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OpenArena Contributions => Maps => Topic started by: Peter Silie on December 22, 2008, 08:42:58 AM



Title: reloaded: hydronex
Post by: Peter Silie on December 22, 2008, 08:42:58 AM
i have some little ideas, how you could optimize hydronex.
maybe i can contact one of the mappers so he could realize my ideas.
here are the points, that seems uncomplicated and fast to realize for me (i am no mapper!):
1. remove the rail from the towers. no more campers.
2. remove the water. the ramps to get out of the pools, must be extended (in both directions, horizontal and vertical) and the seperating plate between the pools must have an opening. maybe a huge battleground at the bottom makes sense? the way throug the pools will be more usefull and not painfull (maybe a rail can be put in the middle, depends on gameplay and has to be tested).
3. make one opening to the left and to the right at the walls to the flagroom (besides the main entrance). with this solution the players have 3 entrances to the flagroom. they also need more than one exit (jumppads in the flagroom to use the new doorways?) ;-)
4. the bridges should be broaden at their ends so everyone can move faster from one base to the other base. with the current release only experts can strafe from one end to the other...

What do you think about it?


Title: Re: reloaded: hydronex
Post by: Neon_Knight on December 22, 2008, 01:29:29 PM
Without water it won't be Hydronex anymore. :P
Maybe giving some more water entrances so Sniper towers can be avoidables can work.


Title: Re: reloaded: hydronex
Post by: Peter Silie on December 22, 2008, 03:56:41 PM
Without water it won't be Hydronex anymore. :P

maybe we can could it "hydronex2 - beyond the climatic desaster" ;-)


Title: Re: reloaded: hydronex
Post by: Neon_Knight on December 22, 2008, 05:09:08 PM
This is my idea:

(http://img376.imageshack.us/img376/8056/shot0016xt1.th.jpg) (http://img376.imageshack.us/my.php?image=shot0016xt1.jpg)

Obviously there should be two ways to enter from the ramps (two ramps?) and two tubes which will lead to between sniper tower and enemy base.


Title: Re: reloaded: hydronex
Post by: Bungle on December 26, 2008, 03:45:55 PM
I too would like to see some substantial improvements to this map. Alot of the CTF servers I frequent have removed this from the listing, and those that haven't, often have players voting to go to the next one, else players tend to leave/spectate. I for one really do not like this map now for many of the primary reasons mentioned above, specifically the rail camping and lack of access to the flag room (even campers with rockets here can make it difficult at the sole entrance).

It's not an "all round" map anyone will any level of experience can play, and even those that are reasonably good players still fall foul of the camping. AM's screenshot shows a viable potential improvement to improve access, however I do think it also needs to go further than that! I do think given the name of the map and its focus, water should be used alot more than it is, maybe even routes to get from one end of the map to the other with suitably placed breathing points.


Title: Re: reloaded: hydronex
Post by: Neon_Knight on December 26, 2008, 04:03:53 PM
Well, the middle entrance to area can be replaced with two entrances at sides, and a third one in which you should rocket-jump, but with some good rewards in there. :P

Also, putting Railgun off the Sniper area and no ammo, so you should go back to the floor to pick it up can be a good idea, but in Missionpack there's the Ammo Regen, so I think put it off the map can be nice as well.


Title: Hydronex3
Post by: Neon_Knight on December 28, 2008, 10:41:46 AM
I've made some changes to the map. It's called Hydronex2.

Quote
Basic changes:
- Added one more water ramp.
- Railgun & ammo removed from sniper spot.
- Added a 5-shot 30-sec of respawn Railgun at the sniper spot entrance.
- Removed single central entrance and added 2 more entrances.
- Switched places between flag/obelisk base and Rocket launcher in bases.
- New levelshot, it now shows one of sniper spots instead of one of the flag bases.
- Support for 1FCTF, Harvester, Overload, and CTFElimination.
- Missionpack: Replaced Ammo Regen for Doubler, and added one more Scout & Guard, all of this in each base.

New version changes:
- Replaced bridges with jumppads at both sides. Those will kick you from sides to center and viceversa.
- Waterramps enlarged to the floor.
- Added spawn room to flag bases. These are separated by a wall from the rest of the map, so you won't suffer spawncampers while spawn there. This also means flag bases were reduced.
- Redone boxes (these are now models, and are different boxes than the original ones) at outside area, and added some more.
- Redone floors: now they incorporate weapon spawnspots.
- Redone entrances to flag bases: these are now more separated.
- Base Lights are back.

Changes still appearing, I hope these will be the last ones:
- Redone jumppads, now all of them are botdonotentered and balanced.
- Minor structural changes to the map.
- Added flag/obelisk bases.
- Replaced two misplaced botclips.
- Rehinted the map. Hopefully it don't draw all the map anymore. I should still learn how to hint & clusterportal properly my maps.
- Removed boxes which covered ammo and prox/chain.

More changes: (b1)
- Middle wall extended to all center area, plus made 3 connections between blue & red sides. One of these is for neutral items (White flag/skull generator) and the other 2 are just simple passages.
- Added a connection between the two underwater sewers, which has a Quad Damage and a breathing pool. This Quad has a duration of 45 sec, since 15 of those secs will be inverted in getting out of the water. Cheesy
- Added two more access to flag base from the outside area. There're now 4 ways to enter to the flag base.
- Big, HUGE weapon & item placement changes. In the spawn room you'll find Rail and Prox, but no ammo for them. In the flag base area you'll find Rocket & Shotgun. In the two mini-houses between sniper spots and flag bases there're Grenade and Chaingun. In the original Rail place on the last Hydro2 you'll find Lightning Gun. Alongside of the sniper spot you'll find Plasma & Nailgun. Also, I've assured that ammo for weapons are a little bit far from their respective weapon spawn. You won't find Lightning ammo near Lightning gun, for example. You won't find Rail slugs near sniper spots.
- Added two more water ramps.
- Changed launchpads, these won't be diagonal anymore.
- Added more 5-health, 25-health, 50-health and armor shards to map.
- Changed Combat armor in water area for Body armor.
- Arrows guiding to bases.
- Minor structural changes.

Only item placement changes: (b2)
- Hinting. I hope it works...
- Weapon replacements:
  * Spawn rooms: Replaced Railgun for Shotgun. Also added Shells & Bullets.
  * Flag room: Replaced Rocket Launcher for Plasmagun & Shotgun for Rocket Launcher.
  * Left entrance: (from Flag Base room) Replaced Chaingun with Lightning Gun.
  * Right entrance: (from Flag Base room) Replaced Grenade Launcher with Railgun.
  * Outside, behind Sniper tower: Replaced Lightning Gun with Grenade Launcher.
  * Outside, at the left of Sniper Tower: Replaced Plasmagun with Chaingun.
- Redistributed ammo. Mine Layer only have one ammo box, and is at the middle area in each base.
- Deleted two 50-health items at bases, and moved the other two more forward.
- target_locations have now their messages well done. :)
- Removed 5 health-5 items in front of sniper tower.

Last changes, I promise: (b3)
- Added Team Items: 2x Doubler, 2x Guard, 2x Scout at both bases, plus their own spawnspots.
- Added Kamikaze and make it cycle with Regeneration.
- Deleted two unbalancing healths at red base.
- Deleted one shell box and one bullet box at both spawn rooms.
- Switched ammos: Nailbox & Beltbox near sniper tower, and Cellbox near the Megahealth and Grenadebox at the bases.
- Added a shader which replaces moonsky.
- Clipped middle area ceilings, to avoid camping from here.
- Added a minor detail: two faulting arrow signals in red base.
- Added minor details: arrows at spawn spots.

Well, I didn't saw a thing. -.-
- Fixed water. Also rescaled its texturizing.
- Added boxes. (I wanted them back with the map)

Hydronex3 changes:

Quote
- More boxes added and spreaded to be used as cover points.
- Ramps now behaves as stairs. Easier to climb.
- Deleted Prox Launchers and Railguns (ammo for Prox too) and added just one RG and one PL at the middle area. I'll leave to you the thinking. :D
- Replaced MHs by Battle Suits.
- Replaced PL on Spawnrooms with another RL. I guess this map now is very RL-friendly. :D
- Raised the ceiling of the entire outer area.
- Added 2 more DOM points, which makes for a total of 5 points. These are between the sniper spot and the flag rooms.
- Center wall changes: new holes with the raising, holding each one one of the following items: RG, PL, and Kamikaze. Regeneration will stay on the middle area, and will be replaced by neutral items on the other gametypes.
- New entrance to bases. Did I mention that I adapted this map to be rocketjump-friendly? :D Also fixed the lateral ones for the sake of vis.
- Minor changes.

All suggestions are welcome.

Screens:

(http://img40.imageshack.us/img40/3701/hydronex34.th.jpg) (http://img40.imageshack.us/my.php?image=hydronex34.jpg) (http://img14.imageshack.us/img14/292/hydronex39.th.jpg) (http://img14.imageshack.us/my.php?image=hydronex39.jpg) (http://img14.imageshack.us/img14/4494/hydronex38.th.jpg) (http://img14.imageshack.us/my.php?image=hydronex38.jpg) (http://img30.imageshack.us/img30/3007/hydronex33.th.jpg) (http://img30.imageshack.us/my.php?image=hydronex33.jpg) (http://img25.imageshack.us/img25/9083/hydronex32.th.jpg) (http://img25.imageshack.us/my.php?image=hydronex32.jpg) (http://img25.imageshack.us/img25/3271/hydronex37.th.jpg) (http://img25.imageshack.us/my.php?image=hydronex37.jpg) (http://img7.imageshack.us/img7/1161/hydronex36.th.jpg) (http://img7.imageshack.us/my.php?image=hydronex36.jpg) (http://img25.imageshack.us/img25/1112/hydronex31.th.jpg) (http://img25.imageshack.us/my.php?image=hydronex31.jpg) (http://img7.imageshack.us/img7/9294/hydronex35.th.jpg) (http://img7.imageshack.us/my.php?image=hydronex35.jpg)

Download (http://www.onykage.com/files/armageddonman/published/reworks/hydronex3_a1.zip)


Title: Re: reloaded: hydronex
Post by: Peter Silie on December 28, 2008, 11:18:05 AM
switching flag and RL could be _the_ idea for this map.
i hope, that cacatoes will bring it up on his betamaps-server! as soon i will find it i will play it.
thx am that you gave it a try!


Title: Re: reloaded: hydronex
Post by: Neon_Knight on December 28, 2008, 11:23:06 AM
Hey! There's a download link below screenshots. :D


Title: Re: reloaded: hydronex
Post by: Peter Silie on December 28, 2008, 11:29:33 AM
i know, but it is better to play a map against real players then the boring bots ;-)
anyway: i have tested the map (and i am impressed about the speed of your answer) and only three ideas (minor issues!):
1. can you move the entrances more to the wallside of the map. if the entrances have more spaces between them, the battleground will be more used.
2. can you make the waterramps touching the ground? it could help (noob-)players to get faster out of the water.
3. the end of the flaghalls seems unused now. maybe a secret entrance from water to the end of the hall could resolve this problem.

on the other hand: your changes could do the turn for hydronex!
thank you very much armageddon_man!


Title: Re: reloaded: hydronex
Post by: Neon_Knight on December 28, 2008, 11:34:26 AM
1- Yes, those entrances were too close each other. I'll see what can I do there.
2- Yes, that's a good one, I promise it'll be in the next version.
3- I have the idea to make a spawnspot (wall-blocked, of course) in that unused area in which players can teleport to different areas of the map after spawning and arming themselves. I thought also of the underwater entrance, but it'll be another McKinleyish map if I put that. :P


Title: Re: reloaded: hydronex
Post by: Peter Silie on December 28, 2008, 01:29:16 PM
you are to fast for me ;)
big thx!


Title: Re: reloaded: hydronex
Post by: Neon_Knight on December 28, 2008, 01:36:24 PM
I'll add those items to To Do list.
I want more people to test this map and see what more things can be improved.


Title: Re: reloaded: hydronex
Post by: Neon_Knight on January 02, 2009, 04:51:29 PM
Just to keep you up-to-date while I finish and upload new version of hydronex2 tonight:

- Replaced bridges with jumppads at both sides. Those will kick you from sides to center and viceversa.
- Waterramps enlarged to the floor.
- Added spawn room to flag bases. These are separated by a wall from the rest of the map, so you won't suffer spawncampers while spawn there. This also means flag bases were reduced.
- Redone boxes (these are now models, and are different boxes than the original ones) at outside area, and added some more.
- Redone floors: now they incorporate weapon spawnspots.
- Redone entrances to flag bases: these are now more separated.
- Base Lights are back.


Title: Hydronex2 uploaded ^^
Post by: Neon_Knight on January 02, 2009, 05:52:39 PM
Map is up, with changes from above. Cacatoes, you know what to do. ;D

Link is in this (http://openarena.ws/board/index.php?topic=2629.msg20880#msg20880) post.


Title: Re: reloaded: hydronex
Post by: Neon_Knight on January 04, 2009, 09:38:12 AM
I wasn't happy with what I did with the map, specially those boxes I put on there, so I'm making changes to the map. Also, I've found two misplaced botclips which made bots don't go for the flag, since it was placed in the flag base.

Changelist, I hope to get it working before tomorrow:
- Redone jumppads, now all of them are botdonotentered and balanced.
- Minor structural changes to the map.
- Added flag/obelisk bases.
- Rehinted the map. Hopefully it don't draw all the map anymore. I should still learn how to hint & clusterportal properly my maps.
- Removed boxes which covered ammo and prox/chain.


Title: Hydronex2 NV ^^
Post by: Neon_Knight on January 04, 2009, 08:34:47 PM
Done, with above changes.
I hope this will be the final one. Anyways, your thoughts are welcome.

Head up here (http://openarena.ws/board/index.php?topic=2629.msg20880#msg20880) to download and see screens. And Cacatoes... you know what to do. ;D


Title: Re: reloaded: hydronex
Post by: andrewj on January 04, 2009, 09:37:26 PM
The smaller flag rooms are a lot better, and the jump pads are pretty cool.

I didn't like the Regeneration powerup in the middle of the map, there is already plenty of health with the megahealths in both bases.  So I suggest something different there, perhaps the red armor.


Title: Re: reloaded: hydronex
Post by: Peter Silie on January 07, 2009, 05:07:49 PM
now this map can have a chance to be played by the community.
great job AM! and a lot of thx too!


Title: Re: reloaded: hydronex
Post by: Neon_Knight on January 07, 2009, 08:44:15 PM
I guess the point with water isn't to get rid entirely of it, but to use it in the same way with powerful powerups: if you want something of it, you should make an effort... and swim. :D

Honestly, I didn't like that Regen item at the middle area, I wanted to make a connection between the two underwater sewers and put a powerup at the middle area, but I think I fucked up those, so I decided to keep that item on the surface and those sewers as these are.


Title: Re: reloaded: hydronex
Post by: menganito on January 08, 2009, 12:13:29 PM
Would it be possible to place a jumppad underwater? So that it woul shoot me out of the water? I imagine people shooting out of the water would be a cool thing to see...
Otherwise, map's nice with those jumps now, but the rail has got much more powerful with them. Tested with bots only, tho...


Title: Re: reloaded: hydronex
Post by: Neon_Knight on January 08, 2009, 12:36:45 PM
Rail will always be a problem, as well as RL, NG, BFG and all the other weapons.
It isn't a personal attack against noone, I have to say.


Title: Re: reloaded: hydronex
Post by: Cacatoes on January 08, 2009, 02:00:38 PM
Quote
Would it be possible to place a jumppad underwater? So that it woul shoot me out of the water? I imagine people shooting out of the water would be a cool thing to see...
Dolphins ? :p The idea could be fun ; I was wondering if we were able to get out of the water with some RJ, it's possible when on top of a tunnel.

Still, I feel there isn't enough RL on hydronex2, and rail is still too close from the "camping platform" ; it's better if weapons like rail require some effort to get.
I was also wondering if these jumpads to go from one side to another wouldn't make it too easy for railers.


Title: Re: reloaded: hydronex
Post by: Neon_Knight on January 08, 2009, 02:24:20 PM
So... I should have left that 5-ammo 30-sec-of-respawn Railgun that was in the earlier version...


Title: Re: reloaded: hydronex
Post by: PsYthe on January 08, 2009, 02:43:59 PM
I am against the fact that you can max out ammo for a weapon very easily on hydronex. Same with oasago2. When I say "max out" I mean how weapons always seem to have ammo right near them - the "official" maps that I've seen would have lightning ammo (and not a ton of it) in the flag area, but have the lightning gun all the way in the middle. This seems to create good gameplay. I wouldn't know what to do about the weapon/ammo layout though, because the fact that there's a "sniping house" on both sides sort of makes it obvious that you would want to snipe - putting shotgun ammo in the sniping house wouldn't make much sense to the player. Not that it would be a bad thing. If people would really like rail ammo, maybe the should leave safety for a few seconds in order to make everyone else less safe. It's more fair that way, IMO.


Along with the weapon layout of hydronex(2), I personally love to have less powerful (not necessarily less useful) weapons within reach when you spawn. Shotgun being somewhat convenient isn't a bad thing, it's hard to lame with the shotgun. Spawning right near a rocket launcher is an easy way to get a spam fest started. I wouldn't argue with the rocket launcher on hydronex being more central - perhaps in front of the sniper house near the water. Putting a powerful weapon like the railgun all the way in the middle could also be considered, but I would put it in a corner like where the (I think) grenade launcher is. Lightning gun is probably one of the most useful weapons - it shouldn't be very convenient because of how useful it is.

...blah blah blah. Point being, it doesn't usually help game play on a map to make it easy to spam weapons, IMO.


Title: Re: reloaded: hydronex
Post by: Neon_Knight on January 08, 2009, 02:52:19 PM
I'm dazed... -.-

By now, that's the version you got, I'll see in a week or two what more can be improved, but yes, I should spread ammo and weapons a little bit more. In the entire map, uncounting spawn spots, there are a big RL spread, 4 in total, so I'll see how can I spread more weapons, (I tried to leave the weapon & ammo placement as it is, with the exception of Rail ammo, which has been deleted) maybe I'll replace Plasma and Shotgun at spawnpoints with RL and other weapon.


Title: Re: reloaded: hydronex
Post by: Cacatoes on January 08, 2009, 04:14:35 PM
I didn't test it thoroughly, if you used the same count of RL then forget my remark ;) - but yes, there could be something to do with spreading weapons


Title: Re: reloaded: hydronex
Post by: Neon_Knight on January 15, 2009, 09:04:14 PM
The smaller flag rooms are a lot better, and the jump pads are pretty cool.

I didn't like the Regeneration powerup in the middle of the map, there is already plenty of health with the megahealths in both bases.  So I suggest something different there, perhaps the red armor.
I replayed today this map in OAA server, and I've come to conclusion to left it, for two reasons:
1- There aren't many maps with Regen on it, specially on the CTF side (I guess only Delta and PS37CTF have Regen there, thus I didn't see oa_bases7, but I doubt it could have that item)
2- Because it makes the map more interesting, and could lead to more interesting matches (I hope) which won't end in borings 1-0, 2-0, like the old Hydro. Specially with those jumppads.


Title: Re: reloaded: hydronex
Post by: Neon_Knight on January 23, 2009, 02:35:43 PM
Well, I know a lot of you have at least played once this map, since it is at Nemesis, and fortunately now the version at Nemesis is the most recent one. I hear your suggestions. :D

Only three things I'd like to note:

- Regen will remain. There should be maps with Regen in OA, since ps37ctf will get rid of it. In Missionpack, Regen will be replaced by Kamikaze or Invulnerability, thus I want to make a secret underwater tube with another special item in it.

- I thought to make changes to weapon & ammo placement. Middle zone is completely empty, I'd like to put some ramps there. Ammo is too close to their respective weapon in most cases. My ideas are to switch Plasma & Prox outside, Shotgun & Rocket at flag base, and spread ammo and health everywhere, in order to make map more interesting than it is actually. I'd like to note that item placement will be the same at both sides of the map.

- Other of my ideas, to keep neutral objectives in 1FCTF and Harvester, is to make a wall with a center hole. Something like the pics attached to this post.


Title: Re: reloaded: hydronex
Post by: Gerbil on January 24, 2009, 12:42:57 AM
My only suggestion for hydro would be to add more ways to get in and out of the enemy baes. As it stands, all ways in/out lead to a single point, one easily defendable.  This makes attacking in hydronex very difficult, and the game comes to a stalemate very quickly, especially in large games with many defenders.

Neon Knight, I like your new version of hydro better, as it does accomplish this a little, it makes attacking a feasible option! :D
however, I would like to see another way out of the hydro base :X



From the top view:
____________________
l                                 l
l                  l              < <
l                  l              l
l B             F 1xxxxxxx1
l                  l              l
l                  l               <<
l__________________l

F = flag
B = bounce pad (direction is right and high)
1 = Wall on bottom floor, opening through top floor
< = ramp(to the outside)

The only thing I added here is the bounce pad to the opening through the top of the wall, the bridge to the outside



The next model:
       ___
       l Al
____l   l_______________
l                                 l
l                  l              < <
l                  l              l
l                F l             l
l                  l              l
l                  l               <<
l___      _______ * ___l____
l                wwwwwwwwww
l B             wwwwwwwwww
l________________________

F = flag
< = ramp leading to the outside
A = Armor or some other goodie
B = Bounce pad, over the water and into the outside(maybe add armor shards or 5 healths over the course of the flight distance)
w = water, maybe add some goodie like armor at the bottom

I kinda like the first one better, but this one is still good. It should give the player a bit of speed off the bounce pad as they exit into the open area. It would be good to connect the room with water in it to the rest of the map somehow, ie at where the * is. Maybe a window, or even an opening big enough to let a person in. You could remove the room with the A in it, and replace it with another water room.



those are just a couple ideas, both would allow ways out from getting the flag, and with a rocket jump, a way in to steal the flag. They both lead to the common area, but at least there is more ways out to keep defenders on their toes. Giving the players options is the primary concern here. Maybe both ideas could be used, in order to give the player as many options as possible ^_^


Title: Re: reloaded: hydronex
Post by: Neon_Knight on January 24, 2009, 11:41:52 AM
Two more ways to enter to bases was something I thought since I took Hydronex to work on it.

Anyways, I've made a LOT of work on Hydro. I'll be uploading the map soon, but to keep you informed:

I guess this will be completely different to Hydro2. :P

Changes:
- Middle wall extended to all center area, plus made 3 connections between blue & red sides. One of these is for neutral items (White flag/skull generator) and the other 2 are just simple passages.
- Added a connection between the two underwater sewers, which has a Quad Damage and a breathing pool. This Quad has a duration of 45 sec, since 15 of those secs will be inverted in getting out of the water. :D
- Added two more access to flag base from the outside area. There're now 4 ways to enter to the flag base.
- Big, HUGE weapon & item placement changes. In the spawn room you'll find Rail and Prox, but no ammo for them. In the flag base area you'll find Rocket & Shotgun. In the two mini-houses between sniper spots and flag bases there're Grenade and Chaingun. In the original Rail place on the last Hydro2 you'll find Lightning Gun. Alongside of the sniper spot you'll find Plasma & Nailgun. Also, I've assured that ammo for weapons are a little bit far from their respective weapon spawn. You won't find Lightning ammo near Lightning gun, for example. You won't find Rail slugs near sniper spots.
- Added two more water ramps.
- Changed launchpads, these won't be diagonal anymore.
- Added more 5-health, 25-health, 50-health and armor shards to map.
- Changed Combat armor in water area for Body armor.
- Arrows guiding to bases.
- Minor structural changes.

Resuming, map has now these weapons:
- Shotgun
- Grenade
- Rocket
- Plasma
- Railgun
- Lightning
- Nailgun
- Chaingun
- Prox

And these powerups:
- Quad Damage
- Regeneration

BUT... you won't be able(I guess) to be an awesome "berserker" (quad+regen) in more than... let's say... 15 sec. :P


Title: Hydronex2-b1 available for download. :)
Post by: Neon_Knight on January 24, 2009, 12:37:22 PM
There you have, b1 available for download here (http://openarena.ws/board/index.php?topic=2629.msg20880#msg20880). ^^
Hope you like the changes, and of course, please comment. :)


Title: Re: reloaded: hydronex
Post by: Peter Silie on January 24, 2009, 04:03:07 PM
i did a short test and it seems well to me.
the weaponplacement could be changed if we have some practice with this new map. i liked the old jumppads more than the new ones, but the middlearea is now much more interesting.
i hope, that hydronex2 will make its way in an post-8.1-release.
oa needs more playable maps and this one could be a candidate.

thx again for your work!


Title: Re: reloaded: hydronex
Post by: Gerbil on January 27, 2009, 08:18:00 PM
The changes are really nice :), having those extra entrances/exits will definitely help the gameplay. The middle part will defiantly be interesting to play in, looking forward to that :); it will also help prevent railcamping which is good. I can't wait to try it out :)

The items need to be moved around a bit however:
In the spawn room, you need to get the rail out of there. By having the rail in the spawn room, you are asking for games of pure rail. Have a rail outside the spawn room, and have it somewhere out of the way. Somewhere in the side hallway would be best. This is to discourage everyone from getting a rail and making the game a campfest.
I kinda like the prox launcher in the spawn room, however I think you should remove the mine ammo, as it calls for mine spam :(
Another rocket launcher pickup would be nice, as it is such a fundamental tool in a typical game. Perhaps in the middle area, one on the left and right side so you will pass one if you go to the other base.
A good aim is to have the 'power weapons' far away from where people spawn. The rail, rocket, and lightning would be power weapons. It is good to have something like a shotgun near to where you spawn.

all in all, good work so far :)


Title: Re: reloaded: hydronex
Post by: Neon_Knight on January 27, 2009, 09:23:03 PM
I'll add to weapon/ammo changes the naming of domination_points, and hinting is another issue...

All in all, I hope this can be the definitive proof that everything can be improved and there isn't "ultrasucky maps which can't be fixed at all". :)
Specially, very specially, with open-source projects like OA. ^^


Title: Re: reloaded: hydronex
Post by: menganito on January 28, 2009, 01:23:11 AM
I tried the version found on your blog and it's quite nice, only the lateral entrances hold too much health: you can get a full 100 health as you are flagrunning. Consider removing one 50 health, maybe.
I like the weapons are scattered around, imo you did a great job on it, let's hope hydronex will cause less voting now :D


Title: Re: reloaded: hydronex
Post by: Neon_Knight on January 28, 2009, 03:27:50 PM
I tried the version found on your blog and it's quite nice, only the lateral entrances hold too much health: you can get a full 100 health as you are flagrunning. Consider removing one 50 health, maybe.
I like the weapons are scattered around, imo you did a great job on it, let's hope hydronex will cause less voting now :D
Yes, I have to make a lot of changes to item & weapon placement, I wasn't too happy too with it...

(PD: ¿Podremos hablar en español por acá? :P)


Title: hydronex2-b2 Ready to go. ^^
Post by: Neon_Knight on January 28, 2009, 06:11:11 PM
I hope this will be the final job to be done to this map. It's uploading now... screenshots won't be neccesary since there's no structural changes made to the map.

Resuming:
- Hinting. I hope it works...
- Weapon replacements:
  * Spawn rooms: Replaced Railgun for Shotgun. Also added Shells & Bullets.
  * Flag room: Replaced Rocket Launcher for Plasmagun & Shotgun for Rocket Launcher.
  * Left entrance: (from Flag Base room) Replaced Chaingun with Lightning Gun.
  * Right entrance: (from Flag Base room) Replaced Grenade Launcher with Railgun.
  * Outside, behind Sniper tower: Replaced Lightning Gun with Grenade Launcher.
  * Outside, at the left of Sniper Tower: Replaced Plasmagun with Chaingun.
- Redistributed ammo. Mine Layer only have one ammo box, and is at the middle area in each base.
- Deleted two 50-health items at bases, and moved the other two more forward.
- target_locations have now their messages well done. :)
- Removed 5 health-5 items in front of sniper tower.

EDIT: It's uploaded. Download from here (http://openarena.ws/board/index.php?topic=2629.msg20880#msg20880). :)

If you think it's ready to go, then the map will have the -b2 out of its name, and will be committed. :)


Title: Re: reloaded: hydronex
Post by: menganito on January 29, 2009, 01:01:25 AM
I just gave it a quick glance and:
You probably forgot to delete two 25 healths in red base, they are in one point wit the plasma/grenade ammo, screens here (http://menganito.tym.sk/OA/shot0022.jpg) and here (http://menganito.tym.sk/OA/shot0023.jpg), this is makes the bases unballanced.

I walked out of the spawn room with 30 SG ammo, just to find 10 more in the flagroom, that is quite a lot of firepower, quite the same with machinegun, i maxed ammo out in the spawn room.

I generally disliked the amo/weapon placement, I hate it when I have a lot of ammo and no gun to fire it (when I finally located the Lightning gun, I had 120 ammo already).  This will probably be solved by training there and getting to know the layout :)

PS: Si podemos hablar espanol, claro, pero es un foro internacional, pues no parece muy educado. Me gustaria mas encontrarte dentro del juego :)


Title: hydronex2 (now simply hydronex) done...
Post by: Neon_Knight on January 31, 2009, 06:48:29 PM
I'll update Hydronex2. This time it will be simply renamed to Hydronex. I hope fromhell won't have any problem with it if I send it again to recommit, and ask for b2 to be removed. :/

EDIT: Changes made:
- Added Team Items: 2x Doubler, 2x Guard, 2x Scout at both bases, plus their own spawnspots.
- Added Kamikaze and make it cycle with Regeneration.
- Deleted two unbalancing healths at red base.
- Deleted one shell box and one bullet box at both spawn rooms.
- Switched ammos: Nailbox & Beltbox near sniper tower, and Cellbox near the Megahealth and Grenadebox at the bases.
- Added a shader which replaces moonsky.
- Clipped middle area ceilings, to avoid camping from here.
- Added a minor detail: two faulting arrow signals in red base.
- Added minor details: arrows at spawn spots.

As usual, you can get this new version in this (http://openarena.ws/board/index.php?topic=2629.msg20880#msg20880) post.


Title: Re: reloaded: hydronex
Post by: >U.A.C<union aerospace corp. on February 04, 2009, 12:48:34 PM
hey!! i ve downloaded Hydronex 2, pretty ctf. I agree: railgun is missing!!!
hahaha!!! No more railers, stupid campers and no more "Railed by......
I hate this item!! hydronex is a good training map!
good work congratulation;


Title: Re: reloaded: hydronex
Post by: PaniC on February 06, 2009, 07:09:47 AM
I love the new hydro, nice done Neon_Knight! :)

But, i hope its not my failure: theres no water for me in Hydro, i testet it local, i can normaly run underwater. o.O

I made a demo about that: http://evilarena.de/hydro2b3.zip (http://evilarena.de/hydro2b3.zip) (.zip, 38,5 KB)


Title: Re: reloaded: hydronex
Post by: Neon_Knight on February 06, 2009, 08:19:52 AM
Its weird, cause I tested it in 0.8.1 and I have water.
Maybe is you. :P
I'll see that demo.


EDIT: Forget what I've said. I'll fix that. -.-


Title: I hate hydronex too... -.- (Hydronex2-final, I REALLY HOPE ¬¬)
Post by: Neon_Knight on February 06, 2009, 11:11:01 AM
Today is my BD, but I'll give this present to you. ;D
Hydronex-final. (I hope...)

Only cosmetical changes:
- Fixed water. Also rescaled its texturizing.
- Added boxes. (I wanted them back with the map)

I think, I REALLY THINK, the map is finally ready to go with the pack.

You know where to find D/L link. ^^ 'Ere! (http://openarena.ws/board/index.php?topic=2629.msg20880#msg20880)

REMEMBER that this version replaces normal Hydronex, so be aware.


Title: Re: I hate hydronex too... -.- (Hydronex2-final, I REALLY HOPE ¬¬)
Post by: fufinha on February 06, 2009, 11:15:32 AM
Happy Birthday Neon_Knight \:D/

I hope you don't mind best wishes in your map thread :D


Title: Re: reloaded: hydronex
Post by: Neon_Knight on February 06, 2009, 11:17:39 AM
No drama. ^^
I just hope to get all those maps I made/modified finished. I'm tired of GTKR by now...


Title: Re: reloaded: hydronex
Post by: PaniC on February 06, 2009, 11:32:21 AM
Happy Birthday and THX for the nice map Neon_Knight

:)


Title: Re: reloaded: hydronex
Post by: Neon_Knight on August 12, 2009, 04:26:06 PM
I've made a bunch of changes onto the new Hydronex2, now Hydronex3:

- More boxes added and spreaded to be used as cover points.
- Ramps now behaves as stairs. Easier to climb.
- Deleted Prox Launchers and Railguns (ammo for Prox too) and added just one RG and one PL at the middle area. I'll leave to you the thinking. :D
- Replaced MHs by Battle Suits.
- Replaced PL on Spawnrooms with another RL. I guess this map now is very RL-friendly. :D
- Raised the ceiling of the entire outer area.
- Added 2 more DOM points, which makes for a total of 5 points. These are between the sniper spot and the flag rooms.
- Center wall changes: new holes with the raising, holding each one one of the following items: RG, PL, and Kamikaze. Regeneration will stay on the middle area, and will be replaced by neutral items on the other gametypes.
- New entrance to bases. Did I mention that I adapted this map to be rocketjump-friendly? :D Also fixed the lateral ones for the sake of vis.
- Minor changes.

Here are the screens:
(http://img40.imageshack.us/img40/3701/hydronex34.th.jpg) (http://img40.imageshack.us/my.php?image=hydronex34.jpg) (http://img14.imageshack.us/img14/292/hydronex39.th.jpg) (http://img14.imageshack.us/my.php?image=hydronex39.jpg) (http://img14.imageshack.us/img14/4494/hydronex38.th.jpg) (http://img14.imageshack.us/my.php?image=hydronex38.jpg) (http://img30.imageshack.us/img30/3007/hydronex33.th.jpg) (http://img30.imageshack.us/my.php?image=hydronex33.jpg) (http://img25.imageshack.us/img25/9083/hydronex32.th.jpg) (http://img25.imageshack.us/my.php?image=hydronex32.jpg) (http://img25.imageshack.us/img25/3271/hydronex37.th.jpg) (http://img25.imageshack.us/my.php?image=hydronex37.jpg) (http://img7.imageshack.us/img7/1161/hydronex36.th.jpg) (http://img7.imageshack.us/my.php?image=hydronex36.jpg) (http://img25.imageshack.us/img25/1112/hydronex31.th.jpg) (http://img25.imageshack.us/my.php?image=hydronex31.jpg) (http://img7.imageshack.us/img7/9294/hydronex35.th.jpg) (http://img7.imageshack.us/my.php?image=hydronex35.jpg)

Future plans:
- Redo the entire map by using correct structural & detail brushes, as I've done with blitzkrieg2 and mckinleyish2.
- Scatter more boxes?
- Two underwater entrances, maybe finishing in the lateral passages as well.
- Make the passages look different like the original Hydro16? Screenshots below, is the map which SavageX used as inspiration for the original Hydronex:

(http://img9.imageshack.us/img9/7073/hydro161.th.jpg) (http://img9.imageshack.us/my.php?image=hydro161.jpg) (http://img200.imageshack.us/img200/7426/hydro166.th.jpg) (http://img200.imageshack.us/my.php?image=hydro166.jpg) (http://img12.imageshack.us/img12/3108/hydro165z.th.jpg) (http://img12.imageshack.us/my.php?image=hydro165z.jpg) (http://img194.imageshack.us/img194/5593/hydro164.th.jpg) (http://img194.imageshack.us/my.php?image=hydro164.jpg) (http://img268.imageshack.us/img268/8339/hydro163.th.jpg) (http://img268.imageshack.us/my.php?image=hydro163.jpg) (http://img199.imageshack.us/img199/5397/hydro162.th.jpg) (http://img199.imageshack.us/my.php?image=hydro162.jpg)

The download link is in this post (http://openarena.ws/board/index.php?topic=2629.msg20880#msg20880).


Title: Re: reloaded: hydronex
Post by: Udi on August 13, 2009, 01:52:53 AM
- Ramps now behaves as stairs. Easier to climb.

The stair like ramps work great on the bases, however in the water, when your viewport is paralell with the ground (you see straight in the middle) and press forward you will get stuck and won't climb upwards. The ramps in the water should have the physics of ramps.

It's a great release, I like it :)!


Title: Re: reloaded: hydronex
Post by: Neon_Knight on November 01, 2009, 07:13:10 PM
I'm starting to redo this map, it'll end very differently as an "hydro" map, but I'm afraid it won't reach the 0.8.5 release.

Mainly changes in the center area, but there will be some changes in the bases as well.

* No sniper houses. (This makes this map as a non-Hydro-like map. It seems like some map layouts will only work with some games. :/)
* Lateral passages which connects the two bases, with water entrances.
* Weapon/item count reduction. Hydro2 & Hydro3 were really bloated with items.


Title: Re: reloaded: hydronex
Post by: Mr. D on November 08, 2009, 12:17:06 PM
Wow this map is very nice and is one of my favourite , I suggest to put a portal in the flag room to escape very easy from it...maybe putting it a little highly in th wall to accede with a rocket jump(?)

(I have also play it with Nexuiz a few of days ago, but in OA is a little better to play it :))


Title: Re: reloaded: hydronex
Post by: Neon_Knight on November 08, 2009, 04:28:57 PM
I'm going in the opposite direction, simplifying this map. I've ended with a bit of unhappiness towards both hydro3 and the latest hydro2.


Title: Re: reloaded: hydronex
Post by: Neon_Knight on November 16, 2009, 04:13:03 PM
Here's a top-down sketch of what I'm doing now.

As you can see, the center area is shorter, the snipìng houses aren't there no more. As I've said before, I guess that some map layouts from other games (the inspiration for this map was CTF-Hydro16 from Unreal Tournament, a map which has it's success on that game because of the translocator) won't work well on OA. Hell, it won't work even with the grapple. :/

Overall, the map is short in some areas, but in others maybe it's size has grown up. (vis adaption) I've added some lateral passages as well, so all the action shouldn't be attached to the outdoor area. The wall has been removed as well, and there're still more and more changes to come. It won't be as all and any of the older Hydros, although it'll look as all the past Hydros as well. Maybe I'll change the name of the map, to reflex the new route.

EDIT: ColorCodedForYourConvenience (?)
* Walls are Red
* Indoor passages are Blue
* Outdoor areas are uncolored
* Water is Cyan
* Underwater passages are violet
* Teleporters are green (I forgot to point their destinations, but are the same as in older hydros)
* Flag positions are yellow


Title: Re: reloaded: hydronex
Post by: *THd*BlakDragon on February 25, 2010, 02:12:22 AM
Hello all
I know this Thread is older,but i have seen you talk about hydronex, so check out hydrore ;)


Title: Re: reloaded: hydronex
Post by: Cacatoes on July 29, 2010, 03:16:03 AM
Hitman and I had a discussion about how darker hydronex1 is compared to hydronex2 (which is normal as N.K. likely has improved lightning and such).
I thought it could have been due to patch085, however after I removed it walls are still quite dark.
IMO it's playable even if that dark, it's only the lateral walls. I can't confirm something changed.
Hitman, if you can do further testings ... ;) Note: you may pay attention to the lightning chosen (vertex or lightmap) knowing that some server will switch you to lightmap because of videoflags variable.


Title: Re: reloaded: hydronex
Post by: Neon_Knight on August 16, 2010, 03:02:49 PM
I've decided to take the same hard route I've took for am_underworks and redo hydronex from scratch.
Stay tuned for news.