dys_damage [WIP]

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dys_damage [WIP]

Postby K7-Avenger » Sun Jan 13, 2008 12:40 pm

hello.

I am a level designer who has had some good experiance and i have decided that i will start my own level project for dys. Its my first map for dys so i was wondering what the players of dys would like. My map Dys_damage (working title) is set in a corp operated minor damn facility. The dam provides power for the corps many building such as sky scrapers ect. The punks ive decided will either arrive in the dropship from dys_silo or their own boat which they use on the river. The punks objective is to gain access to the west side of the dam and shut down any access doors to the dam using a JIP and also capture the corps security spawn point. once they have captured the spawn and shut down all operating doors they move on to disabling the west power generators by attacking a transformer, which powers down all electricty being used on the west side of the dam and parts of the corps buildings sector. Then the emergancy power kicks in. After that the punks must move on to the central building between the two sides of the dam. The central building is where all control over the dam is monitered ect. They have to fight their way to a control station and using a JIP, divert all power from the east side to an abandoned weapons factory unknown to the corps. Hving done that the control station is hit by a missile launched from the boat or drop ship to avoind backhacking ect. They then move into the east side and their aim is to destroy a data restore bank, which houses servers and stuff. And then finally opening all water gates on the dam which floods the lowest point of the corps building site. Mission end.

This is my first story line idea. Id like to know what you all think, ways i can improve it ect. I have no images of the actual map yet, but i do have a model i made which was just a little concept. Thanks !

http://img69.imageshack.us/img69/9285/d ... t01vv2.jpg
http://img107.imageshack.us/img107/2150 ... t02hs6.jpg
http://img107.imageshack.us/img107/7231 ... t03mf1.jpg
Last edited by K7-Avenger on Thu Apr 24, 2008 8:53 am, edited 1 time in total.
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Postby Reality » Mon Jan 14, 2008 2:36 am

Hi!

the storyline is fine, but: the data bank dont fits in there i think;)

nice models^^
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Postby TawnosPrime » Mon Jan 14, 2008 10:37 pm

Sounds like an interesting idea. Hope to see this soon.

Also, your images bring two questions to mind:

1) Do you have ANY intention of scraping using the dys_silo drop ship in favor of that Rebel Blockade Runner? I'm not a Star Wars fan but I do enjoy seeing such things put to new use.

2) What program did you make your models with and can it compile them in a HL2 friendly format (i.e. I believe it's .smd needed for Model Compiler)? I've been meaning to get into modeling but want an easy/simple program to get started with.
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Postby K7-Avenger » Wed Jan 16, 2008 4:33 am

hey there, that model of the blockade runner isnt mine i just used it for refferance. Erm, only the XSI modding tool can export as a .vmf. I can compile models but making a model for a map is not possible at all, you could make a huge model but then you must texture it in one texture and make collision models and it will only be vertexlit which is awful. I just made that quick model as an idea and its faster. And the program is 3ds max 9. I have been drawing up some plans and have a bit of art to show but ill d that in about 2 weeks when i get my pc back. Thanks !
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Postby twincannon » Wed Jan 16, 2008 7:25 am

Cool concept.

Are you planning on actually "using" the water for any parts? I.e. being able to swim in it. The only reason I ask is it's a bit wonky. It works, but the game doesn't take into account water at all so you can do funky stuff like shoot tesla underwater.

Also heavies sink like rocks, which is really funny.

Re: punks entrypoint, since you can model, it may be an idea to model a boat. Would certainly be a cool and unique entrypoint.

Is that big thing in the dam a boat crashing into it?
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Postby K7-Avenger » Wed Jan 16, 2008 10:50 am

Hmm a boat would be better and i can design it. That big thing you can see in the middle is basicly a big control center or machinery. I wanted the dam to look futuristic by making a newish looking design that you dont at preasent, its shaped like a boat yea, as you see where it becomes more pointlike, the bit that looks like the end of a bullet, is because the water would be flowing into the structure so i thought that it should be streamlined to avoind structure stresses, and also it makes it look a lot visually pleasing, boat like shape - relation to river and water. As for being able to access water, i didnt plan on doing it and i though i would clip al that area off with fences and warning signs 'danger strong current, do not swim !'

One thing i am having trouble figuring out, is how the gameplay should be structured, how many jips, how many jips where you encounter the enemy in Cyber space, how many spawns there should be. Each match is like 20 mins or so isnt it? i have been thinking how long it would take for each obj to be reached and capped ect and its pretty hard.
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Postby K7-Avenger » Thu Jan 24, 2008 5:07 pm

i have been working on this map and it is coming along nicely. What i would now like from the community is suggestions.

how many objs?
how many jips?
how many destroyable objectives?

also how long does a match last? i cant remember.
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Postby BurninWater » Thu Jan 24, 2008 5:49 pm

1. 3-5 depending on difficulty
2. depends, how much ya wanna rely on cyberspace, on objectives it depends how ya wanna do it aswell
i set it up so there are 4 jips for two objectives.
2 for punks/ 2 for corps

usually when ya put jips for outside objectives its 2/2 tho, 1/1 works aswell but it makes for less intense cyberspace fighting

3. i wouldnt go beyond 2 if ya got 5 objectives, else its just gets a boring suicide run after suicide run and thats extremely detrimental to a good map
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Postby Pyroguy » Fri Jan 25, 2008 12:35 am

Cool, no one has thought of setting a map in a dam yet. And I like that prototype with the superstructure in the middle, which could lend room for perhaps some kind of generation plant (maybe use hydro-power to create hydrogen and oxygen? That'd be neat).

I doubt how viable a hydro-electric facility would be over the nuclear reactors of the time, but for a special use it would make sense. Vaccine, Fortress, and arguably Detonate all have data-bank-esque final objectives, so maybe just skip that and go to opening/exploding the flood gates? (use the carryable objective as C4 and punks must plant them on each gate then simultaneously detonate them?).
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Postby Clippit » Fri Jan 25, 2008 7:21 am

dambusters!

i think it's a cool idea, and it would be an interesting, dramatic backdrop for the action. I'm thinking of the Kubra Dam map in BF2 - inside and outside areas and surrounding "stuff" was all used really well, then they put it in a really bad game...
I hope you nail this one really well :)
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Postby K7-Avenger » Fri Jan 25, 2008 11:21 am

hm. what is hard is the design of the interior, because its just long buildings its hard to find a way to add multiple routs to the objs. I hope i dont let you down =(
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Postby K7-Avenger » Sat Jan 26, 2008 8:05 pm

ive been thinking hard and realised i really could do with a co-mapper, someone who will help me throughout the development with objectives, cyber space and a storyboard for the map. Please if you understand the ways in which maps for dys are meant to be developed and have some good experience in level design, please contact me and we shall develop the map to the best quality. Thankyou
Last edited by K7-Avenger on Sun Jun 02, 2013 2:58 pm, edited 1 time in total.
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Postby Furtal1ty » Wed Apr 23, 2008 4:08 pm

Looks fun to play, except some parts look too small. For dystopia, you can never build too big, but building too small is a problem. Won't know till we can beta test it though. I could also be suffering of a lack of POV depth perception.
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Postby Sgt Crise » Wed Apr 23, 2008 4:56 pm

Great stuff man! I love the darkness and all the tight places. Just avoid long corridors (or make them wide, with lots of cover), keeping tesla and snipers in mind. Also rooms with high cielings allow for nasty GL spam. Screens look uber tho, I love it.
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Postby avv » Thu Apr 24, 2008 2:09 am

Why is the punk spawn a spaceship from starwars?

Looks pretty good but it's sometimes a bit too dark. Fortress has proven that darkness has its downsides.
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Postby K7-Avenger » Thu Apr 24, 2008 4:27 am

i did the lighting in 5 mins just so i could get a compile its final. im planning on adding more routes to stop bottle necking. Dont worry, this is after a few hours of work, thanks for your comments.
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Postby ViralHatred » Thu Apr 24, 2008 5:17 am

Why is the punk spawn a spaceship from starwars?
Because he didn't have a decompiled Punk Dropship from Dys?

Duh. :roll:
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Postby K7-Avenger » Thu Apr 24, 2008 6:32 am

That screen with the star wars blockade runner is from 3ds max and was just a concept, im not going to use that as the drop ship !, but now im not even using a dropship, im using transport boats :D
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Postby K7-Avenger » Tue Apr 29, 2008 1:48 pm

ive been working on the level and have made some decent progress, iw as thinking, instead of showing you pictures, would you all like a little video of me walking around so you know what is where?

i was also wondering how you make a little rectangle to go around the turrets that appears on your hud, which entity do i use for this and also why when i shoot my own turret it doesnt make the sound when u injure a team mate?

it could be about 2 months before a playable version is out, i need to learn how to make jips and stuff and also my exams are coming up. Thanks
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Postby Pyroguy » Tue Apr 29, 2008 3:26 pm

The HUD elements are all generated automatically, as long as you set up your turret dorrectly. See the mapping section of the wiki for some tutorials on how to set up turrets and many other things. This seems like a really neat idea, hope it turns out good.
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Postby K7-Avenger » Wed Apr 30, 2008 11:56 am

ah forget the video, the file was huge. Planning the objectives is really hard. Im going to have to release the level to some people to help me out later on development. So if you would like to help me out and gives me a few tips on the layout ect, just say and ill call you when the time comes, cheers.
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Postby Onea » Thu May 01, 2008 12:00 pm

Looks neat.

Heh, I had an idea last summer about making a dam map for dystopia. I guess there's only so many places that you can hold missions :)
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Postby Pyroguy » Thu May 01, 2008 2:07 pm

Wow, that's looking awesome. My only suggestion: DON'T DETAIL TOO MUCH! You will probably find a lot of things that need to be tweaked through testing, and most of the time a fix forces you to remove exact details that don't fit. The only issue you will have is with two water planes... Source doesn't like them. My suggestion, hide one of them mostly from view, and use cheap water on it. Preferably the side with the least reflections to show.
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