oc_diving_v9 (FIXED... maybe)

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Beanbrains
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oc_diving_v9 (FIXED... maybe)

Post by Beanbrains »

Download: http://www.mediafire.com/?nfgbwhskly3p6ud (version 9 fix)

A map where you go diving to find loot which you can sell, and buy things to help you.

I suggest working together and pooling money, as some stuff is pretty expensive (but worth it).

Feel free to suggest more features.

You can currently buy:
-storage boxes (don't work very well, thinking of removing them)
-oxygen tanks (keeps you alive underwater if near)
-portable refinery (no more driving back to the start repeatedly!)
-fishing rod (totally an original idea, honest!)
-boat (drivable, and you can temporarily store loot on it so that you need fewer trips back to your base or the start point)
-big boat
-uber harvester (flying submarine thing which can pick up loot)
-anti shark device
-portable ammo crates
-portable teleporter set
-houses (with two keys, so you can give one to a friend or throw it in the deleter if you really don't want it)
-various base parts which can be frozen/unfrozen (press E to freeze, punt with grav gun to unfreeze)
-some more stuff, i lost track of what i put in.

Base parts include:
-working ladder
-door+key set
-window panel
-wall panel
-floor panels
-suit chargers

Loot items include:
-sapphire, worth 25 points
-ruby, worth 50 points
-gold bar, worth 100 points
-two kinds of fish, worth 25 and 75 points. The expensive kind can only be caught away from the spawn area, and takes a bit longer.
-oil, brought at the rig for 100 and sold back at the start for 200
-crystals, found underground and can be sold at the oilrig or made into batteries to make the oilrig run faster.

New screenshots:

V4: http://img11.imageshack.us/gal.php?g=diving10.png

Old screenshots:
V2/3: http://img535.imageshack.us/gal.php?g=diving09.png
V1: http://img408.imageshack.us/g/diving01.png/

Credits:

Making the map - Me
Making models - Vesuvian (goldbar, battery, crystal, boat, gems, and everything that isn't a perch model or already in the source engine)
Fish model(perch) - BigFoot
Warehouse before tweaking (just the brushwork, not the delivery system) - Jake

See last update post for more info on what was last added - this post is going to be out of date because there are too many changes to write about.
Last edited by Beanbrains on Mon Nov 15, 2010 10:16 pm, edited 20 times in total.
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Post by fug4life »

:o

Oh wow, sounds like a new addition to the Merchant (Harvest/paysan)genre.

I'm going to take a peak tell you my thoughts tomorrow. I have to say the map sounds like a cool fun map to kill some time on.

And btw nice first post!
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Tysn
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Post by Tysn »

Sounds interesting, nice work. :thumbsupgabe:
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Post by Tallfire »

Sounds awesome, are you able to put things in your inventory? By the way, when you get ammo boxes does that mean you will be fighting things underwater or defending your base? (btw, can weapon wielding npcs shoot underwater? I know the gauss gun and pistol can and that any npc can survive in water, even rollermines and manhacks, but I don't know if they can shoot back)
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Post by Beanbrains »

Tallfire wrote:Sounds awesome, are you able to put things in your inventory? By the way, when you get ammo boxes does that mean you will be fighting things underwater or defending your base? (btw, can weapon wielding npcs shoot underwater? I know the gauss gun and pistol can and that any npc can survive in water, even rollermines and manhacks, but I don't know if they can shoot back)
OC's inventory system doesn't seem to like storing anything other than single tiny physics props, so all that fits in your inventory currently is a door key.

Also the ammo boxes were just kind of put in there for messing about, cant really think of a suitable way of putting enemies in the map (abandoned underwater buildings with ceiling turrets and stuff? An arena?).
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Post by Shana »

sv_maxinvobjectweight
Beanbrains
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Post by Beanbrains »

W0rf0x wrote:sv_maxinvobjectweight
Still cant pick up physboxes, things that are heavy enough to require the grav gun, or pick up more than one physics object :(
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Post by Tysn »

Beanbrains wrote:cant really think of a suitable way of putting enemies in the map (abandoned underwater buildings with ceiling turrets and stuff? An arena?).
Ichthyosaurs are in right? A map like this is probably one of the best situations to use them. Other than that, underwater air pockets like caves could be another place to use regular enemies.
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Post by fug4life »

Quick feedback!

Ichys gotta have'em!

huge 3d skybox with leeches to mark the border between playable and non playable areas.

Much deeper game area (and yeah caves and air pockets like tysn said).

Texture and model over haul (less brush based stuff, more model interaction).Crystal models etc.

less combine textures/construction and more normal docks/fishing village (oc_return_c17 has some nice examples).

But yeah I like your ideas.
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Post by Beanbrains »

I would add some ichys but they do some weird stuff like randomly start floating out of the water, not fading corpses even though i set them to, and it doing some strange dancing after it dies :?.

I will see what i can do about making it look more dock-ish.
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Post by Vasili »

You have to place a load of stuff for Ichys.
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Post by Shana »

All you have to do is add a path for them to follow when they don't have an enemy to attack.
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Post by Axel_m3sh »

fug4life wrote: Texture and model over haul (less brush based stuff, more model interaction).Crystal models etc.
I'd definitely go with this, but speaking of crystals...

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Made this for my map some time ago, if you want you can use it :D

But I have to recompile it as a dynamic/physics prop :? Well, w/e I'll do it on when I have time. prolly weekends
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Post by fug4life »

Yeah also the return_c17 crystal. And there are some new money coins likely to come with 1.35 that Tysn has made, they would be cool aswell.

I've been thinking about if you were cave exploring, underwater flares would be cool too.

Also tonight, I'll try draw a sketch to give you some ideas for the map.
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'She has zero tolerance for idiots'.

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Post by Axel_m3sh »

Wasn't there also a crystal model in the hl2 campaign? The one in Eli's lab where you look around and stuff and he shows you a laser doo-hicky
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