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OpenArena Contributions => Maps => Topic started by: Neon_Knight on September 15, 2008, 09:07:29 PM



Title: am_galmevish - A one-day-built map
Post by: Neon_Knight on September 15, 2008, 09:07:29 PM
Well, this is another attempt of mine to build a map. :P
This time I've decided to create a map inspired on DM-Morbias, (Unreal, UT, UT3) DM-Gael and DM-Leviathan, (both UT2KX) with only Rail & Rocket, Quad, and some armor and health.
There's a lot of corrections to be made, but, at least, it works, and works fine and well.
It was built in a day, and it's my first attempt to use portals and teleporters.

Pre-0.8.1 changes:
Quote
EDIT: Added some things I forgot to include. Ceiling and pillars.

EDIT2: New version:
- Some aesthetic changes (4 more pillars :P)
- New weapons: Nailgun, (w/ammo) Lightning Gun, (w/ammo) more Rocket Launchers and some Shotguns. (wo/ammo)
- Now the Quad Damage appears above the wood stack above the lava pit. (That's the reason why I was putting only Rocket & Rail in the map)
- Teleporter effect changed. (At least, until I figure out how to do the Quake teleporter' effect)

EDIT3: New version again. :P
- Aesthetic changes (Some pillars and lot of torches removed from the old map - added a trim to pit, no lava pit anymore)
- Teleporter effect again changed. -.-

EDIT4: Renamed to am_galmevish by fromhell's asking. Also attached here.

Post-0.8.1, pre-0.8.2 changes:
Quote
EDIT5: Fixed a t-junction error at one. Also made botclipping and clusterportaling.

EDIT5: New version, completely redone pit, and added some detail. It includes some fx textures courtesy of onykage. :P (He's working on more shaders and textures)

New changes:
- Replaced teleporters with cosmo's ctf_compromise ones. I didn't thought on these while I was doing the map. :D
- Hinting of the map.
- Changed map structure: added weaponbases, and the ways should look better now.
- Made players start with Rail & Rocket.
- Replaced torches with czest1dm lights. :D

a3 changes:
- HUGE brush fix & cleanup. Now most of the errors are gone, fortunately, making the map compileable.
- Now the size is reduced, it's almost of the size of a small tourney map. My bad. -.-
- Harvester support. ^^ Gen is on the upper floor on the south side, and both skull receptacles are on the north side, lower floor. Another way to play. :D
- Removed all the weapons, only remaining are Rocket Launcher, Lightning Gun and Railgun. Remember how the original map on Unreal Tournament was. :D Ah, and Quad still remains in the wood bridge.

a4 changes:
* Detail all over the level. Hopefully this level looks even more good than before.
* The pillars aren't models anymore, they're now detail brushes.

a5 changes:
- Support for TDM, Elimination & DD. (But I can't make the points to appear where I want :()
- Fixed the pit. It shouldn't draw those nasty glitches again.

Videos:
http://www.youtube.com/watch?v=jSuVfin_r-M - Flares & Bloom
http://www.youtube.com/watch?v=AMnFFxu_Awo - No Flares nor Bloom

Download: Here (http://www.onykage.com/files/armageddonman/published/mine/am_galmevish2-a5.zip). ^^

Credits:

- T. Elliot "Myscha The Sled Dog" Cannon, for making one of the best Arena levels for Unreal series: DmMorbias and DM-Morbias][. Also, James Schmalz for DM-Gael and DM-Leviathan. (UT2003/4)
- Everyone who was here and there for testing. There's so much people to cite, and I'm afraid of missing someone. -.-
- onykage for FX textures and hosting.


Title: Re: am_gaelevish - A one-day-built map
Post by: Neon_Knight on September 16, 2008, 09:37:37 AM
New version, new screens, new link.

Any comments? :P


Title: Re: am_gaelevish - A one-day-built map
Post by: damocles on September 16, 2008, 11:21:13 AM
WARNING: Only bot-tested for maybe 3 minutes, tops.  Also, I wasn't very good at it. :)


This really does feel like an Unreal (old, pre-226) map, scaled for Quake (or a UT map in a not-space-tech motif).

I could see this getting some use -- from my (probably very biased) experience, there seems to be a shortage of (included) maps designed specifically for 2 or 3 players (if this partially is what you intended).  (You could go for oa_dm4, oa_dm1, oa_rpg3dm2, or aggressor, but it sometimes feels very long between gunfights depending on who you're playing, especially when compared to this map.)  (Possible lack of Team DM is another thing altogether...)

No preferences on weapons or balance (or detail, which is too early to say anyway).

I do get HoMs in the teleporters with the default settings, for some reason, and the teleporter by 0,1664,384 seems to be broken, but they work.


Great start going.


Title: Re: am_gaelevish - A one-day-built map
Post by: sago007 on September 16, 2008, 01:35:17 PM
Some suggestions:
Either increase the number of weapons significantly (this is an arena map, so there is no time to collect weapons). Spread more rocked launchers around the map or let players spawn with a better weapon (like the shotgun). This map will be played with 10+ players because arena maps appeal to a lot of players (more action, less boredom).

Remove the teleporters or make them one way (only up). Is it only me that finds two way teleporters annoying? It is easy getting down anyway.

I see the same mirror effect as damocles.


Title: Re: am_gaelevish - A one-day-built map
Post by: Neon_Knight on September 16, 2008, 06:13:33 PM
The HoMs at the teleporters are because I tried to do the same effect Quake teleporters has (for example, the q3dm7 teleporter in the megahealth room when you fall into the lava pit) in which you see the other side. And it seems that isn't working at all. :/

I thought that an elevator could be at teleporter's place, but it would be very... obvious. :P

Also I thought on a jumppad instead of teleporters, but again... it would be very obvious. ;D

I will see what can I do...


Title: Re: am_gaelevish - A one-day-built map
Post by: Neon_Knight on September 16, 2008, 08:58:08 PM
New version, check first post.


Title: Re: am_gaelevish - A one-day-built map
Post by: qubodup on September 19, 2008, 11:59:51 AM
A nice map. I would like if it had some irregularities, but that's just me (the less shooter and more tactics player)

http://www.flickr.com/photos/qubodup/tags/amgaelevish/

Is everything in the map GPL? (I need the info for the screenshots)


Title: Re: am_gaelevish - A one-day-built map
Post by: Neon_Knight on September 19, 2008, 12:07:29 PM
I use the game's textures, no TRaK's ones. :P


Title: Re: am_gaelevish - A one-day-built map
Post by: qubodup on September 19, 2008, 12:26:52 PM
dude.

first of all there's no last word about trak's textures.

second of all you might not be releasing the map under gpl or might be using nongpl textures or models or ...

jeez. I guess my description "GPLv2 licensed" is good then.


Title: Re: am_gaelevish - A one-day-built map
Post by: Neon_Knight on September 19, 2008, 12:40:29 PM
I only used textures and models that comes with the game, no external things, and AFAIK all the things I used were available at 0.7.0 or 0.7.6, I guess.


Title: Re: am_gaelevish - A one-day-built map
Post by: Neon_Knight on October 03, 2008, 04:55:29 PM
I will work in this map now. The first issue I had is... how the h*ll can I reduce lag (and FPS falling-down) in the middle zone? Should I remove those torches and try with... for example... some windows?


Title: am_gaelevish - Screenshots from the new version
Post by: Neon_Knight on October 18, 2008, 07:49:31 PM
Well, screenshots from the new version. I will upload it ASAP.

(http://img337.imageshack.us/img337/1750/gaelevish4ob8.th.jpg) (http://img337.imageshack.us/my.php?image=gaelevish4ob8.jpg) (http://img523.imageshack.us/img523/1859/gaelevish3zw1.th.jpg) (http://img523.imageshack.us/my.php?image=gaelevish3zw1.jpg) (http://img392.imageshack.us/img392/6898/gaelevish2ow2.th.jpg) (http://img392.imageshack.us/my.php?image=gaelevish2ow2.jpg) (http://img260.imageshack.us/img260/1109/gaelevish1gj1.th.jpg) (http://img260.imageshack.us/my.php?image=gaelevish1gj1.jpg)

I still can't reduce the lag in the middle zone. -.-


Title: am_gaelevish - New version @ first post
Post by: Neon_Knight on October 18, 2008, 08:08:59 PM
Uploaded new version. Check first post. ^^


Title: Re: am_galmevish (ex-am_gaelevish) - A one-day-built map
Post by: Neon_Knight on December 02, 2008, 12:55:26 PM
Well, I'm sure you've played this map. ;D

I've created a mini-list of changes for 0.8.2:

- Replace those pit borders.
- Try to make those pillars being at the same lightning level than the rest of the map.
- Remove t-junction errors in the ramps leading to upper level.

So... what other changes/additions should I make to this map?


Title: New version - Feedback please ^^ (am_galmevish)
Post by: Neon_Knight on December 05, 2008, 07:18:56 PM
Head to first post for download link, changes, and screenshots. ^^

PS: Don't worry, detail is clipped.


Title: Re: am_galmevish (ex-am_gaelevish) - A one-day-built map
Post by: Neon_Knight on December 26, 2008, 04:01:22 PM
Uploading... DON'T DOWNLOAD NOTHING UNTIL I SAY YOU CAN!!!

- Fixed a texture issue caused by accidentally overlapped brushes.
- Redone hinting and done clusterportalling.



Title: Re: am_galmevish (ex-am_gaelevish) - A one-day-built map
Post by: Neon_Knight on December 26, 2008, 07:04:57 PM
Uploaded fixed version. I should make some weapon bases later.


Title: Re: am_galmevish (ex-am_gaelevish) - A one-day-built map
Post by: Cacatoes on December 26, 2008, 08:03:05 PM
Same zip problem here, maybe your uploads got interrupted, or maybe I have a problem with my zip program :D


Title: Re: am_galmevish (ex-am_gaelevish) - A one-day-built map
Post by: Neon_Knight on December 26, 2008, 08:18:22 PM
I've reuploaded both three maps. The three have been uploaded bad. I'll reuploaded, hope they work now.


Title: Re: am_galmevish (ex-am_gaelevish) - A one-day-built map
Post by: Neon_Knight on January 29, 2009, 07:48:10 AM
Doing changes, to make this map to be committed, plus some changes I was doing:

- Replaced teleporters with cosmo's ctf_compromise ones. I didn't thought on these while I was doing the map. :D
- Hinting of the map.
- Changed map structure: added weaponbases, and the ways should look better now.
- Made players start with Rail & Rocket.
- Replaced torches with czest1dm lights. :D

I'm uploading the map and screenshots of it. Sorry for the inconvenients. :/


Title: am_galmevish ready to go for 0.8.2
Post by: Neon_Knight on January 29, 2009, 10:52:40 AM
Done. All the changes above, plus replacement of lights. This version will replace am_galmevish.

As always, download link and screenies are at the first post.


Title: Re: am_galmevish (ex-am_gaelevish) - A one-day-built map
Post by: Neon_Knight on June 22, 2009, 01:33:22 PM
Due to the high amount of errors found while compiling, I'll be redoing this map from scratch next weekend.
I hear suggestions. Remember that this is a fun map.


Title: Re: am_galmevish
Post by: cosmo on June 23, 2009, 05:25:58 AM
Ideas not to be taken very serious.
  • replace one side with a huge jump pad instead of the whole walkway to the top.
  • have laserbeams in the center instead of common fog of death (like UT)
  • add more details to walls
  • do a SVN checkout to get latest textures. ;)
  • wait for a better teleporter model ;)


Title: Re: am_galmevish (ex-am_gaelevish) - A one-day-built map
Post by: Neon_Knight on July 06, 2009, 11:10:36 PM
Well, new version of am_galmevish2. It compiles!!!
I think I took the contrary road -.-

- HUGE brush fix & cleanup. Now most of the errors are gone, fortunately.
- Now the size is reduced, it's almost of the size of a small tourney map. My bad. -.-
- Harvester support. ^^ Gen is on the upper floor on the south side, and both skull receptacles are on the north side, lower floor. Another way to play. :D
- Removed all the weapons, only remaining are Rocket Launcher, Lightning Gun and Railgun. Remember how the original map on Unreal Tournament was. :D Ah, and Quad still remains in the wood bridge.


Title: Re: am_galmevish2 (ex-am_gaelevish) - A one-day-built map
Post by: Neon_Knight on July 10, 2009, 12:16:46 PM
I felt guilty for the lack of detail of this map, so I tried to give some detail to it.

a4 changes:
* Detail all over the level. Hopefully this level looks even more good than before.
* The pillars aren't models anymore, they're now detail brushes.

You know where to find D/L link and screenies. These are taken with flares & bloom off. I STRONGLY suggest you to NOT to play this level with both settings on, unless you want to go blind. :D


Title: Re: am_galmevish2 (ex-am_gaelevish) - A one-day-built map
Post by: Falkland on July 13, 2009, 12:19:39 PM
It seems to run slower with a bit of fps decrease than previous version :

- zones near teleports seems darker and also lateral corridors
- I found some glitches in the central void hole

EDIT : my mistake ... I've tested an older version ... sry

EDIT2 : OK ... I've quickly tested the latest version :
- enlightment is OK
- it still seems to run slower with a bit of fps decrease
- glitches are still there
- removed previous screenshots ; added two of the new version


Title: Re: am_galmevish2 (ex-am_gaelevish) - A one-day-built map
Post by: cosmo on July 13, 2009, 12:31:59 PM
Wow. That's impressive. Very good!

Looks like the item placement improved too.

Just what caught my eye: Why are there multiple layers of the same fog?
You have an lighting issue at the curved edge to the death pit. (edgy shadows)
Why dying so quickly when falling into it? Wouldn't it be better to gib the player when he is hitting the ground?


Title: am_galmevish2-a5
Post by: Neon_Knight on July 25, 2009, 07:41:14 PM
Final version by now. I'll be uploading the latest version of the mappack before going back to studies...
Only small changes:

- Support for TDM, Elimination & DD. (But I can't make the points to appear where I want :()
- Fixed the pit. It shouldn't draw those nasty glitches again.

If someone like to do something with this map, then go on and do it...


Title: am_galmevish - The reboot
Post by: Neon_Knight on January 26, 2012, 06:55:38 AM
As I've said many times over the course of these last months, both am_galmevish and am_galmevish2 have a lot of errors (mainly, I was a dumb newb -.-) so a proper reboot for 0.9.0/OA3 is under way.

So far, this is what can I offer of it:

(http://i.imgur.com/TzaxIl.jpg) (http://imgur.com/TzaxI)

Yep, it uses evillair's textures, but the rest of the castle textures didn't matched what I wanted for this map. :/


Title: Re: am_galmevish - A one-day-built map
Post by: Joshua on January 26, 2012, 01:39:54 PM
Cool. Have a playable version? (For better feedback of course  ;D )


Title: Re: am_galmevish - A one-day-built map
Post by: Neon_Knight on January 26, 2012, 02:00:37 PM
In progress. Today I've finished the central area and every floor. I need to finish the other areas.


Title: Re: am_galmevish - A one-day-built map
Post by: christooss on January 26, 2012, 04:28:16 PM
Might I suggest few jumpads in the center area. I takes a lot of time to get to the upper level from middle of the center room.


Title: Re: am_galmevish - A one-day-built map
Post by: Neon_Knight on January 26, 2012, 04:39:04 PM
I'm not sure about that. Wouldn't jumppads in the central area interfere with the players' movement? Unless I do place them between the upper entrances. I might try that, but in the middle of the "runnable" area in the center, for me, is a no-no.

The map might have a new weapon/item placement because of this. I was planning on going back to 0.8.1 placement.


Title: Re: am_galmevish - A one-day-built map
Post by: Gig on January 27, 2012, 01:52:16 AM
Might I suggest few jumpads in the center area. I takes a lot of time to get to the upper level from middle of the center room.

Hint: rocket jumps. The only problem is that maybe the map has not got a lot of health/armor to compensate them. Galmevish should already work great with DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/G_elimination]Elimination features (http://([b), anyway.


Title: Re: am_galmevish - A one-day-built map
Post by: Neon_Knight on January 27, 2012, 05:26:21 AM
Plus, I'm afraid that the other areas will be way less used.


Title: Re: am_galmevish - A one-day-built map
Post by: Bane on January 27, 2012, 09:39:31 AM
Ok just thinking want about instead of the center jumpads making some of the pillars hollow and have an elevator inside them. Also how about a sound like this(http://www.youtube.com/watch?v=U-iqDeIgGKM ) coming from the pit. Just figured I throw these ideas out there, also on a side note I always loved this map it is one of my favorites.


Title: am_galmevish rebooted
Post by: Neon_Knight on January 27, 2012, 08:41:04 PM
Aaaaaaaaaaaaand, here it is.

Alpha 1 of the reboot.

- Rebuilt from scratch, with performance at the top.
- Includes almost every weapon, sans Chaingun and BFG. One ammo pack for each weapon, the RL has 4 packs.
- Central area has a team of items: Quad-Megahealth-Invulnerability.
- This MH is the only health in the map. Also, no armor.
- Four of the central pillars are hidden jumppads. You have to place yourself below them and then jump to activate them.

Todo:
- Work on lighting even more. I hate ambient light and dark light.
- Fix a bug in the jumppads. They're supposed to behave like oa_dm7's tubes, yet they doesn't. -.-
- Fix some texture misalignments.

Screenshots soon.

Map attached. Run it with /map am_galmevish.

EDIT: Screenshots.


Title: Re: am_galmevish - A one-day-built map
Post by: Joshua on January 28, 2012, 12:50:19 AM
Cool! Definitely good work. Your map making skills have leveled up a few times!  ;D
I gave it a quick play and here are my initial thoughts:

What I Like
  • Texturing is very well done.
  • Style is interesting and consistent.
  • The wind tunnels give better connectivity of the central area.

What Can be Improved
  • Lighting is still too dark.
  • The central area is way too open. I think more obstacles/cover would make it more interesting.
  • The map is perfectly symmetric. A simple change of textures would help break this up.

Suggestions
Plus, I'm afraid that the other areas will be way less used.
Why not put a series of health pickups in those areas to encourage players to take that path?

(http://img.photobucket.com/albums/v315/joshua_skelton/galmevish_suggestion_01.png)
Maybe jumppads across the top span with something nice in the middle?

(http://img.photobucket.com/albums/v315/joshua_skelton/galmevish_suggestion_02.png)
How about an alpha-mapped grate for a second level?


Title: Re: am_galmevish - A one-day-built map
Post by: adriano on January 28, 2012, 03:21:17 AM
I totally agree with Joshua. Well done!


Title: Re: am_galmevish - A one-day-built map
Post by: Neon_Knight on January 28, 2012, 04:52:35 AM
I must confess, after a long time on fixing stuff in other maps, I had to relearn how to create maps. -.-

I'll wait some days (or one or two weeks) before releasing a new version.

BTW, how's the cg_fps in any area? Is there any noticeable drop somewhere? This is one of my main concerns.


Title: Re: am_galmevish - A one-day-built map
Post by: christooss on January 28, 2012, 05:41:45 PM
May I ask why did you choose no armor/no health option? Its kinda anoying winning a close fight and not being able to health up. No map control is possible. Maybe delayed weapon delay? Just ideas no presure :) I love the work you do with maps.

as for fps drop I didn't have any. Solid 60 FPS (maxed!) on my computer


Title: Re: am_galmevish - A one-day-built map
Post by: Neon_Knight on January 28, 2012, 05:50:22 PM
This is not a competitive map, and it will never be, hence my decision.


Title: Re: am_galmevish - A one-day-built map
Post by: GrosBedo on January 29, 2012, 12:20:46 AM
Very nice work indeed! I always liked the idea behind the map, but this map wasn't perfect. I like the new version much more than the current one in OA!

This is not a competitive map, and it will never be, hence my decision.

I think it's pretty useable for ClanArena matchs, but it's up to the players to get used to it.


Title: Re: am_galmevish - A one-day-built map
Post by: Joshua on January 29, 2012, 03:54:56 PM
Concerning the fps: I usually get between 125 - 250 fps (com_maxfps = 999) when running through the map. The second level of the big central area is where it is the slowest, and the fastest being the little side passages.


Title: Re: am_galmevish - A one-day-built map
Post by: Neon_Knight on February 07, 2012, 08:47:48 AM
am_underworks2 (http://openarena.ws/board/index.php?topic=2860) is my attempt at creating a competitive map.

Going back to this map, enough time has passed.

What I've done:
- Jumppads in the central area. The central item is a BFG. (Pic 1 at Joshua's post)

What I want to do:
- Keep on improving the lighting. I hate dark light, but I'm NOT going to use ambient light either, unless at extremely low values.

Tried and failed:
- Pic 2 at Joshua's post. Placing something in that place slows down players. I don't want that.

What I'm not going to do:
- Add health/armor other than the Mega at the center. As said before, galmevish is not a competitive map, nor it was built with that idea.


Title: Re: am_galmevish - A one-day-built map
Post by: Joshua on February 07, 2012, 08:47:05 PM
Cool. Glad to be helpful.


Title: Re: am_galmevish - A one-day-built map
Post by: Neon_Knight on February 07, 2012, 09:59:01 PM
Here's the latest version. Changelog:
- Jumppads in the central area. The central item is a BFG. (Pic 1 at Joshua's post)
- Minor structural changes.
- Lighting improved. The map isn't too dark anymore.


Title: Re: am_galmevish - A one-day-built map
Post by: Neon_Knight on February 15, 2012, 03:34:50 PM
Oh, yeah, I almost forgot the screenshots:

(http://i.imgur.com/YIbNIs.jpg) (http://imgur.com/YIbNI) (http://i.imgur.com/igoG9s.jpg) (http://imgur.com/igoG9) (http://i.imgur.com/nsVKds.jpg) (http://imgur.com/nsVKd) (http://i.imgur.com/RrJL8s.jpg) (http://imgur.com/RrJL8) (http://i.imgur.com/5VcaGs.jpg) (http://imgur.com/5VcaG) (http://i.imgur.com/xYwwVs.jpg) (http://imgur.com/xYwwV)


Title: Re: am_galmevish - A one-day-built map
Post by: GrosBedo on February 16, 2012, 12:24:36 PM
Looks great NeonKnight! You did a very good job!


Title: Re: am_galmevish - A one-day-built map
Post by: Neon_Knight on February 16, 2012, 12:28:12 PM
Once I solve the lighting problem in the center area, I'll call it a day.


Title: Re: am_galmevish - A one-day-built map
Post by: VortexHU on February 16, 2012, 10:43:15 PM
looks good, texturing and lighting is much more interesting. just to let you know you can shoot thru some gratings but not others (the jump pad ones i think).


Title: Re: am_galmevish - A one-day-built map
Post by: andrewj on February 17, 2012, 04:08:49 AM
Once I solve the lighting problem in the center area, I'll call it a day.

Try adding "-sky 0.3" to the lighting parameters of q3map2.

Really good work btw.

My two cents:
(a) there are big curved metal walls on the top floor : this doesn't look good, I think it would look better as just a curved brick wall with the narrow sticking-out metal supports that appear elsewhere.

(b) do the flags show up for CTF?  They didn't for me (but I haven't added the 0.8.8 patch)

(c) I think the BFG ruins the gameplay in most maps, and will in this one too.


Title: Re: am_galmevish - A one-day-built map
Post by: GrosBedo on February 17, 2012, 06:25:07 AM
(c) I think the BFG ruins the gameplay in most maps, and will in this one too.

I agree, but anyway it's possible for the server admin to remove the weapon.


Title: Re: am_galmevish - A one-day-built map
Post by: Neon_Knight on February 17, 2012, 06:46:54 AM
looks good, texturing and lighting is much more interesting. just to let you know you can shoot thru some gratings but not others (the jump pad ones i think).
I'll check that.

Once I solve the lighting problem in the center area, I'll call it a day.

Try adding "-sky 0.3" to the lighting parameters of q3map2.
Thanks, I'll try that.

(a) there are big curved metal walls on the top floor : this doesn't look good, I think it would look better as just a curved brick wall with the narrow sticking-out metal supports that appear elsewhere.
I wasn't convinced by this as well. I'll see what can I do...

(b) do the flags show up for CTF?  They didn't for me (but I haven't added the 0.8.8 patch)
They show up only in DD.

(c) I think the BFG ruins the gameplay in most maps, and will in this one too.
Again, not a competitive map.


Title: Re: am_galmevish - A one-day-built map
Post by: christooss on February 18, 2012, 07:41:18 AM
I agree with BFG being problematic on most maps. It boils down is map playable which is far away from competitive.


Title: Re: am_galmevish - A one-day-built map
Post by: Neon_Knight on February 18, 2012, 08:23:25 AM
No, I'm not going to turn this map into a competitive one.
My attempt at doing a competitive map is am_underworks2 (http://openarena.ws/board/index.php?topic=2860).


Title: Re: am_galmevish - A one-day-built map
Post by: GrosBedo on February 18, 2012, 08:33:53 AM
Removing BFG does not necessarily means that the map will be competitive, but at least playable. Most players tend to quit the server when a "BFG troll" connects that keep getting the BFG and kill everyone. This kills the gameplay since noone can fight back: it just becomes a genocide.

However, if the BFG was made carefully, then it may be a nice addition, but it should be restrained by both how the map was designed and how to access it (a very long respawn time - a cycled respawn time - a secret place that opens rarely, etc...).

Anyway, as I said, admins are free to remove the bfg by themselves.


Title: Re: am_galmevish - A one-day-built map
Post by: Gig on February 19, 2012, 04:38:38 AM
In a map like this one, a guy with a railgun may kill a guy with a bfg at long distance, I guess. Anyway, it's a good suggestion to do not make it appear after just 5 seconds like standard weapons.


Title: Re: am_galmevish - A one-day-built map
Post by: GrosBedo on February 19, 2012, 07:54:04 AM
In a map like this one, a guy with a railgun may kill a guy with a bfg at long distance, I guess. Anyway, it's a good suggestion to do not make it appear after just 5 seconds like standard weapons.

Everyone agree (even some ID Software guys if I remember well) that the Q3 bfg is totally off-balance with the rest of the game. Even a railgun cannot compete (one or two bfg shot is enough to kill anyone, and is almost instant shot because the projectiles are way too fast), so no there's no competition against this weapon. It has all the benefits without any drawbacks. The only thing to make it the invincible weapon would be to make it a real instant weapon, but it's already kind of instant as I pointed out above.

Anyway, it's up to the mapper to choose. But a good map cannot put aside gameplay, even if it's not made towards a competition use.

@Neon_Knight: please do not be downed by these comments, your map is great and I like it. You're doing a great job mapping for OA, and your work is very much appreciated.


Title: Re: am_galmevish - A one-day-built map
Post by: christooss on February 19, 2012, 05:53:23 PM
+1
@Neon_Knight: please do not be downed by these comments, your map is great and I like it. You're doing a great job mapping for OA, and your work is very much appreciated.


Title: Re: am_galmevish - A one-day-built map
Post by: Neon_Knight on October 21, 2012, 07:52:59 AM
Attached to this post is a "demo" version for OA3. It's basically Galmevish with a new weapon/item placement which includes only stuff which has been DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/OA3List]greenlit for inclusion (http://([b). The lighting was also fixed. There are also some minor details.


Title: Re: am_galmevish - A one-day-built map
Post by: Neon_Knight on August 01, 2016, 10:21:10 PM
I'm continuing the development in this topic.

http://openarena.ws/board/index.php?topic=4801.0