Old Server Complex: Ideas

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Post by Jonas »

It is now.

8)
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Post by ZeroPresence »

your punishment remains!
:twisted:
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Post by ZeroPresence »

oh crap hey I just noticed, that's an older version... already. lol

I fixed half that stuff, such as the doors and stuff. But yeah good idea for the toxic sludge at the bottom of the shaft, I took your idea and used it. And I've put some backing behind those fan sections with the invisible texture.
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Post by Jonas »

You da man!

I totally took today off, calling my boss and telling her I'd caught a cold. In fact I'm quite healthy, I was just tired as all the Hells because TNM granted me a mere 6 hours of sleep last night... but now I shall finish the corporate sector, PDX HQ, AND the weapon shop for M22! All before the day is up!

And you shall revel in my l33tness!
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Post by ZeroPresence »

I revel in nothing but the blood of my enemies!
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Post by that guy »

rofl.


anyway I played the map. It's as awesome as I imagine. a couple of things to consider. The music can really make or break this map. If the music doesn't fit it will lose all its effect. Also I picture there being a lot of decorations. Probably a lto fo crates. Maybe even hanging wires, etc.
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Post by ZeroPresence »

yeah, I hope the music for this map is super fitting. I really think its either gonna be a bullseye, or its gonna be miles off. Not a big margin for error. :P
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Post by Jonas »

Well, Steve Foxon has been tasked with composing the music for both server complex levels, so I'm sure it'll be right on spot :)
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Post by ZeroPresence »

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Post by Jonas »

Hey Chris, here's my feedback on the OSC:

W00T!!!

Yeah that sums it up I guess. A brilliant standard throughout! I only located one BSP error:

Image

Should be easy to fix, try semisolidifying or just simplifying some of the stuff in that room. Apart from that, OSC03_01 confuses me. I think it has a leftover from back when we wanted to include a fork in the path there, to let the player choose between two ways to go. Because frankly, I can't see how you're supposed to get up into that vent that leads off into what appears to be a level transition :P

I'd say delete that or something. Or perhaps relocate it to be accessible and use it as an exploration reward. Looking at the map, it also looks a lot llike you were originally meant to come out of the vents - because the only way to move out of that room with the server is to go on the catwalk that collapses. Maybe you should kinda... move it around a bit? It's a good gameplay detail, would be a shame for it to go to waste just because we've changed out minds.

Also in OSC03_01, the room similar to where the server is, but on the other side, is where the entrance to the last server area is supposed to be, I think. Of course if you have better plans, it's your map. Please keep in mind we're planning to make the player backtrack through OSC03 to find an isolated computer to upload SC to, so it should be possible to move back the same way :)
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Post by ZeroPresence »

that's where the burning box trap ends, you either go through the turrets or deal with the fire.
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Post by Jonas »

Oh yeah...

Have you made that part yet?
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Post by ZeroPresence »

ok dudes, lesse:

picture this, skynet central core, the matrix's central computer, and other giant mechanical monstrosities. Now, tell me what you think the last gigantic server you're supposed to climb to the top should look like. Draw me something, link me something, I dont care. I just want some inspiration for how this big ass thing should look like.

(basically, I'm getting mapper's block. :P )
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Post by Jonas »

You may consider this a little too boring, but I was picturing a server farm more than a supercomputer. Here's some concept art I stole from Black Mesa Source ages ago:

Image
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Post by Trestkon »

Mmm, I think that *is* a little boring.

I was thinking perhaps about the over-done infinitely deep cylindrical tube room with a giant server 'core' running up the center and precarious walkways leading to it.
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