm thinking 3 maps in total, all linked to each other in sequence.


There is just so much cool stuff I want to do, but I'm just running out of room. So, map one will be the underground asteroid base, map two will be the cannon, and map three will be on board the alien ship.

My question to you all is a matter of preference:

What would you rather have happen?

A: Wait for all three, and release them as a pack,

B: Release them one at a time as they're finished.




It's really up to you guys. And I do apologize for any delay in release here, but like I said, this is a hobby. It'll be done when it's done.

Posted: Thu Feb 15, 2007 3:11 am
by Tono-Tako
Fuking awesome video.
nice work with the entities.
A please!

Posted: Thu Feb 15, 2007 3:30 am
by Power-Mad
Are there enemies in this map?

Posted: Thu Feb 15, 2007 5:49 am
by Miroku
Awesome.
Are there enemies in this map?

Posted: Thu Feb 15, 2007 5:55 am
by Hickadam
The second map of the series, featured here, will be upkeep/repair of the facility, so that the enemy shields may be weakened enough to beam aboard. Failure to do so will result in game_end and the third map will not be loaded.

The first map will be a "holodeck" style simulation featuring combat and objectives, plus facility orientation and overview.

The third map will be on board the alien ship, composed with a final end goal to disable the enemy power core, and will be more-or-less standard balls-to-the-wall gritty fighting, with a few "experimental" goodies beamed over from the labs to keep things interesting.


I'm aware that combat is a fun part of maps, but there should be enough for you to do on the second map that you should'nt be bored. I've done my best to keep things interactive, and there will be teamwork needed to properly coordinate the firing sequence of the cannon. (I haven't added that yet.)

Posted: Thu Feb 15, 2007 6:35 am
by Mutant Enemy
That was totally wicked!

Posted: Thu Feb 15, 2007 8:18 am
by DaMaN
Holy Awesomeness Batman!

Posted: Thu Feb 15, 2007 12:20 pm
by skidz
This is one impressive map, I am dieing to try this out. :D

Posted: Thu Feb 15, 2007 12:45 pm
by LinkNEO
This is cool.
When we get play it when the base is trying firer people are just going run like girls.

Posted: Thu Feb 15, 2007 1:43 pm
by sgae
the holy shit :o

this map looks AWESOME

keep up the good work ;D

regards

Posted: Thu Feb 15, 2007 8:21 pm
by Lark
you should be a team mapper!and will you make use of the custom weapon scripts?

Posted: Thu Feb 15, 2007 9:42 pm
by Svanrog
The best looking map for OC so far! :O Option A!

Posted: Fri Feb 16, 2007 5:26 am
by Hickadam
Looks like we're leaning completely toward option A.


The good news is, I would hope the next two maps will go smoother; being that most of the "experimental" stuff I've done is complete.


And as for custom weapon scripts, I don't really have the mental fortitude to dabble in those at the moment. But who knows....

Posted: Fri Feb 16, 2007 7:57 pm
by Sonic
Awesome i like your style! This looks like a very exciting map to play :) and im not sure wether you want to release one by one or all toghther but altogther would make sense even though it would deley in release but not much point playing part 1 of a 3 part situation haha! Yeah so option A sounds good.

Posted: Sat Feb 17, 2007 2:50 am
by skidz
Hickadam wrote:Looks like we're leaning completely toward option A.


The good news is, I would hope the next two maps will go smoother; being that most of the "experimental" stuff I've done is complete.


And as for custom weapon scripts, I don't really have the mental fortitude to dabble in those at the moment. But who knows....
All you need are other weapon models to use custom scripts. They were made with people who have never moded before in mind, just as long as they can find some weapon models to use.