Exodus

Reveal what you have made so far and get feedback on development.

Re: Exodus

Postby Cysticcraze on Wed Jun 09, 2010 6:57 pm

So... I returned home from a camping trip where I swam for six hours a day for the last three days =S Was fantastic. But I returned home with a question about my reconstruction of the house. It has two stories and some really cool scenarios. However my question is, can anyone think of creative ways to get the combine into the second story of the house? Maybe have them rappel from a helicopter or drop walkways into it? I want to create an environment where turrets can be used only to blocked two directions out of the possible 3-4 the combine would be attacking. Avoiding the two access points that were in the previous map (Turrets were able to cover both directions without effort on hard). Any suggestions? Ie vehicles bridges, drop ships, catapults... the list goes on.
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Re: Exodus

Postby Major Banter on Wed Jun 09, 2010 8:06 pm

Destroy a turret mid-way through the assault. Then the other.
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Re: Exodus

Postby jgoodroad on Wed Jun 09, 2010 8:29 pm

headcrab mortar... just a thought.
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Re: Exodus

Postby Terr on Thu Jun 10, 2010 5:18 am

Zecrah wrote:But I recommend having some form of 'safe' zone, or safer. Like in the Episode Two level where the combine trap you inside the house. You can hide in the basement, which gives you an advantage but there's still several assault points and such.


Every time I see your forum avatar I think it's an Xen manta-ray before I realize it's a kitten. Something about the silhouettes.

But to expand on the "safe zone" idea into a "melee zone" one... the player needs somewhere they can retreat to where they can find in close-quarters against the enemy, particularly if for some reason they run out of ammo or just really like the shotgun. The enemy avoids going into that room unless the player's been in there for a bit, and once the player kills the enemies he can run back out and forage more ammo before the next wave arrives. The room should have a few radiator/washing-machine toys for the gravity-gun.
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Re: Exodus

Postby Cysticcraze on Wed Jun 23, 2010 5:19 pm

Hey hey! I just wanted to stop in and give you a no media update and a question! I have been workign on recreating the first map, and I actually think I am succeeding in bringing the style of my work back to life! Mapping is slow and I recently got an invitation to join another modding team (More on that if I officially accept).

As for my question, I was wondering on your compatibility with the player that you guys build your maps for. Whenever I make a map I build it specifically for the "Hard" mode in a game, to ensure that you can have sucess no matter the difficulty. Any thoughts?
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Re: Exodus

Postby Zecrah on Wed Jun 23, 2010 7:15 pm

I just build for normal, since that's the default everyone uses it. That way, they can make it hard for a slight challenge or easy if they struggle. But that only really affects your weapon damage and enemy health, so stuff like straight up obstacles and that aren't even affected by difficulty anyway, just sheer combat.
Major Banter wrote:Zecrah, you've come from nowhere yet have rapidly become a Hammer God.

Wtf.


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Re: Exodus

Postby jgoodroad on Thu Jun 24, 2010 2:24 am

yeah, If it's not easy on hard...then there is a problem, If it plays hard on hard (as it should) it might be too hard on normal.
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Re: Exodus

Postby Cysticcraze on Tue Jun 29, 2010 4:22 am

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Old.

New.
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Enough said?
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Re: Exodus

Postby NBRXXN on Tue Jun 29, 2010 4:29 am

ahhh :smt023
*WARNING: Spell check was not used in the making of this post*
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Re: Exodus

Postby jgoodroad on Tue Jun 29, 2010 5:22 am

way more depth
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Re: Exodus

Postby Phott on Tue Jun 29, 2010 8:11 am

Great job! That house looks a lot better from that view, you might want to break up the area that's just blocked off with rocks.
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Re: Exodus

Postby Cysticcraze on Tue Jun 29, 2010 4:22 pm

Hey, thanks for the feedback guys! The antilising mode isnt set in this screenshot, aplogies on that agenda.

Phott, Im not entirley sure what your talking about, could you clarify more? Glad someone spotted a flaw!

Phott wrote:Great job! That house looks a lot better from that view, you might want to break up the area that's just blocked off with rocks.


I like my color scheme and the combine are very good at infiltrating, need something to break up the the open space around the house.
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Re: Exodus

Postby Phott on Tue Jun 29, 2010 4:27 pm

All the rocks outlining the area, it looks kinda repetitive. (See image)

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Re: Exodus

Postby Cysticcraze on Tue Jun 29, 2010 5:25 pm

Ahh, a quick reply! I see what your saying, but the reason for this is because of the displacments, because of the magnitude of the work I was doing I avoided selecting the back of the displacments. I needed something to cover the edges. It really doesnt look bad at all ingame, but I understand where your coming from. Thanks for the critisism, I am serious, to many times I just here "Looks great."
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Re: Exodus

Postby Major Banter on Tue Jun 29, 2010 5:26 pm

Much closer shots of that displacement work would be nice.

Looks extremely well done.
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