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oc_undersiege

Posted: Sun Oct 12, 2008 10:22 pm
by shiftey
Well I was reluctant to make this post. I like to stay under the radar when I'm working on things until it's ready but I guess I felt the need to reserve my map name. :-D Also, I know new maps always get everybody a little more excited about this mod, which is what it needs right now. It is my first map so go easy on me please. :)

So I introduce to you: oc_undersiege

Description: You're a soldier in a complex rebel base hidden underground just outside of City 17. While going about you're daily routine of waking from bed, using the toilet, or eating some chow, you feel a tremor and then your company leader commands you to battle over the intercom. You must regroup with the others and solve puzzles and fight combines on your way to the surface to fend off the attack. But be swift because you only have a set time to get to the surface. If you don't make the timer, it's not the end of the world.....yet.

The map will feature a branching storyline in which if you miss the countdown timer you must deviate to another path in the story. It shouldn't be too hard however, because you will be assisted and guided by two of your comrades throughout the storyline. There are MANY surprises and great cinematic scenes in store. CSS weapons will be present so you must have it mounted to play this map. You will also need to mount EP2. As of yet I'm not 100% certain whether EP1 or Lost Coast will need to be mounted.

Note: The map doesn't start until their are two players on the server. It's a co-op mod that you can't beat without cooperating.

PROGRESS:
1 - 0%
2a - 90%
2b - 0%
3a - 0%
3b - 0%

UPDATE ( 10/22/08 ):
- I decided I might make a prelude map to this in addition to the branching storyline afterward. The prelude will be a story about how you got to the facility in the first place. The bad news is making a 4th map will delay the release substantially. But it'll be worth it, I promise.

UPDATE ( 10/27/08 ):
- I'm now roughly 60% done with map 2/4 which is the underground base map. I still haven't started maps 1,3 or 4 but I have a blueprint of what I want to accomplish with them. I posted some more screenshots below. Expect for map 2 to see lots of combat mixed with countless puzzles (one of which involves starting up a nuclear power reactor). I'm very proud of what I've accomplished with this map so far. The first, third, and fourth maps I aim to be even more ambitious so expect a truly badass co-op map series.

UPDATE ( 11/29/08 ) :
- Well its been a month and I haven't really got as far as I had hoped. I was busy making that Obsidian SDK Setup Tool and struggling with college physics work. I did decide to split my second map in two because it will allow me to put much more detail into it. It took me about 20 minutes to make a run through of 2a so it should hold its own. Considering I made the map I would say it would take a new player maybe 30-45 minutes.
For the most part, 2a is done. I still have a few bugs and choreographed scenes to fix, soundscripts to add, and the npc guide to make. To clear things up, 2a and 2b take place in the base, underground. 2a and 2b, however, are different areas of the base completely.
I'm also contemplating making the first map about escaping Ravenholm when it was attacked, then finding this underground base. It was my original idea for the first map but I changed my mind a few times.

Screenshots:

I'm going to be very modest with the screenshots. I don't want to give away the whole map. So enjoy what you get and please don't ask for more.

http://ronjonproductions.com/images/oc_ ... ge0001.jpg
http://ronjonproductions.com/images/oc_ ... ge0000.jpg
http://ronjonproductions.com/images/oc_ ... ge0002.jpg

UPDATE ( 10/27/08 ):

http://ronjonproductions.com/images/oc_ ... ge0007.jpg
http://ronjonproductions.com/images/oc_ ... ge0008.jpg
http://ronjonproductions.com/images/oc_ ... vl0011.jpg
http://ronjonproductions.com/images/oc_ ... ge0004.jpg
http://ronjonproductions.com/images/oc_ ... ge0010.jpg
http://ronjonproductions.com/images/oc_ ... ge0009.jpg
http://ronjonproductions.com/images/oc_ ... ge0005.jpg
http://ronjonproductions.com/images/oc_ ... ge0006.jpg
http://ronjonproductions.com/images/oc_ ... e00011.jpg

UPDATE ( 11/29/08 ):

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Posted: Mon Oct 13, 2008 12:14 am
by DaMaN
Sounds awesome!! Looking forwards to it!

Posted: Mon Oct 13, 2008 12:17 am
by sgae
looks great! keep up the good work!

Posted: Mon Oct 13, 2008 1:06 am
by skidz
Looks awesome so far. :thumbup:

Posted: Mon Oct 13, 2008 1:26 am
by fug4life
I have to agree with the others, what I see I like! And the theory behind it all sounds interesting.

Posted: Mon Oct 13, 2008 1:37 am
by shiftey
Ok maybe I could tell you a little more about the map without spoiling the story.

At the center of this base is a weapons research lab which has just developed a mighty weapon. If the combine successfully get their hands on this weapon, you lose and your team is sent on a rescue mission to save c17 from total destruction.

If you stop the combine and push them out of the base, the map changes to one on the surface of the base where you must successfully defend the second wave of combine from the outside. Think of this branch of the game as similar to the antlion map.

Posted: Sun Oct 19, 2008 9:57 am
by Vasili
Intresting

Posted: Sun Oct 19, 2008 10:32 am
by TheMoon
Sounds very interesting! I like the idea of different storylines depending on how you play. Such things really increase the replay value of maps. The only other example of this I can think of is that one with all the bosses where you can choose where to go next, called oc_crimson I think.

As to custom weapons, yes please :D
But don't overdo it and make sure that every weapon you put in is something special somehow and not exactly the same like the 5 other ones you just collected ;)

Posted: Sun Oct 19, 2008 1:14 pm
by fug4life
TheMoon wrote:Sounds very interesting! I like the idea of different storylines depending on how you play. Such things really increase the replay value of maps. The only other example of this I can think of is that one with all the bosses where you can choose where to go next, called oc_crimson I think.

As to custom weapons, yes please :D
But don't overdo it and make sure that every weapon you put in is something special somehow and not exactly the same like the 5 other ones you just collected ;)

Posted: Sun Oct 19, 2008 1:21 pm
by Vasili
fug4life wrote:
TheMoon wrote:Sounds very interesting! I like the idea of different storylines depending on how you play. Such things really increase the replay value of maps. The only other example of this I can think of is that one with all the bosses where you can choose where to go next, called oc_crimson I think.

As to custom weapons, yes please :D
But don't overdo it and make sure that every weapon you put in is something special somehow and not exactly the same like the 5 other ones you just collected ;)

Posted: Sun Oct 19, 2008 1:33 pm
by fug4life
Read your other post about non-repatative puzzles, I couldn't agree with you more, And yes crimson, has a bit more replay Value with the old 'Outrun' style of level deciding.

As for your comment about custom weapons, you hurt my feelings.
j/k Yeah I know I chucked a lot of weapons in my maps.
I think sometimes I do things as tasters for others. I was worried back in pre beta 1.3 some of the features we were given wern't going to get used come release. So I really try to make maps to try show case or highlight an element of the mod capabilities.

warmachine - was really to try get other mappers to see that, whilst hl1 and hl2 npc's dont really fit in any real story, it's good to fight mixed combinations of the two in co-op action.

de_prodigy - was just a hit out at all the players who played warmachine picked up a cloak device and didn't know wtf it is and then procedeed to be raped by vorts much to thier displeasment.

de_nuke - was really about showing merchants can be mapadded.

de_chateau - well was /is just a quick mapadd, though again I had those extra scripts so just trying to use up some of the scripts I made.

I always feel a little jealous, when I jump on broken escape and see my rationed weapon load out, or when I play a tysn map . I think why didn't I resrict myself more.

So I describe my stuff as more, let your hair down action coop. I wouldn't say its the best.

So good advice from the TheMoon, damit TheMoon I still dream one day you'll open your hammer again and finish your teamplay map!
There's so many great maps I havebeen given to test by other mappers incomplete unreleased sat on my hdd, that frustrates me!

Gand, DaMaN, W0rf0x. your all guilty!

I'm gonna make a MIA list/thread for the maps that went AWOL on us!

Posted: Sun Oct 19, 2008 1:35 pm
by fug4life
Yeah I didn't sleep much lastnight. I was trying to quote TheMoon.

Posted: Mon Oct 20, 2008 9:46 pm
by DaMaN
fug4life wrote:There's so many great maps I havebeen given to test by other mappers incomplete unreleased sat on my hdd, that frustrates me!

Gand, DaMaN, W0rf0x. your all guilty!

I'm gonna make a MIA list/thread for the maps that went AWOL on us!
Guilty as charged. :oops:

Posted: Mon Oct 27, 2008 8:16 pm
by shiftey
UPDATE: 10/27/08

See first post.

Posted: Mon Oct 27, 2008 8:23 pm
by fug4life
^ :potd:

Though oc_canyontrack also looking hawt.