WIP: Faceoff

satch919

Newbie
Joined
May 21, 2004
Messages
2,208
Reaction score
0
After seeing some people's awesome maps, I decided to give it a try. Afterall, I have had some experience with the DOOM 3 editor. I started 3D Studio Max 5 and began roughly modelling the layout of my map.

The concept:
  • Have two sides battle it out for control of the center bridge or the opposing forces area.

  • Each side has a powerful weapon on the roof of the tallest building. An RPG on one side and a crossbow on the other with another RPG placed on the bridge.

faceoffcopy.jpg


faceoff1copy.jpg


Put to the test in Source:

faceoff0000copy.jpg


faceoff0001copy.jpg


faceoff0003copy.jpg


As you can see, some changes have been made to the design. Most of it was scaled down a bit.

I've started on the part beneath the main facility and a lot of the pieces are in place but the lighting isn't ready. Im thinking about changing the other side to a parking lot or some other facility rather than a mirrored one of the same facility.

The rest of the facility will be surrounded by hills and mountains. By the time its done, it should look like a bunker built right into a mountain. I'll post some screens from time to time showing my progress.

Happy New Year!

:cheers:
 
Woah, thats a pretty sweet looking map there man!

Nice renders too!
 
Really nice, you have alot of syle and gameplay in it.

The only problem is, how will you make it a team game!?

Even if it is set to Team Deathmatch, you can't say "Combine start here, rebels start here"

:O :( Big problem my friend... Or I am missing something...
 
vegeta897 said:
Really nice, you have alot of syle and gameplay in it.

The only problem is, how will you make it a team game!?

Even if it is set to Team Deathmatch, you can't say "Combine start here, rebels start here"

:O :( Big problem my friend... Or I am missing something...


First off, thanks for the kind words. :) This is my very first map with Source.

To answer your question:

Honestly, I don't know. I've thought about it and I've come to the conclusion that people will be kinda forced to stay on one side with their teammates. One side will have an RPG and the other, a crossbow. Now, if team Combine has the RPG then the rest of the team will likely follow because pretty much has control of that side now. Team Resistance will have to take control of the opposite side to get to the crossbow to take out the RPG users. I'd have to do some beta tests with a group of people to see how they react to the environment.
 
Yes, that is a big problem...

BUT I think I have a solution...

It will be pretty simple too...

Have all the spawn points be in this remote room somewhere in the map. This room shall contain teleports to each side. One group for Rebels, and one for the Combine.

The players obviously can't start with any weapons. (You can do this with map settings or something)

Have the teleporters spawn right on top of a cache of the basic weapons that you would usually start off with (Or anything you want :))

The only problem is, you are going to have to scrap that RPG Crossbow idea. Otherwise people could just spawn right in the enemy base and ahh, just madness...

You will just have to make both sides equal.. No king-of-the-hill type gameplay can exist with this solution.

Hope that helps! (Put me in the map credits ;))

Ofcourse, this STILL requires some user cooperation.
 
vegeta897 said:
Yes, that is a big problem...

BUT I think I have a solution...

It will be pretty simple too...

Have all the spawn points be in this remote room somewhere in the map. This room shall contain teleports to each side. One group for Rebels, and one for the Combine.

The players obviously can't start with any weapons. (You can do this with map settings or something)

Have the teleporters spawn right on top of a cache of the basic weapons that you would usually start off with (Or anything you want :))

The only problem is, you are going to have to scrap that RPG Crossbow idea. Otherwise people could just spawn right in the enemy base and ahh, just madness...

You will just have to make both sides equal.. No king-of-the-hill type gameplay can exist with this solution.

Hope that helps! (Put me in the map credits ;))

Ofcourse, this STILL requires some user cooperation.

Good idea. Im already thinking about how I could do that. But like you said, it would still require people to go through the corresponding portal. User coop. might be out of the question though. :p I'll see what develops.

If you provide me with enough good ideas, i just might put you in the map credits. ;)
 
If you have any coding skills shouldn't you be able to code in team corresponding spawn entities?


That would solve the problem. Just a suggestion.
 
And wouldn't coding require an entire mod? That's too much.

I'll keep working on that spawn problem...
 
(15 minutes past)

OK I HAVE GOT IT!!!

Screw the isolated room part. And we can bring the king of the hill idea back in! Yay!!

Here is how it goes...

All spawn points are in room between the bases. (like under the bridge) Noone can get in, or shoot in, or 'nade in. But you can go out. You start without weapons. You will have NO choice but to run back to your own base! Because you are weaponless!! This can also open up a huge fun factor!!

"OK GUYS WE GOTTA MAKE IT BACK TO BASE!! STAY BEHIND COVER, AND KEEP LOW!!"

:D :D :D

Sound fun!? Yeahh this map will be kick A$$!!!
 
vegeta897 said:
(15 minutes past)

OK I HAVE GOT IT!!!

Screw the isolated room part. And we can bring the king of the hill idea back in! Yay!!

Here is how it goes...

All spawn points are in room between the bases. (like under the bridge) Noone can get in, or shoot in, or 'nade in. But you can go out. You start without weapons. You will have NO choice but to run back to your own base! Because you are weaponless!! This can also open up a huge fun factor!!

"OK GUYS WE GOTTA MAKE IT BACK TO BASE!! STAY BEHIND COVER, AND KEEP LOW!!"

:D :D :D

Sound fun!? Yeahh this map will be kick A$$!!!

Sounds cool. How would I make an entity that would let players out but keep gunfire and nades from hitting them?
 
Well, that I know can be done... 1 way portals? Not a problem AFAIK...

And if not, you can make it more "lifelike" by just making getting out of the room be dropping out of a vent or something, so that way players wont be able to get in. And you can just design it in such a way that someone can't throw grenades in. Not that hard at all.

You can also use a teleport (1 way ofcourse). Easy way, and it can be done rather nicely. Sinse we are talking the HL2 universe, it's not really unrealistic...
 
Ah, but of course! Way to use the ol' noodle!

:thumbs:
 
vegeta897 said:
And wouldn't coding require an entire mod? That's too much.

I'll keep working on that spawn problem...

No it wouldn't require an entire mod. All he would make is an entity. Would get downloaded with the map.

Meh, I've tried a couple of maps. I just end up frustrated and I cry and then my keyboard get's fried and...well..it sucks.
 
I like the concept :)

The thing I have to suggest is to add some detailed backgroud, done best with a 3d skybox :)
 
Still, no coding skills.

Besides, I am really liking the run-for-your-life-to-the-base-while-getting-shelled-by-the-enemy-omfg-come-on-guys-we-need-a-wep-k-BOOM-ahh-noes gameplay addition.
 
Hazar said:
I like the concept :)

The thing I have to suggest is to add some detailed backgroud, done best with a 3d skybox :)


Yeah, thats the plan. I need to learn the ins and outs of it though.



UPDATE COMING SOON!

I just got done with the bridge. Some pics will be posted soon.
 
There is a very similar (and really crappy) map like this already. There are two bases that are exactly the same with a tiny bridge between them and crossbow/RPGs up on the roofs. The problem during team DM is that when you kill an enemy, they randomly spawn on the map, so there's a 50% chance they'll end up in your bunker. If you kill 3-4 people in a row (with the crossbow it's easy) it's quite possible for 2-3 of those people to end up in your bunker, and then toast you. Makes it pretty much impossible to control 1 bunker for a long period of time simply because when you kill an enemy and start to 'succeed', it will eventually just come back and bite you in the ass.

So in short - you definately need to devise some way of segregating the team spawning points if you want this to work as a kind-of-the-hill co-op game.
 
Lanthanide said:
There is a very similar (and really crappy) map like this already. There are two bases that are exactly the same with a tiny bridge between them and crossbow/RPGs up on the roofs. The problem during team DM is that when you kill an enemy, they randomly spawn on the map, so there's a 50% chance they'll end up in your bunker. If you kill 3-4 people in a row (with the crossbow it's easy) it's quite possible for 2-3 of those people to end up in your bunker, and then toast you. Makes it pretty much impossible to control 1 bunker for a long period of time simply because when you kill an enemy and start to 'succeed', it will eventually just come back and bite you in the ass.

So in short - you definately need to devise some way of segregating the team spawning points if you want this to work as a kind-of-the-hill co-op game.
Read the entire thread before you post in it. :hmph: We already have a solution for this.
 
UPDATE!

  • Added more lighting to the underground portion
  • Added some more entities, phys objects and some decals
  • Modeled the overpass/bridge. Added textures, entities, and decals

Heres some pics of the progress -

faceoff0010copy.jpg


faceoff0011copy.jpg


faceoff0012copy.jpg


faceoff0013copy.jpg


Damn Photobucket site keeps scaling down my pics! :frown:

Its coming along! I don't think im going to make a mirror copy of the facility on the other side. Honestly, I don't know what I'm going to make. :p Any suggestions would be welcome.
 
Later tonight, I'll take your renders and add some cheap photoshop diagrams for my suggestions on possible things you can do instead of a mirror of the same facility.
 
I think steven_m64 at *cou hl2w0rld gh* figured out a working way to get team specific spawn points here is the link for the original thread to read on different stuff some people did... it works i guess

http://www.hl2*****.com/bbs/viewtopic.php?t=17864&highlight=rebel+spawn

just replace the asteriks with world because for some immature reason the site is banned just by typing it *rolleyes

anyways

well spent a good ammount of time trying diffrent things out and i managed to make team specific spawn points possible.

entitys used per spawn point:
1 trigger_multiple
2 trigger_teleport's
2 info_target's
1 filter_activator_team

optional:
player_weaponstrip (point entity)
game_player_equip (set to use only)

here is one of the maps i was using for diffrent items i wanted to test
it should work as follows if your on combine you spawn above the pond and land in the water, if your on the other team you spawn above the land.

step by step what happens when you spawn in the test map:
1. player spawns tru the info_player_deathmatch in pitch black spawn area.
2. player sets off player_weaponstrip and game_player_equip
3. player sets off the trigger_multiple having filter_activator_team check if the users team is rebels.
4. filter_activator_team enables then disables one of the 2 trigger_teleports's depending on what team filter_activator_team stated
5. player spwans at the info_target with only weapons chosen in the game_player_equip inside his teams spawning area.

Notes:
filter_activator_team team numbers are as follows:
#0 unassigned
#1 Spectators
#2 Combine
#3 Rebels

The Test Map which steven_m64 made...
 
I don't know about the whole 'RPG on one side, crossbow on the other' deal. Assuming there is quite a long range between the tops of the towers, it would be very hard to kill a guy running around with an RPG with a crossbow. It seems to me that the RPG side has a huge advantage, though I would have to play the map to see how it works in practice. Perhaps put a crossbow on each tower, and the RPG in the middle. Seems like a reason for people to actually go to the bridge.

-Rubeus
 
Thx to aeroripper for posting that link. I'll take a look at it and try to put it into my map.

Rubeus, thx for the feedback. I'll test out mulitple weapon placements to see what everyone prefers. The ultimate test is whether or not its actually fun to play. If i can achieve that, thats all i need.

Anyone else have some ideas on what the bridge should connect to? Any and all ideas are welcome.

:thumbs:
 
No problem, I'd like to play it when it's done. I think having a crossbow in each tower, and have the two teams fighting over the middle for the rpg, would promote some action in the map.
 
vegeta897 said:
Read the entire thread before you post in it. :hmph: We already have a solution for this.
I know. I was just re-iterating that you REALLY did need it. If you just decided "it's too hard and probably doesn't matter", I was just pointing out that it really does matter and the map will stink, just like the other one does.
 
Rubeus said:
No problem, I'd like to play it when it's done. I think having a crossbow in each tower, and have the two teams fighting over the middle for the rpg, would promote some action in the map.

Im gonna try to set up a game that will allow some people to test out the map. I just have to find someone that will host it. I've considered renting a server. Maybe now would be the perfect time huh? :E

I hope to use the bridge as a choke point on the map. Like you stated, putting an RPG there would promote that.



EDIT - Remember, if there's anything you would like to see my put in my map, tell me. Afterall, this is for the community.

Oh and there will probably be an update tomorrow. :D
 
UPDATE!!! DM_FACEOFF :)

The photos are 1280X1024 so I didn't want to put them directly on this page so here's some links

http://img.photobucket.com/albums/v53/satch919/faceoff1.jpg - Showing some new props, phys entities, and lighting. I added an overhead sprinkler system with some cables hooked up to them.

http://img.photobucket.com/albums/v53/satch919/faceoff2.jpg - Here's what the bridge section looks like right now. I don't know if im going to put up any barriers though. I think it might be a lot more fun to see the ragdolling off the side. :p

http://img.photobucket.com/albums/v53/satch919/faceoff3.jpg - Showing off more details. The boxes on the front left are not phys objects nor can they be destroyed. I want people to have some kind of cover in there.

http://img.photobucket.com/albums/v53/satch919/faceoff4.jpg - I added the storage rack on the right so that people could grab barrels from the racks and launch them. The explosive barrels should provide you with some physics fun. The lift can also be seen in the background there with two more barrels on top.

http://img.photobucket.com/albums/v53/satch919/faceoff5.jpg - Looking out from the compound. Just another view.

http://img.photobucket.com/albums/v53/satch919/faceoff6.jpg - A busted control panel with some sparks coming out from it. More pipes and equipment.

http://img.photobucket.com/albums/v53/satch919/faceoff7.jpg - Just a pic showing off the env_sun entity. I love the Source engine. :D

http://img.photobucket.com/albums/v53/satch919/faceoff8.jpg - A pic looking up from down below the lift. This may make it a little difficult to see the enemy. ;)

Well, thats all for now. I'll be starting on the other section tomorrow. I may or may not post some screens depending on the progress. Until then, peace.

:cheers:
 
Lookin' good.

Since the top part is devoted to supressive sniper fire, I'd reccomend making the lower level a more twisted close-quarters area.
That way, people who manage to get past the snipers have the quickest route, and snipers would need to stay on guard, but it wouldn't be able to turn into a total snipefest.

Also, a minor gripe: the road doesn't lead anywhere! :p
 
Mechagodzilla said:
Lookin' good.

Since the top part is devoted to supressive sniper fire, I'd reccomend making the lower level a more twisted close-quarters area.
That way, people who manage to get past the snipers have the quickest route, and snipers would need to stay on guard, but it wouldn't be able to turn into a total snipefest.

Also, a minor gripe: the road doesn't lead anywhere! :p

Of course the road doesn't lead anywhere, its not finished. There's going to be another complex/facility on the other side. You silly goose! :D
 
satch919 said:
Of course the road doesn't lead anywhere, its not finished. There's going to be another complex/facility on the other side. You silly goose! :D

I know that. :p

What i mean is that there's a big two-lane road linking these two complexes, and it doesn't lead anywhere outside of those two buildings. It's a tiny stretch of road with two dead ends, not big enough for any cars to use.

So, maybe have a gated tunnel that it curves into, or something like that?
 
Mechagodzilla said:
I know that. :p

What i mean is that there's a big two-lane road linking these two complexes, and it doesn't lead anywhere outside of those two buildings. It's a tiny stretch of road with two dead ends, not big enough for any cars to use.

So, maybe have a gated tunnel that it curves into, or something like that?

No, the other side is going to have a road leading out of there but it'll be blocked off.

Yeah, cars can use that road actually. Two trucks fit fine on the overpass. Its meant to be a "one way only" road. Here's some proof. http://img.photobucket.com/albums/v53/satch919/trucks.jpg
 
satch919 said:
No, the other side is going to have a road leading out of there but it'll be blocked off.
Ah, that's what I was talking about. Good good then.

And by too small for any cars to use, I meant the ten-second commute between the bases would make cars somewhat inefficient. :p
The blocked-off road fixes that problem though.
 
looks cool. I like how you added the bulletproof glass so you can see all the way across, without getting shot.

looks good.
 
There will be an update tomorrow morning. Just a head's up for those interested. I would post tonight but my computer is acting a little funky so I'll call it quits for one night.
 
As promised, here's the update. I know some of you are spoiled now after looking at the dm_Depot map but bear with me. :p I've decided not to make a map like the one in my concept renderings. I tried out the cliff based theme and it just wasn't working so I went with an urban theme. Without further delay, here are the pics.

http://img.photobucket.com/albums/v53/satch919/f1.jpg - An overall view of the map. There's still a lot thats not in place yet. I have to do some more buildings in the background and some texturing on the road. Im aware of the nodraw thing on one of the buildings. Thats intentional seeing as the players will never actually get this view.

http://img.photobucket.com/albums/v53/satch919/f2.jpg A view from the streets with a caved in tunnel. Nice sunflare action going on. :)

http://img.photobucket.com/albums/v53/satch919/f3.jpg - I like this section. It gives the players a spot to ambush foes walking across the overpass.

http://img.photobucket.com/albums/v53/satch919/f4.jpg Another shot.

http://img.photobucket.com/albums/v53/satch919/f5.jpg Pic of the alley. A good spot for all the campers in the community.

http://img.photobucket.com/albums/v53/satch919/f6.jpg A pic from the ambush spot.

Well there you have it. Im getting closer and closer to finishing. I should be done by Monday. Im gonna pull a couple all nighters so I can finish and send it off to Valve for the competition. Question: Do they want it in a .bsp format or just the Hammer file? Constructive criticism welcome.
 
:LOL: A little over 1,100 views and no one else has posted? If I would have known that no one really cared, I wouldn't have gone through the trouble of posting pics and updates.

Geez, how about some feedback. Positive or negative criticism is welcome. Something. I can't improve the map if you people don't tell me what you want.
 
Back
Top