Oc_Sytems Mini Campaign

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cementiet
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Post by cementiet »

yes there are of them, but trying to further improve it more now
So many idea's, So less time
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Post by IronGun »

Experts don't get born. A small moralizer

Maybe you should try to place the enemies more strategic instead of spamming them (example: when the players are in the front enemies come from behind and suround them.)
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Post by cementiet »

wel if you want to make a assualt from behind you actualy need to plan that ahead when making the map, and i realy dont want to create a effect that npc's spawn in thin air with no effect.
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Post by cementiet »

ok i did re-edit all the maps.

:arrow: in systems2-1

Overflow issue is solved, no more box or strange bugs
point_servercommand wil give changelevel command now instead of map

:arrow: in systems2-2

you wil spawn with weapons (ar2 smg pistol crowbar sniper healthkit and shotgun) instead of buying weapons.

Reduced the health (somtimes by 50%) of combines
and reduced some small number of combines (not much tho)
Reduced manhack trows (by police)
Reduced the number of ''endless manhacks from 9 to 5

Overflow issue is solved, no more box or strange bugs
shield bug = fixed
text bug = fixed
added (way) more func_detail

point_servercommand wil give changelevel command now instead of map

:arrow: in systems2-3

you wil spawn with weapons (ar2 smg pistol crowbar sniper healthkit shotgun and crossbow) instead of buying weapons.

Overflow issue is solved, no more box or strange bugs
added many func_detail

reduced health slighty of combines (was lower then in 2-2)
reduced manhack trows (by police)

no more 'killing'' shields

point_servercommand wil give changelevel command now instead of map

:arrow: in systems2-4

you wil spawn with weapons (ar2 smg pistol crowbar sniper healthkit and crossbow) instead of buying weapons. some weapons can be found in the level (shotgun and magnum)

reduced health slighty of combines
no more 'killing'' shields

some more func_detail added
-----------------------------------------------------------------

There are stil lots of combines in the level, but by making them weaker + that you wil have more advanced weapons now, this should be a smaller issue

Not sure if you want to test it out first B4 i release it again.. so waiting for response
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Post by destiny »

willing to be part of the test crew.
and maybey this time il get better screenshots.
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Post by Neico »

i wonder why you don't use trigger_changelevel instead of the changelevel command (specially because it's a "campaign", there is something called level transistation that works only with that trigger)
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Post by cementiet »

yea i know, but somehow that did not work even after folowing ''how to do it'' a million times, and wel this solved the problem aswel.
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Re: Oc_Sytems Mini Campaign

Post by fug4life »

Hi, I don't know if you're still alive or not.

Just wanted to say I finally got around to playing through the maps.

The level design in terms of looks is very good, I really like the architecture. I noticed more of a drop in performance in the last two maps (I assume these were the ones W0rf0x was refering to in terms of large boxes). The only way you can try improve them is unbox as much as possible areas that arn't part of the main areas (3rd map), use prop fade distances as much as possibel throughout maps, and even convert some world geometry to models using the 'Propper tool' and adding fade distances, also could increase fog a little.

You have alot of rotating brushes (moving) in the last two maps, some of which could be turned to a model (especially if there are many parts to what moves (the propellars on the airship).

I enjoyed the first two maps the most, just I have to agree still to many manhacks (needs less or lower their health or something). And would like to see some of the combie soldiers replaced more with Stalkers and Hunters and anything else combine related. The lift seen needs an injection of adrenaline and a little more imagination for how you battle the npcs on some parts of the lift (certainly soem places could have less respawning combine soldiers).

Last map the experimental helicopter sometimes collides with the air ship, you need to clip that helicopter back with some form of npc clip brushes.

I honestly when playing the first two maps (and some of the third) thought wow with some serious polishing and tweaking could almost be official map standards.

I had fun, and the players I were playing with really rated the map highly, It a very good four map series with the potential to do better.

Well done I hope you comeback and strive to improve it.
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Re: Oc_Sytems Mini Campaign

Post by Ark »

I also thought they were good but the maps had some troubles. Too many manhacks and combines spawning everywhere, and especially the problem when changing the level that shuts down the server.

However, I liked the story line and the work with those bosses in the last map, and some ideas were good.

I thanked you just for taking the effort to do it.
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Re: Oc_Sytems Mini Campaign

Post by destiny »

the server shutting down problem is already fixed ark
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Re: Oc_Sytems Mini Campaign

Post by Ark »

That's good sir. I haven't been around here for a while so didn't know yet. Going to read that post that I missed and I'll probably play them again somewhere.
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Re: Oc_Sytems Mini Campaign

Post by cementiet »

Sorry for the very late reaction!

(this is due working in allkinds of software last dayes)

but thanks allot for the information, realy means allot.

As for the maps i maby can improve them, but im working on a dif map atm.
(for oc, that probely will be released soon) and i wil await reactions on that one first, and hope rl will not get too busy.
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Re: Oc_Sytems Mini Campaign

Post by fug4life »

:o
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.

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cementiet
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Re: Oc_Sytems Mini Campaign

Post by cementiet »

I am currently working on a update of OC_systems 1-3

Cus Fug4life said so like i dunno 5 years ago...

The reason is that (first it is build horrible so im doing it from start again)

And second i noticed some bugs while playing this map, wich littarly blocked gameplay.

So far i fixed several things:
- Jumping on elevator stops elevator (fixed)
- Memory leaks (fixed) (new map with same style/looks)
- Changed some items into props
- Changed layout of the map.

Will add
- More ammo
- New area
- More types of npc's

Will update spelling problems (im good at those) and maybe add a icon like oc_trainride.

Incase you know any other issue for part 3 of this map i would gladly hear them. and or suggestions.

I cant say when its done, school and rl is quite somthing these dayes. but i try to work on it now and then.
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Re: Oc_Sytems Mini Campaign

Post by cementiet »

Slight update regarding the map, layout is done for arround 75% and main I/O regarding the ''mission'' is also done. getting far but still far from done.
Depending how much hl2/hammer can handle will add allot more detail. since so far im still arround 210-280 fps on most places. even with npc's.

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Looks quite the same like the old map, but totaly rebuilded from nothing.
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