oc_antlion_attack

Show off work in progress maps.
DaMaN
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oc_antlion_attack

Post by DaMaN »

This is an old map I never got around to finishing for Half life 2: Deathmatch. Upon having found OC, I'm deciding to dig it out again, give it a spruce-up, and release it soon (hopefully) for OC. (This is a seperate map from the other co-op map I am making (mentioned here: http://www.obsidianconflict.com/forums/ ... .php?t=870 ))

The map itself is based in a valley cul-de-sac, with a combine base on one end. Players play as combine, and start off travelling inside a combine APC towards the base. Upon arrival, the protective thumper fails. Shortly thereafter, the base is overrun by an antlion attack!

Players have to fend off waves of antlions for 30 minutes, until a dropship arrives to airlift them out.


Initially, players choose from three levels of difficulty:
  • Easy: One to three players can survive, though it's difficult with just one
    Medium: four to seven players can survive, though not easily
    Hard: going into this with less than eight players is suicidal
Here are some screenshots:

Combine base:
Image

View into valley floor from combine base tower:
Image

Different view from the same tower:
Image

--

What remains to be done:
  • Ensuring everything in HL2:DM matches OC
    Testing in OC
    3D Skybox
    Some text prompts to help the players along
As for a timeline, I do have a full-time job, so it's doubtful anything major will happen before the weekend. But, we'll see how it goes!

-DaMaN
Da_HL_MaN@yahoo.ca
Current projects: Return to City 17 and Rising Dead
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
Hickadam
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Post by Hickadam »

Looks good!


To offer some constructive criticism, may I suggest having some variety, other than just white-knuckle antlion mashing for 30 minutes. Don't get me wrong, I LOVE mashing antlions... but throw in some physics traps, destructable stuff, music ect.

On the other hand, we need all the maps we can get. So if it would take you months to implement new stuff, I think I speak for most of us here when I say: "We'll take it ASAP." It looks great as it is.


And yes, I also have a full-time job, and do mapping in my spare time. This is my current work in progress:
http://www.youtube.com/watch?v=3OLG7hNx1ks
I'm not sure when it will be done, but I've already got significantly more than what is shown in this early trailer.

I look forward to any maps you can release! Finding mappers these days is like pulling teeth out with buttered fingers.
DaMaN
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Post by DaMaN »

Hickadam wrote:Looks good!
Thanks!
To offer some constructive criticism, may I suggest having some variety, other than just white-knuckle antlion mashing for 30 minutes. Don't get me wrong, I LOVE mashing antlions... but throw in some physics traps, destructable stuff, music ect.
Constructive criticism is always welcome!

Well, it's not a constant attack, there are lulls that lure you into a false sense of security, and a fair bit to explore. I completely agree that physics traps, destructable stuff, etc, is always good, but rather than trying to make this map great, I'm just going to make it good. (My other map, however, is aiming towards awesomeness). I'll see about adding some music though.
On the other hand, we need all the maps we can get. So if it would take you months to implement new stuff, I think I speak for most of us here when I say: "We'll take it ASAP." It looks great as it is.
Yea, that's pretty much the plan. I've got a large amount of new stuff in my other WIP map, so I'm just going to release this map ASAP and work more in-depth on the other. I'm hoping to release this one by next weekend, depending on how everything goes.
And yes, I also have a full-time job, and do mapping in my spare time. This is my current work in progress:
http://www.youtube.com/watch?v=3OLG7hNx1ks
I'm not sure when it will be done, but I've already got significantly more than what is shown in this early trailer.
Sweet! That map looks really awesome! (Almost reminds me of BigGun from Quake 2, but bigger). What are the goals? The weird looking computer lady is neat. Can't wait to see that map completed!

Yea, the full-time job thing is a bit annoying, but it brings in money for more mapping, so... yea. I'm not addicted to mapping. Honest.
I look forward to any maps you can release! Finding mappers these days is like pulling teeth out with buttered fingers.
Cool! I hope to be releasing a few! (Currently I have three on the go.)

Finding mappers can certainly be tough, especially good mappers. You guys should advertise more though, I only just heard about you this week.

Speaking of which, I'm a news editor for a new site: SDK Lounge. If you guys have any updates or news releases, let me know and I'll post them up on it.
Current projects: Return to City 17 and Rising Dead
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
skidz
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Post by skidz »

nice :D looks good!
fragged131
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Post by fragged131 »

FINALLY A GOOD ANTLION SURVIVAL MULTIPLAYER MAP!!!

/excitement
unconnected
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Post by unconnected »

This is looking really promising, it's good to know that OC is building up a plethora of talented mappers.

Keep up the good work and definitely keep us posted on any new developments!

My mapping PC is still out of action at the moment, but I should also be releasing oc_caverns in about a week or two after my PC is running again.

Oh and welcome to the forums :D
I am the Devils Advocate
fragged131
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Post by fragged131 »

unconnected wrote:This is looking really promising, it's good to know that OC is building up a plethora of talented mappers.

Keep up the good work and definitely keep us posted on any new developments!

My mapping PC is still out of action at the moment, but I should also be releasing oc_caverns in about a week or two after my PC is running again.

Oh and welcome to the forums :D
you're definitely one of the best mappers here.
Svanrog
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Post by Svanrog »

It looks really good! Looking forward to future release! :D
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Post by HBK »

You are my God, DaMaN.
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Post by Shana »

NPC_citizien wrote:Finaly, change is in the air.
:D
DaMaN
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Post by DaMaN »

First of all, thanks for all the compliments/worship! I really really appreciate it. It's very encouraging, and makes me want to work on my maps even more!

--

Secondly, I finally managed to download OC without my internet crashing! (Seventh time's the charm)

So I ended up playing it until 12:30 last night until I remembered I had work in the morning :shock: .

But anyways, let me give you my first impressions of the mod:

Pregame:
MP3 Player for t3h winz. I must say, this was an impressive feature, having not seen it in other mods. It will be a welcome addition to LAN parties, and not having to alt+tab to change a song or load up a new list. I also liked the amount of customisability.

Ingame:
I liked the HUD, especially the images of which ammo/health/armour you have. Very useful. I've heard you can customize the HUD, which is good too. I had a few problems with the weapons selections fading out too fast. In fact, I blew myself with the rocket launcher several times because of this. :(

Health/Damage:
A medkit is essential in any Coop, and therefore OC has one. However, I wasn't able to figure out how it worked, as it didn't seem to heal me. (I'm guessing it heals other players, but I was playing by myself so I couldn't check). Also, in my antlion_attack map I'm working on, it seems that the healthchargers don't work. I mean, they look and sound like they're working, but I don't gain any health.
I also noticed that on some occasions, when I got damaged, it would take a second or two to show up on my HUD that my health had gone down.

Weapons:
The uzis are cool. I really liked the way that the bullets came out of both muzzles (something lacking in parts of Gmod). I also liked how it was easy to switch from holding one to holding two and back to holding one. The gauss gun was a little dissapointing; I was expecting something more like what Half life 1's gauss gun was like. The gauss gun in OC didn't seem to do much damage, killing things on three fully charged shots when a single double-shotgun blast killed them. It also had an annoying habit of damaging me more often than what I was shooting at. The sniper rifle was a bit better, I quite liked it. I had a tough time hitting anything with it, and it didn't seem to zoom very far even while max zoomed, but if it did hit then it did some damage. I enjoyed the realistic effects, including the swaying and the kick-back. Effectiveness-wise, though, I found the crossbow to work much better. The deployable manhacks were excellent. I really love deploying a few and having the antlions go for them while I get my ass out of the area! Best of all, this weapon goes great with this map, along with the sniper rifle!

NPCs/Monsters:
I was really impressed by the re-appearance of classic Half life 1 monsters. The bullsquid, garg, gonarch, tentacle, houndeye, hgrunt, and alien grunts are all great! Oh, and snarks too! Let's not forget about snarks! The garg was especially well-done, and moves really damn fast! It snuck up on me a few times. His flames could use a bit of work, but I really enjoyed his gibs. The Gonarch/big momma behaves just as I remember from Half life 1, and the baby-headcrabs work great too. The houndeye looks a little strange with his new skin. I'm especially enthused about one of my old favorites, the tentacle. I was a bit confused at first by the naming, some are npcs and some are monsters, which gave me a bit of trouble when trying to spawn them. It's probably easier leaving their names the way they are than modifying large amounts of source code, though.
The AI was excellent (after mapping for HL2: DM), and I loved the fact that they actually used my assault points!
The customizibility was a huge plus too. Being able to change the health and model of an npc up front is very useful.

Maps: *NOTE* I haven't played very many maps yet
Most of the maps I played looked really good. Nice blend of aesthetic and functionality, with good gameplay. Some really good ideas that I need to go and play again with more people than just myself ;)
I was dissapointed by some of the maps. Some of the ones I played were quite blocky, looking more like Half life 1 maps than anything else (though I have seen better Half life 1 maps than some of these).
However, I must say that the gameplay in all the maps was quite enjoyable and easy to follow.

Mapping:
When I initially downloaded OC I thought there would be the usual hour-long hassle of trying to setup the mod for Hammer, but with the supplied files and readme I had hammer going in 10 minutes! I am very impressed! Thank you modders for thinking of the mappers! (This is the only mod I've mapped in that came with an easy hammer setup)
I had a bit of difficulty figuring out what the entities did (until I read the Entity Guide :roll: ). It seems a lot of them are I/O based instead of keyvalue based, which is probably a better way to do it, but certainly different. It will take me a bit to figure out how each of these entities works, but I'm excited about the variety and customizability avaliable. And I haven't got a chance to look at MapAdd yet.

Summary:
In conclusion, I think OC is a terrific beta co-op mod, with lots of potential. OC has more than its share of things to be worked on, but for a beta it's doing fantastic. Currently, I see OC's greatest weakness as being a fairly small fanbase. I only saw two people playing last night, and there doesn't appear to be a huge amount of activity on the forums. Some more maps would be cool too. OC's greatest strength, in my opinion, is the large amount of customizibility, which allows for tons of re-plays. From new npcs to new weapons and a feeling not unlike Sven Coop, OC is one of the best co-op mods out there.

-DaMaN

P.S. I don't get the name though...
Current projects: Return to City 17 and Rising Dead
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
DaMaN
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Post by DaMaN »

Quick update here: I've done my first major compile on antlion_attack with OC, which went fairly well. I'm still a little stuck with regards to player lives. I'm thinking that the players will start with a set amount of lives, and they have to use only those lives until they are rescued. If they use them all up, then it's game over. Anyone know how to do something like this?

Oh, and screenshots:
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Current projects: Return to City 17 and Rising Dead
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
Svanrog
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Post by Svanrog »

Your map really looks great and I'm also glad to hear you like the mod. It's true what you say that it has a very weak fanbase, but as the mod gets better and gets more and better maps I believe things are goint to be ok. This far I don't think the OC team have been working too much on public relations.
DaMaN
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Post by DaMaN »

I agree Oniyuri, as the mod gets better and better more and more people will get into it.

And I don't nececarially think a low publicity at this time is a super-bad thing. Both of the previous mods I worked with died because we went for publicity and media releases over actual mod content.

"If the mod team builds it, they will come" :lol:
Current projects: Return to City 17 and Rising Dead
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
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Lark
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Post by Lark »

with oc you can change player models and since there ment to be combine make them combine!
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