Title: 3 maps in 1 topic: oa_reptctf3/11 and am_thornish Post by: Neon_Knight on February 27, 2009, 12:28:22 PM oa_reptctf3 (http://www.onykage.com/files/armageddonman/published/mine/oa_reptctf3-b1v3.pk3)
Version: b1v3 Main changes on oa_reptctf3 compared to original version (http://lvlworld.com/t.php/Chilli+Pepper%27s+Marble+Palace!): - Jumppads below flag ledge are now moved onto the opposite wall. There's also a jumppad near the flag which goes to a new ledge with Railgun. Basically when you enter to the enemy base you should turn onto the left or right and walk into the jumppad to make it work. - There's a new X-shaped crossing between the two paths. This one has a pit of death with two wood bridges which have a Quad Damage or the Neutral flag. Harvester skull generators are onto the side hallways, (there are two of them) due to the skulls to get lost easily in the pit. That means that the teams now have 3 ways to get onto their/enemy base, and can cross paths where before wasn't possible at all. - Item/weapon placement redone: * Weapons: Shotgun(*), Grenade Launcher, Rocket Launcher, Plasma Gun, Railgun, Lightning Gun(*), Nailgun(**), Chaingun(**). * Items: Body Armor, Health 5, Health 25, Health 50. * Powerups: Regeneration/Invisibility(*) - Regeneration/Kamikaze(**) * Runes(**): 2x Ammo Regen, 2x Scout, 2x Guard, 2x Doubler. - Also redone are the spawnspots. (*) Only in normal version. (**) Only in TA version. Changes on a2: - Kit's changes. - Removed death pit. - Added Team Items (a.k.a. Runes :P) for Missionpack. - Added weapon bases. - Switched Railgun for RL, Nailgun for Railgun and RL for Nailgun. Also switched Rocket & Nailgun ammo. - Removed Quad and put an Invis in its place. It will only spawn for CTF, Overload, eCTF and DD, being replaced by Neutral Flag on 1FCTF and by Neutral obelisk on Harvester. - Removed both neutral obelisks at side passages. - Added place locations for objective-based games. - Minor cosmetic changes, like the window behind the flag and trims. Changes on a3: - The center of the map is now a big area. It has new entrances to bases, (the player on the lower area have to use the jumppads) and holds the neutral objectives and a team of Regen/Invulnerability which replaces Haste on the old version. - Added banners to passages to lower base-camping. - Removed all the diagonal jumppads on the bases. Now there're only two horizontal jumppads which goes from base floor to flag area. - Lowered the balcony. - Added three new upper entrances, two bridges guide to the lateral ones and the mid one goes from the center to the balcony. - Added Shotgun at the old Railgun spot, both Railguns are now in the middle area. - Added two Ammo Regens per base at the upper lateral corridors, along with the other 6 runes already there. (2xScout, 2xGuard and 2xDoubler) for a total of 8 runes. - Added more detail and arrows guiding to bases. - Ammo & health redistribution. Version b1: - Redone layout from scratch. - The middle-upper passage was raised, so the other base shouldn't be visible. (This is, the blue base shouldn't see the red base and viceversa) - Added Grenade Launcher to the bases and moved the Lightning Gun to the lower passages. - New texturizing. - Arrows. Version b1v2: - Fixed location messages. Some bad strings and bad formatting were fixed. - Replaced Battlesuit with Invisibility. - Added TA version. It's the same layout with (almost) the same items, but with some extra stuff: * Shotgun replaced by Nailgun. * Lightning Gun replaced by Chaingun. * Runes * Invisibility replaced by Kamikaze. (When the models for the Invulnerability item are done, I want to replace Kamikaze with Invulnerability) Version b1v3: - Fixed the arrows. Hopefully, no more z-fighting. To do: - Botclipping & clusterportaling. Screenshots: (http://img541.imageshack.us/img541/1752/shot0003af.th.jpg) (http://img541.imageshack.us/i/shot0003af.jpg/) (http://img217.imageshack.us/img217/4300/shot0004li.th.jpg) (http://img217.imageshack.us/i/shot0004li.jpg/) (http://img98.imageshack.us/img98/5812/shot0005ek.th.jpg) (http://img98.imageshack.us/i/shot0005ek.jpg/) (http://img62.imageshack.us/img62/7774/shot0006ik.th.jpg) (http://img62.imageshack.us/i/shot0006ik.jpg/) (http://img839.imageshack.us/img839/6585/shot0007hh.th.jpg) (http://img839.imageshack.us/i/shot0007hh.jpg/) oa_reptctf11 (http://www.onykage.com/files/armageddonman/published/mine/oa_reptctf11-b2v2.pk3) Version: b2v2 Main changes on oa_reptctf11 compared to original version (http://lvlworld.com/t.php/Two+Worlds+Collide!): - Texturizing, obviously. :D - Weapon/item placement entirely redone: * Weapons: Rocket Launcher, Plasma Gun, Railgun, Lightning Gun, Nailgun. * Items: Body Armor, Armor Shard, Health 50, Health 25, Health 5. * Powerups: Quad Damage. - Flag base changed. - Added doors behind the new flag position. - In the middle hole there're two jumppads and a Quad Damage. New changes in a2: - Replaced right stair at both bases with a tunnel entry. That can work great for 1FCTF and Harvester. If it doesn't work, those will be out. - Moved Lightning Gun to this new tunnel. - Sunked a bit the floor on both bases. - Replaced Quad with Invis. Same as Quad before, it will only be available on CTF, Overload, eCTF and DD. - New acc_dm3 textures for blue base with oa_dm3 theme. Only a (sucky, but incredibly well) color change over the texture with GIMP's Hue & Saturation tool. (:P) I'll be applying these textures to am_lavactf* too. Changes in a3: - The center area is enclosed. Now there's no way to see bases facing each other. - Replaced Railgun with Prox (KEEP READING!!!) This Prox has 30 sec. of respawn and no ammo on the level. That should limit the weapon. However, I'm afraid that with the following point, this limit would be broken. :/ - Added Ammo Regen & Guard, 1 per base. Also, there's a neutral Doubler in the middle area. - Moved Lightning to the upper floor. - Moved Nailgun ammo to the center area. - Added Plasma + ammo in bases. - Many minor changes, like arrows pointing to the bases. Changes in a3v2: - Replaced Ammo Regen by another Guard. That should revert the balance back to normal. Changes in a4: - Fixed a wrongly-placed blue spawnpoint (a blue one on the red base) - Added another Rocket Launcher per base. Also, replaced the Doubler by a Lightning Gun in the middle area. - Opened another one-way entrance, above the lower entrances to the middle area. Can be rocket-jumped, tho, as an exit. - Replaced Nail ammo by Rocket ammo. - Teamed-up Invisibility with a Battle Suit in the middle zone. - Domination: moved some player_starts to the bases. - Many minor changes like texture alignment fixing. Changes in b1: - Better brushwork (I hope so) - Better replacements for proto2/*_dcl textures. Also added an arrow where it should be. - Fixed a texture misalignment in the blue base. Changes in b2: - Separate versions: normal and TA. The normal one removes Guard and replaces ProxLaunchers with Railguns and Nailguns with Shotguns. - Fixed the arrows. Changes in b2v2: - Fixed the arrows. Hopefully, no more z-fighting. To do: - Bot clipping & clusterportaling. Screenshots: (http://img255.imageshack.us/img255/2926/oareptctf111.th.jpg) (http://img255.imageshack.us/i/oareptctf111.jpg/) (http://img844.imageshack.us/img844/7899/oareptctf112.th.jpg) (http://img844.imageshack.us/i/oareptctf112.jpg/) (http://img819.imageshack.us/img819/156/oareptctf113.th.jpg) (http://img819.imageshack.us/i/oareptctf113.jpg/) am-thornish (http://www.onykage.com/files/armageddonman/published/mine/am_thornish-b3.pk3) Version: b2. This map is based on the Unreal Tournament series' CTF-Thorns* series of maps. This one is/was intented to be a "fun map", not a competitive one. Though, I seized it to put two "rare" items in there: the BFG and the Flight powerup. Weapons: Grenade Launcher, Rocket Launcher, Lightning Gun, Railgun, Plasma Gun, BFG, Nailgun, Chaingun, Prox Launcher. Items: Health, Large Health, Small Health, MegaHealth, Armor Shard, Combat Armor. Powerups: Quad Damage, Flight. a2 changes: - New sky. I use my fav one, and it looks great with the level. :D - Weapon/item placement changes: * Moved Railgun and Prox Launcher to middle area * Switched Shotgun @ flag base with Rocket Launcher and Prox Launcher @ Left Side with Shotgun. * Moved ammo tho. There's a lot of ammo switches that I didn't remember. :P - Moved two spawn spots in the flag base to the zone below of the ledges. - Pillars turned on cylinders. a3 changes: - Deleted jumppads going to RA area. You can use the pillars anyway. - Improved geometry. b1 changes: - Completely redone, no more bad brushes. - Now features every weapon, sans the Shotgun (I want to include it as a starter weapon in future versions) - Redistributed ammo. - The walls aren't flat anymore. - New protective windows in the bases. - New jumppads which the player may take to change the route from one side to the other. - And many more changes. b2 changes: Changes: - Added the remaining weapons, items and holdables. (Sans the Invulnerability, someone should model that item) * Middle area has now 1x Prox Launcher, 1x Lightning Gun, a team consisting of Invis/Haste/BattleSuit/Regen, another team consisting of Kamikaze/Medkit/Teleporter, and the remaining team of Quad/MH underwater. * Weapons per base: 2x Rocket Launcher, 1x Railgun, 1x Chaingun, 1x Plasma Gun, 1x Grenade Launcher and 1x Nailgun. There's only one way to reach the Railgun, but I'll leave you the thinking on how to reach that. ;D - Fixed the water glitch by raising a bit the water. Now it's also easy to exit from there. - Added a newer entrance to the Body Armor area (former Combat Armor area) - Added a new cover window below this new path. - Minor changes. Screenshots: (http://img12.imageshack.us/img12/1811/shot0005wp.th.jpg) (http://img12.imageshack.us/i/shot0005wp.jpg/) (http://img155.imageshack.us/img155/5347/shot0006rg.th.jpg) (http://img155.imageshack.us/i/shot0006rg.jpg/) (http://img703.imageshack.us/img703/1982/shot0007s.th.jpg) (http://img703.imageshack.us/i/shot0007s.jpg/) (http://img810.imageshack.us/img810/4205/shot0008j.th.jpg) (http://img810.imageshack.us/i/shot0008j.jpg/) (http://img219.imageshack.us/img219/8098/shot0009x.th.jpg) (http://img219.imageshack.us/i/shot0009x.jpg/) (http://img576.imageshack.us/img576/5334/shot0010rn.th.jpg) (http://img576.imageshack.us/i/shot0010rn.jpg/) (http://img291.imageshack.us/img291/6823/shot0011vj.th.jpg) (http://img291.imageshack.us/i/shot0011vj.jpg/) Title: Old maps here. Post by: Neon_Knight on February 28, 2009, 11:37:52 AM The maps listed below have felt into DisContinuity Reasons: * oa_dm1v2 has a new revision, by kit89, anyone, and me. Feedback is welcome here => http://openarena.ws/board/index.php?topic=3426.0 * oa_dm5... it needs A LOT of work, and I won't be able to work on it anymore. :/ The links and info below are left for the record. If someone wants to continue the work on this map, he/she is free to do it. oa_dm5v2 (http://www.onykage.com/files/armageddonman/published/reworks/oa_dm5-a2.zip) Version: a2. Changes on a1: - 2X scale - Entire weapon/item placement redone. Items: Body armor, Health, ArmorShard, MiniHealth, MH. Weapons: Shotgun, Railgun, Rocket Launcher, Plasma Gun, Lightning Gun. Powerups: Haste. And also there's ammo for Machinegun. - Added a new wide hall between north hall and south hall. (The one where Shotgun was, now there's a Lightning Gun here) Plus, there's now a passage from water zone (the old with Quad and Lightning, now there's only Railgun there) to this hall. The lower zone also has a jumppad. - Button-triggered door and the button itself are gone. :D Changes on a2: - Fixed stairs next to MH room. - Rearranged roots in the east hall (the one with Armor Shards, 1xLarge Health & Small Heaths in the upper road and some ammo in the lower one) Now is possible to use roots to climb. ^^ - Lowered two borders near Red Armor. - Minor structural and detail changes. - New levelshot. To do: - Bot clipping & clusterportaling. - Increase overall brightness through q3map2? Though I like how the level feels there're some very darkish areas there I want to scrap out. - Fix brushes, specially those which have all their faces texturized. Screenshots: (http://www.onykage.com/files/armageddonman/screenshots/oa_dm5_1-small.jpg) (http://www.onykage.com/files/armageddonman/screenshots/oa_dm5_1.jpg) (http://www.onykage.com/files/armageddonman/screenshots/oa_dm5_2-small.jpg) (http://www.onykage.com/files/armageddonman/screenshots/oa_dm5_2.jpg) (http://www.onykage.com/files/armageddonman/screenshots/oa_dm5_3-small.jpg) (http://www.onykage.com/files/armageddonman/screenshots/oa_dm5_3.jpg) (http://www.onykage.com/files/armageddonman/screenshots/oa_dm5_4-small.jpg) (http://www.onykage.com/files/armageddonman/screenshots/oa_dm5_4.jpg) (http://www.onykage.com/files/armageddonman/screenshots/oa_dm5_5-small.jpg) (http://www.onykage.com/files/armageddonman/screenshots/oa_dm5_5.jpg) (http://www.onykage.com/files/armageddonman/screenshots/oa_dm5_6-small.jpg) (http://www.onykage.com/files/armageddonman/screenshots/oa_dm5_6.jpg) oa_dm1v2 (http://www.onykage.com/files/armageddonman/published/reworks/oa_dm1v2-a3.zip) Version: a3 a1 changes: - Removed lava pool - Removed almost all the triggers (except the one which the MH was, now there's a Quad Damage there) - Weapon/item placement 100% redone - New hallway which connects (former) Invisibility road with the former lava pool room. The Invis item is now on this new hall. - Retexturizing of the entire map: now non-visible faces shouldn't be drawn anymore. :D - Added sky zones. - Minor & major structural changes. - The button-triggered bridge hasn't a trigger anymore. - Added some patches to ceilings. - Enlarged in Z-axis all the ceilings. a2 changes: (Very minor) - Fixed caulking. - Removed bar trigger & bars. - Cosmetic changes. - a2v2: Added the map to Domination. a3 changes: - Fixed items not showing up on SP. Item info: * Weapons: Grenade Launcher, Rocket Launcher, Plasma Gun, Railgun, Lightning Gun, Nailgun. * Powerups: Invisibility. * Others: Body Armor, Armor Shard, Megahealth, Health 50, Health 25, Health 5. To do: - Hinting - Clusterportaling - Improve wood entrances Screenshots: (http://www.onykage.com/files/armageddonman/screenshots/oa_dm1_1-small.jpg) (http://www.onykage.com/files/armageddonman/screenshots/oa_dm1_1.jpg) (http://www.onykage.com/files/armageddonman/screenshots/oa_dm1_2-small.jpg) (http://www.onykage.com/files/armageddonman/screenshots/oa_dm1_2.jpg) (http://www.onykage.com/files/armageddonman/screenshots/oa_dm1_3-small.jpg) (http://www.onykage.com/files/armageddonman/screenshots/oa_dm1_3.jpg) (http://www.onykage.com/files/armageddonman/screenshots/oa_dm1_4-small.jpg) (http://www.onykage.com/files/armageddonman/screenshots/oa_dm1_4.jpg) (http://www.onykage.com/files/armageddonman/screenshots/oa_dm1_5-small.jpg) (http://www.onykage.com/files/armageddonman/screenshots/oa_dm1_5.jpg) (http://www.onykage.com/files/armageddonman/screenshots/oa_dm1_6-small.jpg) (http://www.onykage.com/files/armageddonman/screenshots/oa_dm1_6.jpg) And... of course... give shape to McKinleyish2 (http://openarena.ws/board/index.php?topic=2311.0), finish Underworks (http://openarena.ws/board/index.php?topic=2860.0), and sketch my idea for the Non-Sym map (http://openarena.ws/board/index.php?topic=2806.0). (Maybe Underworks can be the industrial flag base/side) Almost all of my other maps (lava* series, q3dm6ishv3 & ctf, galmevish) are in the SVNC thread, so I surely won't work on these until new version goes out. Also, I should still contact boczeq in order to make him release the original Blitzkrieg under GPLv2. Title: am_thornish ready to go. ^^ Post by: Neon_Knight on February 28, 2009, 11:53:39 PM Read first post for info on am_thornish.
Title: Re: Next plans I have... Post by: chaoticsoldier on March 01, 2009, 01:39:38 AM I had a few test games with bots.
oa_dm5: When I tested this map it reminded me of a movie I saw once (http://www.imdb.com/title/tt0050539/). Perhaps a scale of 1.5x is enough? That was my impression. Maybe this is just because I'm so used to the current size. We'll have to see what others think about this. I like the weapon placement though. Ammo is further away from the weapons, which is better. I found I was travelling the map more. I'm also pleased the door's gone and the RL has moved. Too many campers tried to hog the RL and MH :) am-thornish: This map is great! BFG + Flight = FUN. One thing I found with this map is that apart from getting the BFG and Flight, I had no other reason to jump onto the side ledges. Did you intend for them to be used much? There is so many supplies on the lower level, I don't have to go far. Maybe moving some ammo onto the ledges will help? Having spawn points so close to the centre provides lots of easy frags, because that's where most of the action is. Maybe they can be moved outward towards the edges of the map? (or onto the ledges?) CTF is more difficult than it looks, because of how open the route between the flags is. This is a good thing. No complaints there. Neon_Knight, you're a legend! Title: Re: Next plans I have... Post by: Neon_Knight on March 01, 2009, 06:37:00 AM Thanks for the comments!!! ^^
As for thornish, I'll be moving some ammo to the ledge and center of the map (Maybe mine and nail ammo there?) The idea is to use both of them at the same quantity, or let the player choose where to go. :D One thing I didn't convinced me is its size tho. Maybe I'll make the map a little bit bigger than it actually is, 1.5x more. As for oa_dm5, the scale is because I was too lazy to reduce texture sizing. :D Another thing I want to do is to reduce borders of the water pit near Lightning/RA zone and other areas. And to bring some detail to the connection between water zone and new hall. Title: Re: Next plans I have... Post by: kit89 on March 01, 2009, 07:08:10 AM For am-thornish, may I suggest you change the pillars to Cylinders, that way they will look nice and round. It also means they wont be included in the Vis compile, unless you've already set them to detail brush. If you do decide to use Cylinders. You'll want to add -patchshadows to the light command, so your patches/cylinders cast shadows. Looking excellent, keep it up! :) Title: Re: Next plans I have... Post by: Neon_Knight on March 01, 2009, 07:10:42 AM I forgot to switch those pillars to detail. -.- I was getting too slept to go on, but I'll see what can I do today.
Title: Re: Next plans I have... Post by: Neon_Knight on March 01, 2009, 09:44:42 AM Changes for am_thornish:
- New sky. I use my fav one, and it looks great with the level. :D - Weapon/item placement changes: * Moved Railgun and Prox Launcher to middle area * Switched Shotgun @ flag base with Rocket Launcher and Prox Launcher @ Left Side with Shotgun. * Moved ammo tho. There's a lot of ammo switches that I didn't remember. :P - Moved two spawn spots in the flag base to the zone below of the ledges. - Pillars turned on cylinders. To do (later) - Bot clipping & clusterportaling. Link and screenshots are in this post (http://openarena.ws/board/index.php?topic=2864.msg23082#msg23082). Title: Re: Next plans I have... Post by: bill----- on March 01, 2009, 04:14:47 PM oa_dm5
Wow. It's BIG! And it looks very good. The textures came through the change well. Lighting looks OK too. The only dark spot, on and under the walkway where the haste is, looks good as it is. I'm no fan of dark spots for campers to hide in, but the water level could have even lower lighting. The Quad will not be missed. Nor will I miss banging my head on the overhead walkway while trying to get to the button for the MH room door. RG will be more important than ever due to the longer straight passageways. Moving it to it's current location was a good placement decision. The water level becomes much more interesting. Before, it was just the place you went to to get the Quad/LG combo, and of course everyone knew you would soon be emerging from the only exit and had a hail of rockets and grenades ready for you. Not very satisfying. Now with the extra exit (and entry!) point, and due to the size of the map, the water level is actually useful for getting from one part of the map to the other. Further, the water level is now large enough that players can fight in the water as in "The Abandoned Base" and "Trial by Error". The winner gets the RG! The larger size gave me ideas about some connectivity changes (I hesitate to call them improvements :-) ) that could be made. The easy way would be to add some jump pads, and I think the jump pad is the right choice for the use you have put it by the new RG location (Very tasteful texture for the jump pad, by the way.). However, I had a couple of ideas that don't need much in the way of structural changes. The wall where the large roots are has always irritated me, because could I visualize using the protruding blocks to get from the lower passageway to the upper walkway, but that wall is clipped. Now with the size change, I see a opportunity to realize my fantasy! By rearranging the roots and removing the clip brush, it's difficult but possible to get to the upper walkway there. Another possibility is in the room with three columns where the RA once was. I've imagined that one of the columns has collapsed, and the rubble gives a jump short-cut to the center passageway. I made a crude modification for illustrative purposes that works, but is still a little too tricky to execute reliably. q3map2 that comes with GtkRadiant 1.6 failed to compile the map while entities were inside hint and clip brushes ("Entity #, leaked" message). Didn't test with earlier versions. I removed those brushes to get the map to compile for my experiments. Some area lights were also affected though they weren't enclosed by brushes, but I couldn't figure out why. As you further refine the map, think about reducing the thickness of those brushes so that they don't enclose entities. A successful venture, indeed. Well done, and I am looking forward to the final product! I had screenshots, but attachments didn't work for me :-(. Title: Re: Next plans I have... Post by: epicgoo on March 01, 2009, 04:46:55 PM use imgcake.com or your fav image uploading site
Title: Re: Next plans I have... Post by: Neon_Knight on March 01, 2009, 06:54:30 PM Thanks for the poetic comments, bill. :D
Using roots to get into the upper level is very ut3ish, can be fun if well used. :D I want to make that dark spot to be gone too. It will be. I'd like to note that I use normally GTKR 1.5. But some maps on the SVN are on 1.4/Quark. :/ Title: Re: Next plans I have... Post by: Neon_Knight on March 02, 2009, 06:20:53 AM Things from both reptctf3 and reptctf11 readme:
Quote from: Firethrottle If you like this map and you want to make some changes, email me at: Code: firefast@e-free.gr and i'll send you the .map file, hoping you 'll be decent about it.Maybe can I (or someone here) contact him to see if he can/like to release his maps under GPL? Title: Re: Next plans I have... Post by: Cacatoes on March 03, 2009, 06:07:28 AM Yes, I think it's worth trying. ;)
I could email him, but I let you do the job unless you insist :D Title: Re: Next plans I have... Post by: Neon_Knight on March 03, 2009, 06:32:06 AM EDIT: He's Greek. Forget what I've said... :P
But if you want to contact him, then go for it. :D Title: oa_dm5-a2 ready to go. ^^ Post by: Neon_Knight on March 03, 2009, 02:13:09 PM oa_dm5-a2 ready to be downloaded. ^^
Changes: - Fixed stairs next to MH room. - Rearranged roots in the east hall (the one with Armor Shards, 1xLarge Health & Small Heaths in the upper road and some ammo in the lower one) Now is possible to use roots to climb. - Lowered two borders near Red Armor. - Minor structural and detail changes. - New levelshot. Screenshots and download link is here (http://openarena.ws/board/index.php?topic=2864.msg23082#msg23082). Title: Re: Next plans I have... Post by: Peter Silie on March 03, 2009, 02:16:20 PM it would be great if he can give you the .map files.
good luck! Title: Re: Next plans I have... Post by: bill----- on March 03, 2009, 08:12:15 PM oa_dm5.
The roots work well! Much smoother than my experiment. I used smaller roots to bridge the gap between protruding blocks, and climbed from the opposite direction. I really hadn't paid attention to the roots that come out of the walls of the map before now. While I was checking out the root next to one of the teleporters I noticed that I could walk behind the teleporter. The gap is too narrow on the small version of the map. From the back sides of that teleporter, the portal camera shows an almost all white view, like clouds. Probably related to the distance the teleporter is from the wall. If you approach the teleporter by walking along the back wall of the room, you can see the image change from the expected view of the other passageway to the 'clouds'. You could move the teleporters closer to the wall (or the close one further away from the wall), cover the back side of them, or fix the camera. Depends on what you think about the possibility of hiding behind that teleporter. I don't play much anymore and haven't played the original map with human opponents, but the following gameplay occurs to me while looking at the double-sized one. Perhaps it's a known tactic. You could ambush a pursuer by hiding behind the teleporter, waiting for the teleporter sound then entering the teleporter from the back side. You might get telefragged or get one yourself, or end up behind your opponent who might just be turning to look because of the sound. A similar situation arises if you wait for someone to emerge and then get the drop on them by stepping from behind the teleporter. The teleporters don't touch the floor and so there's a gap between the teleporter frame and the floor. At the smaller scale it doesn't seem important. However, with the new size, If someone notices your feet below the teleporter frame then you will get a grenade or rocket for your cleverness! This map is getting better and better! Title: Re: Next plans I have... Post by: Neon_Knight on March 05, 2009, 06:41:29 PM Sad & bad news... this is what I got:
Quote This is an automatically generated Delivery Status Notification THIS IS A WARNING MESSAGE ONLY. YOU DO NOT NEED TO RESEND YOUR MESSAGE. Delivery to the following recipient has been delayed: Code: firefast@e-free.gr Message will be retried for 2 more day(s) Technical details of temporary failure: DNS Error: DNS server returned answer with no data It seems like the mail is no longer that. :/ Title: New one: oa_dm1, soon... Post by: Neon_Knight on March 09, 2009, 10:36:48 PM Well... I couldn't stand with myself and since I haven't had any comment on my maps on this topic and the others, I'm working on redoing oa_dm1, to make it better. (Mental note: Make the NS map sketch ASAP -.-) This is the changelist ATM:
- Scale: 1.5X - Removed lava pool - Removed button triggers (except the one which the MH was, now there's a Quad Damage there) - Weapon/item placement 100% redone - New hallway which connects (former) Invisibility road with the former lava pool room. The Invis item is now on this new hall. - Retexturizing of the entire map: now non-visible faces shouldn't be drawn anymore. :D - Added sky zones. - Minor & major structural changes. The map isn't available yet. I'll take soon too oa_dm5 and oa_dm3 and make the same procedure to them to make non-visible faces not to be drawn by the game. Title: Re: New one: oa_dm1, soon... Post by: epicgoo on March 10, 2009, 03:22:22 AM Well... I couldn't stand with myself and since I haven't had any comment on my maps on this topic and the others, You need comments?They all look good. Title: oa_dm1 uploaded... ^^ Post by: Neon_Knight on March 10, 2009, 10:22:25 AM Read first post for info on oa_dm1.
Title: Re: Next plans I have... Post by: Marble of Doom on March 10, 2009, 02:25:04 PM dm1 looks good! I'm glad you got rid of the lava!
Title: Re: Next plans I have... Post by: bill----- on March 10, 2009, 07:39:41 PM Much easier to move around. In spite of the increased size, it might even be faster
to 'run a lap' now because you can keep your bunny hop going. The jumps are more interesting now. The double-jump from the corner to the opening leading to the NG (oa_dm1_3.jpg) I can hit about 40-50%, about the same coming the other way. Haven't settled on a method yet. Fun! I never used the retractable bridge to get the YA that was there before, so that trigger won't be missed. Won't miss the Quad or lava either. Bots get stuck on the door (vertical bars) to the teleporter room (oa_dm1_2.jpg). I'm guessing because the trigger is too far away from the entrance. They accumulate there like ... hair in a bathtub drain. Could try moving the trigger closer or onto the floor. Since you now can walk between the leftmost bar and the wall anyway, maybe remove the trigger and widen the gaps between the bars. In the room (oa_dm1_4.jpg) with the many pillars, it would be good to be able to jump from the lower floor to the upper walkway between the pillars. I had to laugh when I found the Invisibility power-up. :-) I think item placement is OK, but I need to think a little about it a little more. The current placement makes sense - have the big items outside the main battle area. On the natural circuit (clockwise as seen from above), you can get a big stack fast, RA->NG->RG->MH, though. Might be a problem for 1v1, but probably not with FFA since the other players may have already picked up some or all of those items. If the other 1v1 player gets RL, PG or LG, and SG and maybe the Regen he should be OK if there's a confrontation in a hallway. Title: Re: Next plans I have... Post by: Neon_Knight on March 10, 2009, 08:08:46 PM Regen? I didn't put a Regen on the map. :P
Anyway, thanks for the comments. And BTW, I found a caulk I missed out, so maybe before the week ends you'll have another version. Title: Re: Next plans I have... Post by: chaoticsoldier on March 12, 2009, 12:18:44 AM I actually miss the lava :( (But I'm probably the only person that does :)).
The lava would be more useful now, seeing it's significantly harder to jump across that gap. I noticed bots don't go for the mega health, but I guess this is not too important. Also, the button on the wall looks funny, like the texture is repeated too many times. bill----- covered most things in his comments, so I don't really need to say much. This version is a great improvement. It's a perfect size now and I think the item/weapon placement is suitable. I like it. :) Title: Re: Next plans I have... Post by: bill----- on March 13, 2009, 11:35:09 PM Oops. Was running with simple items, The 50 health where the YA was in the old version looked kinda like the Regen.
I didn't look too closely, since I was always trying to jump to the NG room door. Maybe it was wishful thinking. :-) Title: Re: Next plans I have... Post by: Neon_Knight on March 14, 2009, 08:02:05 AM I guess there should be another simple-icon for 50-health or Regen :D
Title: Re: Next plans I have... Post by: Neon_Knight on March 15, 2009, 12:20:52 PM Just posting to say that I've finished a1's of both reptctf3 and reptctf11. Both are made from scratch, and as Cyberdemon have said, those weren't difficult maps to make, reptctf11 has a very very very simple layout in fact. One can make a similar one from scratch and that way it can look 90% accurate to the original map. With reptctf3 I've put some things which make it very different to the original one. I'll be uploading maps and screenies.
Title: Two maps: oa_reptctf3 and oa_reptctf11 Post by: Neon_Knight on March 15, 2009, 12:49:15 PM Read first post for details on oa_reptctf3 and oa_reptctf11.
Title: Re: Next plans I have... Post by: chaoticsoldier on March 15, 2009, 06:35:57 PM The download links are not working :(
Title: Re: Next plans I have... Post by: Neon_Knight on March 15, 2009, 08:24:54 PM Try now.
I made a mistake with both links, but these should work now... Title: Re: Next plans I have... Post by: Peter Silie on March 16, 2009, 01:49:25 PM sorry am, but we talked about the reptctf-maps (do you remeber the lvlworld-link?).
i will test them immediatly and a big thx from me :-) Title: Re: Next plans I have... Post by: Peter Silie on March 16, 2009, 02:14:26 PM Looked at both maps and following comments:
reptctf3 nice idea with the jumppads. i lke them, but this could be to fast for the gameplay. lets wait if i see them on a real server quad is nice but maybe an invisible could be better? the new ways are great. but the pits should be removed (imho) weaponplacement for the rail is too ideal for a camper. the rail should be more in the middle between the bases to avoid this. i hate nailguns. overall: good ambience (but plz redesign the window behind the flag)! reptctf11 the map is too bright for me. the jumppads should lead deep to the enemybase like in the original one (but i like your idea of a symmetric map). the center of the map should be a little bit higher. this avoids spaming from the defenders. also you should make oneway streets to the enemybase. otherwise it will be a slaughterhouse. also a quad in this map? take another item. i hate nailguns. overall: nice structure but it needs a little tweaking! btw: both maps has just rail, rl, nail and lg. is this right or did i missed something? And at last: THX!!! Great and fast work as usual! Title: Re: Next plans I have... Post by: Neon_Knight on March 17, 2009, 07:57:29 AM Lol, sorry if I didn't beared you in mind. ^_^º
I didn't remembered who has asked to me that, but well... :P I need to work more with those maps, but since today I'm afraid I won't have the time I had in this season to work/look at the maps. :/ That and the fact that I'm still disconnected @ home. :/ (No Internet @ home, you know :P) Thanks for the comments. ^^ Title: oa_reptctf-a2 done... Post by: Neon_Knight on May 30, 2009, 09:58:13 PM Whoa... 2 months and a half looked like a lot of time for me... lol...
Well, since nobody cared about my maps, I took reptctf11 and worked a bit on it... Changes: - Replaced right stair at both bases with a tunnel entry. That can work great for 1FCTF and Harvester. - Moved Lightning Gun to this new tunnel. - Sunked a bit the floor on both bases. - Replaced Quad with Invis. Same as Quad before, it will only be available on CTF, Overload, eCTF and DD. - New acc_dm3 textures for blue base with oa_dm3 theme. Only a (sucky) color change over the texture with GIMP. (:P) Should I put the source here too? I'll be applying these textures to am_lavactf* too. Download link and screens of a2 in this post (http://openarena.ws/board/index.php?topic=2864.msg23082#msg23082). Title: Re: Next plans I have... Post by: kit89 on May 31, 2009, 06:01:03 AM Made a couple of small Aesthetic modification to: oa_reptctf3
(http://img529.imageshack.us/img529/3123/shot0000apg.th.jpg) (http://img529.imageshack.us/my.php?image=shot0000apg.jpg) http://www.savefile.com/files/2122033 Title: Re: Next plans I have... Post by: Neon_Knight on May 31, 2009, 06:28:46 AM Great, kit. ^^
I'll take a look and edit this post after watching. EDIT: Could you re-upload the file? Try FileUpload or RaipiUpload to upload it instead uploading by browser. It tends to fail (my case -.-) Title: Re: Next plans I have... Post by: kit89 on May 31, 2009, 07:05:53 AM Alternate Link:
http://uploading.com/files/2JJCUYQH/zoa_reptctf3.pk3.html Title: Re: Next plans I have... Post by: Neon_Knight on May 31, 2009, 08:19:41 AM For some reason I obtain an empty pk3...
Title: Re: Next plans I have... Post by: kit89 on May 31, 2009, 08:41:55 AM Alternate Alternate Link:
http://allowdl.com/baseoa/zoa_reptctf3.pk3 Title: Re: Next plans I have... Post by: Neon_Knight on May 31, 2009, 09:09:53 AM Done, I've repaired the file.
I'll be watching the changes. It's strange that the pk3 didn't showed as a zip any of the files. Sorry for all kit. :/ Title: oa_reptctf3-a2 RTG! ^^ Post by: Neon_Knight on May 31, 2009, 01:50:24 PM Well... I can't see the difference between old version and new, (except some small healths dropped) but I started working on your version, and also seized it to make some extra changes.
- Kit's changes. - Removed death pit. - Added Team Items (a.k.a. Runes :P) for Missionpack. - Added weapon bases. - Switched Railgun for RL, Nailgun for Railgun and RL for Nailgun. Also switched Rocket & Nailgun ammo. - Removed Quad and put an Invis in its place. It will only spawn for CTF, Overload, eCTF and DD, being replaced by Neutral Flag on 1FCTF and by Neutral obelisk on Harvester. - Removed both neutral obelisks at side passages. - Added place locations for objective-based games. - Minor cosmetic changes, like the window behind the flag and trims. Download link and screenshots in this post (http://openarena.ws/board/index.php?topic=2864.msg23082#msg23082). Title: Re: Next plans I have... (5 maps in 1 topic) Post by: kozlov on May 31, 2009, 07:20:12 PM Hey, have question about dm1 and dm5. Is it ok if I'll rename bsp's and other onto, for example, oa_dm1-huge.* / oa_dm5-huge.* (or whatever instead of '-huge') and put it on my server or rather discard these and wait until *final* release? Will they be included with next OA release? Next to or instead these *small* ones?
Title: Re: Next plans I have... (5 maps in 1 topic) Post by: Neon_Knight on May 31, 2009, 07:51:14 PM Yes, but you have to make sure that the name of the pk3 isn't the same as the original pk3. For example: z_oa_dm1-a1.pk3. Rename the pk3 file to something like z_oa_dm1_huge-a1.pk3. Otherwise there will be a package mismatch error in the game if someone downloads the file from here.
I'll be updating the maps constantly, but for that to happen, suggestions have to appear. ^^ Title: Re: Next plans I have... (5 maps in 1 topic) Post by: kozlov on May 31, 2009, 08:03:06 PM Of course, I'll change the filenames. Renamed hydronex, tried to rename am_galmevish onto am_galmevish2 or sth, but can't do it. I don't know if such customizing is a good thing for us in every case, so I'll be aware when putting it on server. Anyway, thank you for reply. Goin' sleep now, it's 4 am here. :)
Title: Re: Next plans I have... (5 maps in 1 topic) Post by: Neon_Knight on May 31, 2009, 08:11:14 PM I'm uploading a new version of my own mappack now, so you can have my other maps as well. (The 5 maps on this topic are included) This one will have the maps renamed. While I wait for the upload, I'll be back to my studies.
Good nights! :D Title: Re: Next plans I have... (5 maps in 1 topic) Post by: fromhell on May 31, 2009, 11:23:50 PM downloadi404!!!!!!!!!!!!
Title: Re: Next plans I have... (5 maps in 1 topic) Post by: Neon_Knight on June 01, 2009, 06:12:14 AM Strange... I checked all those links and worked...
Title: New version of oa_dm1 (oa_dm1v2-a2) Post by: Neon_Knight on June 08, 2009, 01:51:20 PM I almost forgot to put this...
New version of oa_dm1 (this time called oa_dm1v2) a2 changes: (Very minor) - Fixed some visible caulking. - Removed bar trigger & bars. - Minor changes, apart from the name. :D As always, link and screenies (I don't think changes should be needed to screenies, they remain the same as the old ones :D) on the first post. Title: Re: Next plans I have... (5 maps in 1 topic) Post by: Neon_Knight on June 10, 2009, 10:54:36 PM Re-uploaded oa_dm1. I forgot to add DOM support (which was already in the map, but I forgot to put it on the arena file)
Title: Re: Next plans I have... (5 maps in 1 topic) Post by: MIOW on June 18, 2009, 11:38:02 PM lol @ comments and raiting of reptctf3 and reptctf11 on lvlworld.
I hope your maps are a lot better, didn't try them yet though. Original ones just were so bad that their place in /dev/null. reptctf11 was a perfect map for 24h MG camping :D Title: Re: Next plans I have... (5 maps in 1 topic) Post by: Neon_Knight on July 06, 2009, 01:20:51 PM We were chatting last saturday with 6R about oa_reptctf3, so there're a lot of changes to this map.
In the middle area: - The center is now a big area. It has new entrances to bases. - New upper paths which connects both areas and the center. - Center area: a wide area with 4 jumppads which guide to the upper passages. - Added banners to passages to lower base-camping. In bases: - Removed all the diagonal jumppads. Now there're only two which goes from base floor to flag base. - Balcony lowered. - Added three new upper entrances, two bridges guide to the lateral ones. - Added Shotgun at the Railgun spot, now both Railguns are in the middle area. - Haste replaced by a team of Regeneration and Invulnerability(*). This team will be replaced by neutral objectives on 1FCTF and Harvester. - Added two Ammo Regens per base, along with the other 6 runes already there. (2xScout, 2xGuard and 2xDoubler) for a total of 8 runes. Around the level: - Added more detail and arrows guiding to bases. - Ammo & health redistribution. I'll be uploading the map and screenshots later. (*) The Invulnerability holdable hasn't any model nor effect done. EDIT: Three new changes added. Title: oa_reptctf3-a3 uploaded ^^ Post by: Neon_Knight on July 06, 2009, 03:26:57 PM Map uploaded, you know where to find the screenies and linkie. :D
Enjoy! ^^ Title: Re: Next plans I have... (5 maps in 1 topic) Post by: feidi on July 06, 2009, 04:54:16 PM oa_reptctf3 is improving very nicely! it's going to be a nice fast map.
Title: Re: Next plans I have... Post by: Falkland on July 13, 2009, 12:38:52 PM am-thornish: This map is great! BFG + Flight ... + RJ over mines + RG = FUN Title: Re: Next plans I have... (5 maps in 1 topic) Post by: Falkland on July 13, 2009, 03:32:02 PM oa_dm5 was a enough playable/enjoyable map when it had that grey textures theme ...
the retextured version looks better , has a faster water rendering ( or something like that ) but since it became darker , it was never been playable as before. And so it's the latest one ( IMHO ) EDIT : little OT ... Can we have a single place from where downloading the latest version of the alpha/beta maps without having to go back and forth in the forum to find them ? Title: Re: Next plans I have... (5 maps in 1 topic) Post by: Neon_Knight on July 13, 2009, 05:32:57 PM I was going to make a thread with the links to most of the maps. Some maps don't have a topic yet, so they have to be created. :/
Maybe if that list can be attached to the Wiki... Title: Re: Next plans I have... (5 maps in 1 topic) Post by: cosmo on July 14, 2009, 10:33:35 AM some thoughts on am-thornish.
Title: Re: Next plans I have... (5 maps in 1 topic) Post by: Neon_Knight on July 14, 2009, 10:43:30 AM
Title: am_thornish & oa_dm1v2 with new versions Post by: Neon_Knight on July 25, 2009, 07:52:11 PM am_thornish and oa_dm1v2 received final versions. (By now)
am_thornish: - Deleted jumppads going to RA area. You can use the pillars anyway. - Improved geometry. oa_dm1v2: - Fixed items not showing up on SP. Title: oa_reptctf11-a3 done Post by: Neon_Knight on October 28, 2009, 10:27:35 PM Many, TOO MANY changes, on oa_reptctf11:
* The center area is enclosed. Now there's no way to see bases facing each other. * Replaced Railgun with Prox (KEEP READING!!!) This Prox has 30 sec. of respawn and no ammo on the level. That should limit the weapon. However, I'm afraid that with the following point, this limit would be broken. :/ * Added Ammo Regen & Guard, 1 per base. Also, there's a neutral Doubler in the middle area. * Moved Lightning to the upper floor. * Moved Nailgun ammo to the center area. * Added Plasma + ammo in bases. * Many minor changes, like arrows pointing to the bases. Link and screenies are in the first post. ^^ EDIT: a3v2, I've ended replacing the Ammo Regens for another Guard. Title: Re: Next plans I have... (5 maps in 1 topic) Post by: Peter Silie on October 30, 2009, 10:22:08 AM THX!
Can't wait to play them online. btw: we should talk about a redesign of oa_bases7 ;-) Title: Re: Next plans I have... (5 maps in 1 topic) Post by: Neon_Knight on October 30, 2009, 10:29:51 AM On its respective topic. ;)
http://openarena.ws/board/index.php?topic=1977.0 Title: Re: Next plans I have... (5 maps in 1 topic) Post by: Mr. D on November 01, 2009, 10:41:56 AM At the beginning I don't really like oa_reptctf11...but now I see good changes and more things.
I approve it XD Title: Re: Next plans I have... (5 maps in 1 topic) Post by: Peter Silie on November 01, 2009, 12:28:29 PM On its respective topic. ;) http://openarena.ws/board/index.php?topic=1977.0 Ohhh. You remember! Nice! Title: Re: 3 maps in 1 topic: oa_reptctf3/11 and am_thornish Post by: Neon_Knight on December 22, 2009, 02:55:14 PM Uploading... screenshots later.
Changes to oa_reptctf11: - Fixed a wrongly-placed blue spawnpoint (a blue one on the red base) - Added another Rocket Launcher per base. Also, replaced the Doubler by a Lightning Gun in the middle area. - Opened another one-way entrance, above the lower entrances to the middle area. Can be rocket-jumped, tho, as an exit. - Replaced Nail ammo by Rocket ammo. - Teamed-up Invisibility with a Battle Suit in the middle zone. - Domination: moved some player_starts to the bases. - Many minor changes like texture alignment fixing. Title: Re: 3 maps in 1 topic: oa_reptctf3/11 and am_thornish Post by: Neon_Knight on December 22, 2009, 03:02:31 PM Uploaded, enjoy...
Title: Re: 3 maps in 1 topic: oa_reptctf3/11 and am_thornish Post by: Neon_Knight on January 17, 2011, 05:45:59 PM New version of oa_reptctf11. Link and screens in the first post, as usual.
Title: Re: 3 maps in 1 topic: oa_reptctf3/11 and am_thornish Post by: Neon_Knight on January 21, 2011, 07:57:17 PM reptctf11 b2 ready to go. Link in the first post:
- Separate versions: normal and TA. The normal one removes Guard and replaces ProxLaunchers with Railguns and Nailguns with Shotguns. - Fixed the arrows. Title: Re: 3 maps in 1 topic: oa_reptctf3/11 and am_thornish Post by: Neon_Knight on January 25, 2011, 01:29:48 PM Just so you know, these two past weeks I redid from scratch (for real :D) oa_reptctf3. The reason is that the past versions of the map had some bad and unoptimal brushwork, which didn't allowed quick modifications. I wanted to take care of that, so I've ended remaking the map.
The layout and weapon/item placement remained almost intact, with some exceptions, such as the bridges being deleted. As with the other maps I've worked, there will be two versions: normal and TA. The TA version will have Nailgun (replacing Shotgun) Chaingun (replacing Lightning Gun) Runes and Kamikaze. (replacing Battle Suit) Plus, it looks very different. I'm using the egyptsoc texture pack from Nexuiz for that end. Screenshots and download link (33 MB, you're advised) in the first post, as always. Title: Re: 3 maps in 1 topic: oa_reptctf3/11 and am_thornish Post by: VortexHU on January 25, 2011, 08:56:10 PM [new oa_reptctf3] seems a lot better than the original: more thoughtful shapes, more routes, less garish texs. btw ur decals r z-fighting, might want to use actual _decal projection (http://shaderlab.com/q3map2/samples/_decal_sample.map) (works in netradiant at least, maybe gtkr). specifically: note about using _decal entities: the target entity should be on the opposite side of the face(es) of the brush(es) onto which you want to have the decal projected. because this entity can cause bsp leaks, if it's outside your map, put a little box of caulk around it. to clarify, it should sit outside the opposite side of the brush in non-brush-occupied space. Title: Re: 3 maps in 1 topic: oa_reptctf3/11 and am_thornish Post by: VortexHU on January 25, 2011, 08:57:26 PM [oops, bad post]
Title: Re: 3 maps in 1 topic: oa_reptctf3/11 and am_thornish Post by: Neon_Knight on January 25, 2011, 09:50:08 PM It's strange, because I can see those well in normal settings, as the screenshots show.
Title: Re: 3 maps in 1 topic: oa_reptctf3/11 and am_thornish Post by: VortexHU on January 26, 2011, 12:00:22 AM It's strange, because I can see those well in normal settings, as the screenshots show. it may be hardware- or OS-specific. i wish i could get good results w/that method. :p Title: Re: 3 maps in 1 topic: oa_reptctf3/11 and am_thornish Post by: PigCell on January 26, 2011, 05:29:14 AM I really like the new version of oa_reptctf3, the general layout and flag distance seem very promising and the new texture theme looks cool, too.
Here's a bit of food for thought: - The flag rooms seem very wide, even more so because they extend beyond the outer exits - which is not a bad thing in itself. It's just that it messes with my impression of scale a bit. I know the jumpads are supposed to force the player to make a bit of a detour and then run all the way to the flag while being exposed. It's just that it feels (take that with a grain of salt) as if the centre part of the map provides nice battles while the open flag rooms are dominated by shaft/rail. This might be fixed with joining the hallways with the flag room in a semi-circle rather than all from one side. That way, it would still render the outer routes longer (like the jumpad detour), but it might break some of the long lines of sight. Pillars and the like might also do the trick. Then again, I don't know to what extend you're willing to entertain ideas for significant structural changes. - Battle suit: that's an evil item in CTF. I guess the idea is to hard-counter a deadlock, but someone with a rocket launcher and a suit is virtually unstoppable in such an open map. I'm not saying it's an automatic cap, but compared to haste or quad it comes pretty close to one. Title: Re: 3 maps in 1 topic: oa_reptctf3/11 and am_thornish Post by: Neon_Knight on January 26, 2011, 10:50:12 AM @VortexHU: Seems that the decal sample map glitchied in my config:
(http://img833.imageshack.us/img833/3359/shot0008k.th.jpg) (http://img833.imageshack.us/i/shot0008k.jpg/) I haven't modified it, I just downloaded the file and compiled it with the settings I use for my maps: Code: <route1>/q3map2.x86 -fs_basepath "/usr/lib/games/openarena" -fs_game "baseoa" -game "oa" -flares -meta -patchmeta -v -verboseentities "<route>/baseoa/maps/_decal_sample.map" EDIT: I've found another error: some of the messages were badly formatted or placed. I'll add that to the fix to-do. Title: Re: 3 maps in 1 topic: oa_reptctf3/11 and am_thornish Post by: Neon_Knight on January 26, 2011, 12:25:59 PM b1v2
Small update, no big changes: - Fixed location messages. Some bad strings and bad formatting were fixed. - Replaced Battlesuit with Invisibility. - Added TA version. It's the same layout with (almost) the same items, but with some extra stuff: * Shotgun replaced by Nailgun. * Lightning Gun replaced by Chaingun. * Runes * Invisibility replaced by Kamikaze. (When the models for the Invulnerability item are done, I want to replace Kamikaze with Invulnerability) I suggest you to test these maps with 0.8.5. For the next version I have to drop the egyptsoc_* textures, so I'm going the help of some texture artist in order to have textures for this map. :( Uploading... Title: Re: 3 maps in 1 topic: oa_reptctf3/11 and am_thornish Post by: Peter Silie on January 26, 2011, 01:18:28 PM For the next version I have to drop the egyptsoc_* textures Why? No GPL? Title: Re: 3 maps in 1 topic: oa_reptctf3/11 and am_thornish Post by: Neon_Knight on January 26, 2011, 01:28:35 PM It seems. fromhell may have an explanation for that.
Plus, I've also found this, and it's pretty recent: Code: http://webcache.googleusercontent.com/search?q=cache:nhmBV0z1HiMJ:www.alientrap.org/forum/viewtopic.php%3Ff%3D1%26t%3D1617%26view%3Dprevious+nexuiz+egyptsoc&cd=3&hl=es&ct=clnk&client=ubuntu (The Alientrap forum is gone) EDIT: Fixed link. Title: Re: 3 maps in 1 topic: oa_reptctf3/11 and am_thornish Post by: PigCell on January 26, 2011, 03:29:21 PM It might be worth teaming up the two powerups, so that they spawn alternately. For now they seem to spawn each on their own and with that twice as often as you expect since they share the same spot. (if they already are and just have sped up spawn times on purpose, then ignore what I just said)
Since the origin of the map is somewhere inside the skybox observers can't really float about before joining a team. Maybe an intermission entity might help with that, and you can also pick a nice view angle over the central room. Sad thing about the textures, I face the same problem with my current map. I guess I have to brush up my gimp skills a bit, too. Title: Re: 3 maps in 1 topic: oa_reptctf3/11 and am_thornish Post by: Neon_Knight on January 26, 2011, 03:42:23 PM The powerups are already teamed. They were always teamed up. There's a 30-second delay between them.
The Intermission entity is also there, (it's needed for the levelshots) in order to escape, just press the crouch key, but yes, I should lower it a bit, or place it in another place. (Maybe below the center platform?) Title: Re: 3 maps in 1 topic: oa_reptctf3/11 and am_thornish Post by: Neon_Knight on January 26, 2011, 08:10:05 PM Oh, I forgot the existence of this:
Code: http://svn.icculus.org/nexuiz/trunk/Docs/egyptsoc/permission.txt?revision=5555&view=markup Still waiting fromhell's word. Title: Re: 3 maps in 1 topic: oa_reptctf3/11 and am_thornish Post by: Udi on January 26, 2011, 10:24:20 PM The decals are z-fighting for me too. The map is well done, great job! I liked the textures, too bad they aren't GPL :(.
Title: Re: 3 maps in 1 topic: oa_reptctf3/11 and am_thornish Post by: Neon_Knight on January 26, 2011, 10:47:20 PM Dammit... I have to see if my defualt config does the same.
Title: Re: 3 maps in 1 topic: oa_reptctf3/11 and am_thornish Post by: Neon_Knight on January 26, 2011, 11:13:10 PM Tried with a default config and many small tweaks... and these are the results:
(http://img35.imageshack.us/img35/2844/shot0010ke.th.jpg) (http://img35.imageshack.us/i/shot0010ke.jpg/) (http://img207.imageshack.us/img207/5015/shot0011t.th.jpg) (http://img207.imageshack.us/i/shot0011t.jpg/) (http://img12.imageshack.us/img12/8798/shot0012kg.th.jpg) (http://img12.imageshack.us/i/shot0012kg.jpg/) (http://img197.imageshack.us/img197/6659/shot0013pi.th.jpg) (http://img197.imageshack.us/i/shot0013pi.jpg/) (http://img199.imageshack.us/img199/9549/shot0014sj.th.jpg) (http://img199.imageshack.us/i/shot0014sj.jpg/) The first one is the default config. The second one is with vertex. The third one, with the max settings I use for map testing (lightmap, 32bit, antialias, anisothropic 8X, trilinear, high texture detail) The fourth one, with the min settings I normally use (lightmap, 32bit, no antialias, no anisothropic, bilinear, texture detail below average) And the fifth one... with the lower+vertex+r_detailtextures=0. Am I missing something? Or may it be a problem with your config? Title: Re: 3 maps in 1 topic: oa_reptctf3/11 and am_thornish Post by: VortexHU on January 26, 2011, 11:53:42 PM Am I missing something? Or may it be a problem with your config? maybe my z-buffer's poor, but my render settings not too diff from default. given _decal projection doesn't z-fight for me, and assuming doesn't for u, superior method? also i think the example map doesn't work just b/c texture/shader isn't in right place, but the principle is sound i think. Title: Re: 3 maps in 1 topic: oa_reptctf3/11 and am_thornish Post by: PigCell on January 27, 2011, 03:49:10 AM I visited my parents the last couple of days and I was bored and had a fresh OA install there. I also couldn't look at the .map file you kindly provided and therefore didn't know about the teamed items or the intermission. But I made an interesting observation: On a fresh install with default graphics, there was z-fighting. Now I'm at home again and there isn't. This leads me to believe there's either some shader conflict or some shader-related depth sorting issue. That might be worth investigating. Hope you can find the problem.
Title: Re: 3 maps in 1 topic: oa_reptctf3/11 and am_thornish Post by: Neon_Knight on January 27, 2011, 04:35:45 AM I have to check some other shaders.
Title: Re: 3 maps in 1 topic: oa_reptctf3/11 and am_thornish Post by: Udi on January 27, 2011, 06:01:02 AM Am I missing something? Or may it be a problem with your config? I meant the other map, oa_reptctf11 is fine for me too, but oa_reptctf3 isn't. (http://img714.imageshack.us/img714/9500/decalflickering.th.jpg) (http://img714.imageshack.us/i/decalflickering.jpg/) Title: Re: 3 maps in 1 topic: oa_reptctf3/11 and am_thornish Post by: Neon_Knight on January 27, 2011, 08:52:51 AM I'm rolling back to the old method: a "nodraw" box with the painted face. Hopefully, this method will work.
Title: Re: 3 maps in 1 topic: oa_reptctf3/11 and am_thornish Post by: Neon_Knight on January 27, 2011, 02:11:25 PM Uploaded the new versions. I'll be using the egyptsoc textures until proper replacements are done.
Both versions have only one change: the replacement of decals for the old method. Hopefully this should work well. Title: Re: 3 maps in 1 topic: oa_reptctf3/11 and am_thornish Post by: Peter Silie on January 27, 2011, 04:56:47 PM His site says, that the textures are GPL2:
http://www.simonoc.com/pages/materials/tpegypt/index.htm Did i miss the point (haven´t dl and tooked a look into the readme, but the above statement seems clear to me)? Title: Re: 3 maps in 1 topic: oa_reptctf3/11 and am_thornish Post by: Neon_Knight on January 27, 2011, 06:18:11 PM "The following digital content is covered by the GNU GPL 2 License.
Please do not use any of my work for commercial purposes, thank you." Ironically, GPLv2 allows commercial explotation. If Simon wasn't aware until now... Title: Re: 3 maps in 1 topic: oa_reptctf3/11 and am_thornish Post by: Cacatoes on January 28, 2011, 04:57:04 AM It could be understood as a simple "please", while not explicitely forbidden.
However one could bring to his attention the fact he can't forbid commercial use if he uses GPL. It's likely this statement as actually worded only brings confusion amongst people who are into free softwares, while not many might have a commercial use of them, and even if they do they are forced to comply with the GPL which means to give back the eventually modified textures, so that's still a win. Feel free to email him about it. Title: am_thornish, new version. Post by: Neon_Knight on February 08, 2011, 10:15:13 PM I'll see what can I do about the egyptsoc textures later...
New version of am_thornish in the first post: - Completely redone, no more bad brushes. - Now features every weapon, sans the Shotgun (I want to include it as a starter weapon in future versions) - Redistributed ammo. - The walls aren't flat anymore. - New protective windows in the bases. - New jumppads which the player may take to change the route from one side to the other. - And many more changes. Check the first post for screenshots and D/L link. Title: Re: am_thornish, new version. Post by: Udi on February 09, 2011, 04:07:14 AM New version of am_thornish in the first post: The bottom of the water bridge has some z-fighting issue: (http://img109.imageshack.us/img109/9600/amthornishb1.th.jpg) (http://img109.imageshack.us/i/amthornishb1.jpg/) It looks great and play great. Maybe the protective windows could be wider, you can shoot some rockets next to it and the splash damage hurts the player behind it. Title: Re: 3 maps in 1 topic: oa_reptctf3/11 and am_thornish Post by: Neon_Knight on February 19, 2011, 08:05:34 PM Well, I still have a lot to do, however, I'll be uploading the new version tomorrow. Screenshots also tomorrow.
Changes: - Added the remaining weapons, items and holdables. (Sans the Invulnerability, someone should model that item) * Middle area has now one Prox, one Light, a team consisting of Invis/Haste/BattleSuit/Regen, another team consisting of Kamikaze/Medkit/Teleporter, and the remaining team of Quad/MH underwater. * Weapons per base: 2x Rocket Launcher, 1x Railgun, 1x Chaingun, 1x Plasma Gun, 1x Grenade Launcher and 1x Nailgun. There's only one way to reach the Railgun. :) - Fixed the water glitch by raising a bit the water. Now it's also safe to exit from there. - Added a newer entrance to the Body Armor area (former Combat Armor area) - Added a new cover window below this new path. - Minor changes. Radiant screenshots: (http://img192.imageshack.us/img192/4928/screenshot1na.th.png) (http://img192.imageshack.us/i/screenshot1na.png/) (http://img513.imageshack.us/img513/3006/screenshot2ft.th.png) (http://img513.imageshack.us/i/screenshot2ft.png/) (http://img191.imageshack.us/img191/8040/screenshot3ov.th.png) (http://img191.imageshack.us/i/screenshot3ov.png/) Title: Re: 3 maps in 1 topic: oa_reptctf3/11 and am_thornish Post by: Neon_Knight on February 21, 2011, 06:24:12 AM New version of am_thornish finally uploaded. :D
Head to the first post to download it. I had to drop that awesome curve in the Radiant screenshots because it caused clipping problems. (Non-solidness -.-) Title: Re: 3 maps in 1 topic: oa_reptctf3/11 and am_thornish Post by: Gig on November 10, 2011, 01:01:23 AM Hi! What's with the new version of the map? I've read in the SVN thread that you made changes (http://openarena.ws/board/index.php?topic=1945.msg40858#msg40858)... and mentioned you've put in "every weapon and item".
I can't try it now, but I' curious. Everything including flight and the four runes? Everything including BFG and the grapple? Title: Re: 3 maps in 1 topic: oa_reptctf3/11 and am_thornish Post by: Neon_Knight on November 10, 2011, 04:38:40 AM The grapple isn't included. You should enable it if you want to try it.
(When I did the map, I didn't included the grapple because there were no model for it) The Runes are in each base. (Two of each one) The BFG and Flight are located in secret areas. I'll leave the players to find them. |