Occupation Source team looking for mappers

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Occupation Source team looking for mappers

Postby Saxon on Tue Aug 24, 2010 12:56 pm

I'm making a post on behalf of the Occupation Source team, who are presently looking for mappers to join / contribute a map to their mod.

Brief info about the mod:
Occupation Source is a multiplayer mod which places an emphasis on realistic weaponry, and features differing gameplay styles (both team based gameplay and free-for-all).
In most gamemodes players are given support of NPCs who can assist with capturing and holding objectives.

To give an impression of what the gameplay is like, here are two short videos showing a player battling against enemy NPCs


Whilst maps in those videos might clearly be based on HL2 content, I believe the mod team are looking to create visually impressive battlefield environments (the theme and style are up to the mapper).

If you're interested in helping out, leave a message in this thread *or* contact the mod leader via his moddb page here: http://www.moddb.com/members/enterpriseg

For any passers by interested in the mod, their mod page is here: http://www.moddb.com/mods/occupation-source
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Re: Occupation Source team looking for mappers

Postby Gradius on Tue Aug 24, 2010 2:12 pm

No iron sights? Sounds a lot like firearms source then: A focus on realistic weapons but used in unrealistic ways in unrealistic scenarios. I just find it kind of strange.
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Re: Occupation Source team looking for mappers

Postby ad_hominem on Tue Aug 24, 2010 2:15 pm

Gradius wrote:No iron sights? Sounds a lot like firearms source then: A focus on realistic weapons but used in unrealistic ways in unrealistic scenarios. I just find it kind of strange.


What? CounterStrike doesn't use ironsights, and that works fine. PLUS, the first video shows the use of iron sights.
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Re: Occupation Source team looking for mappers

Postby Saxon on Tue Aug 24, 2010 4:08 pm

Gradius wrote:No iron sights? Sounds a lot like firearms source then: A focus on realistic weapons but used in unrealistic ways in unrealistic scenarios. I just find it kind of strange.


All the weapons have ironsights, and the weaponry here is more realistically coded than FA:S
One interesting thing of note is the temporary incapacitation induced from non-lethal shots - this happens to both players and NPCs - which is why the guy playing in the videos shoots bodies in the head to ensure they really are dead.

The unrealistic scenarios are something the team hope to remedy (hence the request for help here).
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Re: Occupation Source team looking for mappers

Postby Gradius on Tue Aug 24, 2010 4:52 pm

Oh my mistake. It's fine with me then.
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Re: Occupation Source team looking for mappers

Postby TheUnknownPredator on Wed Sep 29, 2010 12:48 am

I seem interested, What source game does this game use , and What Engine Version?

What gamemode's will their be?
What kind of map's are you wanting?
Will players be able to interact with the environment?
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Re: Occupation Source team looking for mappers

Postby Saxon on Wed Sep 29, 2010 2:53 pm

It uses CSS for the base content and the latest OB engine.

The main game mode I know of is UT/DOD style domination, where you capture an area (which in turn also allows you to respawn there).

Maps have no real fixed theme, they can be farmland or urban areas. DOD is a good reference point for how maps should be laid out.

Players "interact" with the environment in the normal sense - they can run around, use weapons and kill enemy team members or NPCs. I guess if you're thinking deeper players could do other stuff too maybe? Depends what you have in mind.
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Re: Occupation Source team looking for mappers

Postby TheUnknownPredator on Wed Sep 29, 2010 10:17 pm

That's cool :) Now how would we make the Cap points in Css?
New Entity's?
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Re: Occupation Source team looking for mappers

Postby Saxon on Thu Sep 30, 2010 8:11 am

The cap points are indeed new entities - the mod uses a whole new FGD file.

Key things to add to maps:
Player spawn points, and forward spawn points (activated upon objective capture)
NPC spawn points, and forward spawn points
Capture areas

You can add some cool stuff like parachute spawn points for players and NPCs if you want, but TBH that eats up a lot of VIS area.

I would recommend getting in contact with the mod leader here http://www.moddb.com/members/enterpriseg
He can hopefully send key stuff your way like an FGD file ;)
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Re: Occupation Source team looking for mappers

Postby TheUnknownPredator on Fri Oct 01, 2010 4:29 pm

I started making a map..
Removed Radar map and Made a 3 Capture Point map :)

Also it'd be cool if you added king of the hill :)
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Re: Occupation Source team looking for mappers

Postby Saxon on Sat Oct 09, 2010 7:54 pm

If anyone's interested, version 3.0 of the mod was released today. It can be found here:
http://www.moddb.com/mods/occupation-so ... l-install1

A small sound file patch can be found here too
http://www.moddb.com/mods/occupation-so ... -sound-fix

It's still a work in progress mod, so do bear in mind there are quite a few graphical errors (eg no cubemaps) *but* it's certainly a lot of fun to play!

TheUnknownPredator wrote:I started making a map..
Removed Radar map and Made a 3 Capture Point map :)

Also it'd be cool if you added king of the hill :)


Indeed it would be fun to see something like KOTH, or something like it (headquarters anyone?) Capturing and holding a single objective can be a lot of fun, and can lead to some very varied gameplay :)

I'll look forward to seeing what you can do with your map ;)
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Re: Occupation Source team looking for mappers

Postby TheUnknownPredator on Sun Oct 10, 2010 3:18 pm

Yeah Im working on it , I have the first Capture point , but Yeah its coming along great!
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