Oilrig

Oilrig

Re: Oilrig Posted by G4MER on Mon Apr 25th 2005 at 9:35pm
G4MER
2460 posts
Posted 2005-04-25 9:35pm
G4MER
floaty snark rage
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2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
As most of you know there is not an option for VIP maps in Source, so I was thinking of making OILRIG into a hostage rescue map.

2 ways of doing this.

1: Start the CT's with the 4 hostages in the norm like in the 1.6 version, and the CT's have to drag the Hostages out to the waiting Heli.

2: Start the CT's at the Heli, and the T's in the old CT spawn point, with 2 of the hostages in that room and 2 in another location near by, maybe down the ramp. This would force the CT's to have to infiltrate and rescue the hostages, by grabbing them and bringing them back out to the Heli.

Someone also said it could be remade into a DE map, by adding a couple bomb spots.. where would a proper target area's be?

I am willing to give this a try if anyone has any ideas or help they can lend.

Can the map be decompiled from the 1.6 version and edited to source? Or would it be better to try and just rebuild the map, adding new details and realism?
Re: Oilrig Posted by DrGlass on Mon Apr 25th 2005 at 10:23pm
DrGlass
1825 posts
Posted 2005-04-25 10:23pm
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
I think a full out remake of the map should be done. I'd love to
see a map with cat walks that dropped off into the water far
below. You could have short cuts that tempt the player to risk
falling.

I would think that a bomb map would work best. have two sites,
one out side in the open that would be easy to cover (have towers,
etc.) but at the same time hard to take over from the CTs. The
other site would be deep inside the oil rig.

You could have pipes that catch fire when shot, thus blocking off passage. Falls, explosives...

and you wouldn't need many custom textures, the HL2 metal would work very well.
Re: Oilrig Posted by Addicted to Morphine on Mon Apr 25th 2005 at 10:31pm
Posted 2005-04-25 10:31pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
I don't know if as_oilrig would ever really work as a hostage rescue or
bomb defuse map, without some major changes to limit some routes.
The map has way too much connectivity. As a Terrorist, you can
spawn and in about 6 seconds you can be in or right next to the CT
spawn (if you take either vent routes). If you're intent on
adopting the map for CS or DE, I would definitely remove the vent
routes.

With that being said, I don't think as_oilrig would work well as a
hostage rescue map. No matter where you put the hostages the CT's
are going to have to lead them pretty far. I think the de_
scenario would work better.

Assuming you'll keep the T's spawning on top of the buildings by the
chopper, and the CT's spawning in the small room with the ladder and
vent, then I would put a bomb site next to the water pit and one on the
first floor of the elevator room. Obviously, you should add some
oildrums or extraction machinary to bomb to make it believable.

As for porting it... if you feel comfortable enough remaking the map
from scratch, you can give it a shot. It's unlikely you'll be
able to maintain the original dimensions, but this may work out since
you'll probably have to do some serious fiddling with the layout.

If you don't want to build it from scratch, I'd first decompile the
original (using the map decompiler found here:
http://www.snarkpit.net/editing.php?page=files&game=HL&type=utilities)
and then port the brushwork to source. You can learn how to port
from HL1 to Source by reading this thread:
http://forums.fortress-forever.com/viewtopic.php?t=497&sid=7f1e08cab2bd4d197e465e44791dde3c

I'm not exactly sure how the community feels about decompiling and
porting and editing... I personally don't really have a problem
with it if you're attempting to "Source" an old map.

To be honest, I think you're probably better off creating an entirely
new version of the map. Keep the setting, and the emphasis on
Z-axis battles, but come up with some new routes and geometry. I
feel that if you're too faithful to the original the map won't come out
as well.

Well, anyway you cut it as_oilrig definitely has a lot of untapped
potential (as either a source of inspiration or the subject of a direct
port) and could be made to look spectacular for Source.

MoneyShot, I hope that helps.
Re: Oilrig Posted by G.Ballblue on Mon Apr 25th 2005 at 11:25pm
G.Ballblue
1511 posts
Posted 2005-04-25 11:25pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
MoneyShot said:
2: Start the CT's at the Heli, and the T's in the old CT spawn point, with 2 of the hostages in that room and 2 in another location near by, maybe down the ramp. This would force the CT's to have to infiltrate and rescue the hostages, by grabbing them and bringing them back out to the Heli.
I wouldn't recomend that -- it generally takes most ct teams, on the old cs games, a long time simply to make it up. Also, the CTs would have a huge advantage over the ts at that point, in a cs_ map. It's generally the other way around -- The team going down the oilrig generally has advantages over the other team.
Re: Oilrig Posted by G4MER on Tue Apr 26th 2005 at 12:31am
G4MER
2460 posts
Posted 2005-04-26 12:31am
G4MER
floaty snark rage
member
2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
I think building a new map, with some of the features found in the old one would be best. Thank you for some ideas and links. I may need some help with some features as my mapping skills may not be up to the complete task.. maybe this can be another Snarkpit project?
Re: Oilrig Posted by Addicted to Morphine on Tue Apr 26th 2005 at 2:50am
Posted 2005-04-26 2:50am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
I'd be happy to offer whatever help I can. Even if this means simply looking over your VMF and giving you some feedback.
Re: Oilrig Posted by Jimbo on Tue Apr 26th 2005 at 11:54am
Jimbo
1 post
Posted 2005-04-26 11:54am
Jimbo
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1 post 0 snarkmarks Registered: Apr 26th 2005
dude ur killing me, i was already this. Not a direct port of oilrig though.
Re: Oilrig Posted by G4MER on Sat Apr 30th 2005 at 4:44am
G4MER
2460 posts
Posted 2005-04-30 4:44am
G4MER
floaty snark rage
member
2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
Jimbo said:
dude ur killing me, i was already this. Not a direct port of oilrig though.
Well post what you have so far JIM, Id love to see what your doing.. I will post what I have in MAP forum once I figure out how.