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OpenArena Contributions => Maps => Topic started by: Akom74 on December 02, 2017, 02:21:13 AM



Title: [MAP] Sarnath
Post by: Akom74 on December 02, 2017, 02:21:13 AM
Hi everyone.

I'm here to give you the Beta Version of the tribute map to the Ruins Of Sarnath map from Quake Champions.

Here some screenshot:

From the Editor:

(https://imgur.com/xYi0bhf.jpg)

In Game screenshots:

(https://imgur.com/2nrbDxd.jpg)

(https://imgur.com/i5ep833.jpg)

(https://imgur.com/yb90ygB.jpg)

(https://imgur.com/56kZ78t.jpg)

(https://imgur.com/Gf9l3g6.jpg)


I know there are some little light issues, and i dont know if the textures are ok... xD

By the way, you are free to download the PK3 from the following Link:

Code:
https://app.box.com/s/u5lfph9jwkh5uubqwjs6nnl73rjsuj03
(WARNING! 80 Mb of download, copy and paste in the browser)

I hope you enjoy my work and tell me what do you think about the map.

;)


Title: Re: [MAP] Sarnath
Post by: Neon_Knight on December 02, 2017, 06:45:15 AM
Awesome! :)
D/Ling.


Title: Re: [MAP] Sarnath
Post by: PigCell on December 02, 2017, 08:51:43 AM
Oooh, fancy. Ok, disclaimer first: I played a grand total of 30 minutes of Quake Champions and I am not familiar with this map at all.
So here are my thoughts with this map in a vacuum:

I like the Agyptian texture set a lot. I don't know how close you're staying to the original map geometry - maybe you can play up the theme with pillars/support beams etc to make the textures fit the architecture even more. Example: the thin catwalks should be wood or metal or something. If you want them made of stone, they should be thick and have support beams/arches underneath?

Items: again, no idea how the original is layed out. 1 - 2 RLs and a RA seem like a good idea (I assume RL is intended as there's ammo for it). Not a fan of holdable items - the teleporter item seems in a central spot, maybe a good location for a major item like RA?

MH room seems large and empty, maybe that's a good location for trying out your own Egyptian-themed support architecture?


Title: Re: [MAP] Sarnath
Post by: Akom74 on December 02, 2017, 09:46:50 AM
Thank you for feedback :)

However, the egyptian theme is temporary and i'm not sure to maintain it. Maybe a few textures will be changed.

Know bugs are: some lights need to be fixed and the map need more items...

...this is just a first look version.

...maybe the scale of the map it's not the best, i think the map need room a little larger...

;)


Title: Re: [MAP] Sarnath
Post by: Neon_Knight on December 02, 2017, 11:24:35 AM
There's no need for a 1-to-1 exact remake since there's already the original, so adapting the map to the Q3/OA gameplay is the better choice.

As for holdables, I don't know, as long as it doesn't create major problems with the map's balance, I don't see why it should be removed.


Title: Re: [MAP] Sarnath
Post by: Gig on December 02, 2017, 01:34:13 PM
I will try it in the next days.

@PigCell, If you like egyptian theme, you should like oacmpdm3, right?  :)


Title: Re: [MAP] Sarnath
Post by: Akom74 on December 02, 2017, 02:49:31 PM
I'm sorry for the 80 Mb download, but i want to be sure of all users could play the map without textures issues :P

In the next release tha PK3 will be more light.

;)


Title: Re: [MAP] Sarnath
Post by: Gig on December 04, 2017, 01:28:35 AM
Tried.
GREAT!!!!!!  :) :) :)

As one may expect in a map from Akom, it looks nice and plays well*.
Also the texture set seems quite fitting to me (although the QC map has got vegetation and musk... I see a place named Sarnath, in real world, is in India https://en.wikipedia.org/wiki/Sarnath).

A few minor notes (see attached screenshots):
- Fist screeenshot: I don't like that you exit the teleporter and bump against that small column that holds the shotgun.
- Maybe those small bonuses look a bit too near each other?
- Maybe that platform is a bit too thin? Uhm, it looks like it's like that also in the QC map (here's a video of the map, as a reference also for who has not got QC: https://www.youtube.com/watch?v=RP0wP-vBeqM)

PS: Akom, should I assume you finally got a 64bit OS (http://openarena.ws/board/index.php?topic=5250.msg54941#msg54941) and actually got to play QC?

* Okay, this time he followed a gameplay layout created by someone else...


Title: Re: [MAP] Sarnath
Post by: Gig on December 04, 2017, 04:57:27 AM
- Fist sceenshot: What about making the sky higher, there, to make it less probable to bump your head in case of rocket jump from the top platform?
- Second screenshot: What about some kind of bonus on the right, and a "rounded" ending of the room like in the original?


Title: Re: [MAP] Sarnath
Post by: Neon_Knight on December 04, 2017, 07:10:38 AM
IICR there are some plants among the OA models.


Title: Re: [MAP] Sarnath
Post by: Akom74 on December 04, 2017, 01:03:30 PM
Thank you for feedbacks.... i think i've to redo the map with the correct size of the rooms...  xD

@Gig: i know that the original map is different in some way, but i don't want to make a simple copy... :P

;)


Title: Re: [MAP] Sarnath
Post by: fromhell on December 04, 2017, 11:09:21 PM
I gave it a quick try

The green flames look nice for the light they cast, could use a bigger radius (while compensating it with some shadows)

Including the _lit and _norm tgas witht he map isn't necessary as the engine can't use them and doesn't plan to use them (those are named/processed for Darkplaces in mind)


Title: Re: [MAP] Sarnath
Post by: Akom74 on December 08, 2017, 04:11:02 AM
Hi guys.

I'm doing a couple of textures-experiment...

Here some screenshot:

(https://imgur.com/kUKIraG.jpg)

(https://imgur.com/Qba6Sqd.jpg)

Tell me what do you think.... am i right or i have to maintain the egyptian theme ?

;)


Title: Re: [MAP] Sarnath
Post by: Neon_Knight on December 08, 2017, 06:17:43 AM
That was a trited theme. I think egyptian textures went well. Just bear fromhell's advice in mind about the *_lit.* and *_norm.* textures.


Title: Re: [MAP] Sarnath
Post by: Gig on December 08, 2017, 08:55:34 AM
That was a trited theme.
What do you mean? The "new" one being a too classic one?


Title: Re: [MAP] Sarnath
Post by: fromhell on December 08, 2017, 06:51:47 PM
I like the egyptian theme better.  I've grown tired of seeing evillair gothic textures for being too dark, gray, low resolution and noisy (and being associated with Nexuiz maps doesn't help either)


Title: Re: [MAP] Sarnath
Post by: Gig on December 09, 2017, 02:34:51 AM
The new texturing is still ok, however also I liked the previos theme (as long as you can keep it without 80 mb pk3)...


Title: Re: [MAP] Sarnath
Post by: fromhell on December 09, 2017, 09:08:45 PM
Having ran the older sarnath, here's what usedcontent.txt (dev switch in git tree code) reports
Code:
textures/egyptsoc_trim/v128-03a.tga
textures/egyptsoc_floor/block08a.tga
textures/egyptsoc_trim/032-01a.tga
textures/egyptsoc_floor/block01a.tga
textures/egyptsoc_trim/064-08a.tga
textures/egyptsoc_wall/stone04c.tga
textures/egyptsoc_mat/block01a.tga
textures/egyptsoc_trim/128-01pa.tga
textures/egyptsoc_floor/block06a.tga
textures/egyptsoc_trim/v128-02a.tga
textures/egyptsoc_trim/256-03a.tga
textures/egyptsoc_wall/stone03c.tga
textures/egyptsoc_trim/064-07a.tga
textures/egyptsoc_floor/block07a.tga
textures/egyptsoc_wall/stone01c.tga
textures/egyptsoc_wall/stone02c.tga
textures/egyptsoc_floor/block03a.tga
textures/egyptsoc_floor/block08c.tga
textures/egyptsoc_trim/128-02a.tga
textures/egyptsoc_mat/wood09.tga
textures/egyptsoc_trim/s128-01a.tga
textures/egyptsoc_floor/marker1ag.tga
textures/egyptsoc_floor/marker1ab.tga
textures/egyptsoc_wall/stone08c.tga
textures/egyptsoc_trim/064-01a.tga
textures/egyptsoc_floor/block09a.tga
textures/egyptsoc_trim/v064-01a.tga
textures/egyptsoc_trim/s064-03a.tga
textures/egyptsoc_trim/v064-02a.tga
textures/egyptsoc_floor/block02a.tga
textures/egyptsoc_trim/s064-05o.tga
textures/egyptsoc_trim/128-05a.tga
textures/egyptsoc_wall/relief03c.tga
textures/egyptsoc_trim/128-01a.tga

By taking this list into a text file, extracting the pk3 into a folder and building a new pak with infozip with the list, i'm able to have a 4mb Sarnath pk3 with egypt textures


Title: Re: [MAP] Sarnath
Post by: Akom74 on December 10, 2017, 02:21:47 PM
Thankyou Fromhell.

Also thankyou guys :)

I'm busy in these days, but maybe i can do something for the next weekend, no promises....  xD

;)


Title: Re: [MAP] Sarnath
Post by: Neon_Knight on December 10, 2017, 02:55:22 PM
That was a trited theme.
What do you mean? The "new" one being a too classic one?
More "overused" than "classic".


Title: Re: [MAP] Sarnath
Post by: carca55gr1nd3r on December 10, 2017, 04:23:34 PM
Screenshots looks awesome, I like your work and style of mapping Akom.

Cheers CG


Title: Re: [MAP] Sarnath
Post by: Akom74 on December 11, 2017, 12:54:57 PM
Screenshots looks awesome, I like your work and style of mapping Akom.

Cheers CG

In the first post you can find the 80 Mb PK3 to download  xD

Try it and tell what do you think, i will mainain the Egyptian theme.

;)


Title: Re: [MAP] Sarnath
Post by: carca55gr1nd3r on December 14, 2017, 05:39:54 PM
Wow looks really nice ... I see alot Quake Champion influence parts  xD am I wrong?
But however as metioned before awesome I like it.  :-*

Some stuff I would like to see: The map is perfect ... I mean too perfect.
Try to modify some elements to be odd, sample make some pillar broken, smashed down into the wall and leave damage to the wall bricks.

It would make the map more extra ordinary and it looks more authentically. :giggity:

In case you like the idea but not sure how it can look like I can provide to make a sample map.  ;)


Title: Re: [MAP] Sarnath
Post by: Akom74 on December 15, 2017, 12:43:44 AM
Wow looks really nice ... I see alot Quake Champion influence parts  xD am I wrong?

As i wrote in the first Post, this map is a tribute map to the Ruins Of Sarnath map from Quake Champions.

Quote
Some stuff I would like to see: The map is perfect ... I mean too perfect.
Try to modify some elements to be odd, sample make some pillar broken, smashed down into the wall and leave damage to the wall bricks.

It would make the map more extra ordinary and it looks more authentically. :giggity:

No, the original for Quake Champions is Ruins Of Sarnath, mine is only Sarnath  :P :P

;)



Title: Re: [MAP] Sarnath
Post by: fromhell on June 10, 2018, 06:35:46 AM
Stolen (https://steamcommunity.com/sharedfiles/filedetails/?id=1407708185&searchtext=)


Title: Re: [MAP] Sarnath
Post by: Gig on June 10, 2018, 06:47:59 AM
Stolen (https://steamcommunity.com/sharedfiles/filedetails/?id=1407708185&searchtext=)
They acknowledged the author, Akom74, so I don't know if saying "stolen" is the right word.

Noticing that also there it is 80 MB, this reminds to me that we never got the promised "small download" version of the map...  xD


Title: Re: [MAP] Sarnath
Post by: Gig on June 13, 2018, 01:21:20 AM
Hey Akom, what about a new beta of the map? I think you said you had to fix the size of the rooms.
Testing it again, it looks somewhat smaller than the original. E.g. the rocket launcher curved corridor feels quite narrow...