[WIP] The Omega Project
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i do like the explosion/escape idea 
edit: i wonder what the "level is cold" checkbox does...
edit2: yes they are your cargo containers, i have your mappack installed, therefore those containers show up 
btw can i include them in the map since they will fit in it?
Doomsday192 wrote:
edit: i wonder what the "level is cold" checkbox does...
That only affects Day of Defeat: Source maps, it controls if the players have "cold breath" effects or not. As far as I am aware, it has no other effect on other games at all.
"Damage Type" = "FREEZE" or "SLOWFREEZE"
damagetype 16 [For Freeze]
damagetype 4194304 [For Slow Freeze]
EDIT: after testing. damage type freeze doesn't seem to do anything different than generic
As for the rest of the screenshots... well, firstly, you really like putting buttons on the ceiling, don't you? The "wake up room" looks very nice, I like the idea that it's set into the floor, it really enforces the idea of being trapped. The idea that the scientists could just stand above you, watching your every move through the ceiling is wonderfully creepy.
Any estimate on a release date? Not for the whole thing of course, but maybe a demo of sorts with the first few test chambers.
just gotta build cubemaps and include custom things, then ill upload 
Yes, it certainly opens up a lot of opportunities.
The temperture today is:
-43 degrees farenheight
lol
edit: im thinking of having some areas like a big glass greenhouse, with trees and such inside it, like to provide food for the (long gone) employees
Doomsday192 wrote:
here you go: dload.php?action=file&file_id=225edit: crap! i could have sworn i hit edit... :/
Great work, the atmosphere is awesome. This is a great demo, but I have a few suggestions:
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The creepy music really clashes with the "Still Alive" instrumental. Maybe have SA play for a few seconds, then cut to static as the creepy stuff fades in.
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I portal bumped into an observation room here: [img=http://img246.imageshack.us/img246/4585/omegaintro0000xg7.th.jpg]
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And here: [img=http://img79.imageshack.us/img79/7843/omegaintro0001lq8.th.jpg]
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The reflections in the air vent seem a bit... off. Could be just me though, but they seem a lot shinier than they should be.
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The rocks when the wall breaks vanish a bit too fast.
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The lights in the hallway are a bit bright. Given how run-down the rest of the place is, Omega Division is surprisingly well lit. A flickering bulb or to would make it all the better.
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Why is there a perfectly intact cake, with the candle still lit, in one of the rooms? That just doesn't make sense.
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The glass changes depending on what side you look at it from. The observation room with the button in it has the frosted glass texture on one side, and the lined glass on the other. The glass wall of wake up room #2 has lined glass on one side, and no texture at all that I could see on the other.
Now that that's out of the way, the things I liked:
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Thank you for using my suggestion for the logo texture (changing "Labs" to "Division"). I'm sure it wasn't me alone that prompted the change, but it makes me feel good to have provided some help.
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Again, the atmosphere. Holy crap, Omega Division is creepy. A bit too bright, like I said, but still creepy.
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The wake up room was very well done. Like I said, the two music tracks seemed a bit strange to play at the same time, but other than that, it looks and feels great. Very claustrophobic.
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The anti-gravity is nicely done. I like how it doesn't affect you until you jump - makes it very easy to use.
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It looks very well thought out; there's great foreshadowing (I'm going to go out on a limb and say we'll be finding out more about Test Subject #1 at some point).
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You did a great job of making Omega Labs look very well used - broken glass, garbage lying in the snow outside, graffiti everywhere, sparks, broken portals. Very nice.
As always, looking foreword to more!
download here: dload.php?action=file&file_id=228
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Edit: instead of just recycling the old GLaDOS sayings, is there anyway to make new ones? it would make the place seem even more set apart from Appature labs (and how did GLaDOS get to Alaska?).
Super Edit: maybe you could also do something with the intro to make it seem that the players awakening was not planned?
Super Special Awesome Edit: Also, because the employees are "long gone", rough up the place some more to show just how much time has passed.
Sleepwalker wrote:
Super Special Awesome Edit: Also, because the employees are "long gone", rough up the place some more to show just how much time has passed.
yeah i was thinking of something along these lines too: You said you were thinking about making a green house, as a food source for the long gone employees. i was thinking, since this is in the artic circle or such that you could even maybe have a small-medium size hole in the green house glass (or if you have more than one green house just in one of them) and show the plants withered and frozen, like you could tell there "used" to be green plants and planting supplies there. but now they are worthless. this could show several things:- a reason the employees are gone, no food = no employees- that Omegos (glados's name here?) coulda killed the plants/opened up the green house to kill the employees- a possible source of power drain, as the programmers might not have thought to "tell" Omegos to stop powering a green house that has an environment leak, thus she's still powering it, thus it would be a big power drain- or just the fact that there are no employees means Omegos wouldn't really give a shit about a greenhouse, thus it might be in disrepair
Sleepwalker: GLaDOS dont have to get to Alaska.. they could have build a new one there...








