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OpenArena Contributions => Maps => Topic started by: kit89 on August 22, 2009, 05:50:44 PM



Title: New map *Steel*
Post by: kit89 on August 22, 2009, 05:50:44 PM
Working on a new map. At the moment I've just finished the overall layout & structure.

For this map there are 2 specific areas with another area to connect the two...

The layout I have chosen I suspect will be very suitable for Team Deathmatch & some of Team orientated games.. Though not CTF.

(http://img132.imageshack.us/img132/8536/snapshot5b.th.png) (http://img132.imageshack.us/i/snapshot5b.png/)

Enjoy! ;)


Title: Re: New map *Steel*
Post by: pulchr on August 23, 2009, 12:13:52 AM
looks interesting! good luck :)


Title: Re: New map *Steel*
Post by: cosmo on August 23, 2009, 02:52:41 AM
Interesting so far seeing you map everything caulked and texture it in the end. For me it is important to see a texture while I am mapping so I only create caulked brushes and texture the visible sides immediately.


Title: Re: New map *Steel*
Post by: kit89 on August 25, 2009, 04:04:28 AM
- Texturing
- Lighting

To Do
- Weapon placement
- Gametypes
- Add Aesthetic details
- Other stuff...


Title: Re: New map *Steel*
Post by: cosmo on August 25, 2009, 10:45:54 AM
No aas file, no bot instagib/allrockets match. :(

Feels interesting and fast. Nice jump possibilities.
Ceiling seems to be a bit low in the tunnels.
Again evillair textures like they are present in aggressor, ctf_inyard, and nearly all of Neon_Knights maps. Do a SVN checkout and see what's new. ;) And play all the maps which are new so you will see what you can get! Would be nice to get review in return so it is not only checking your maps.
You lamp model misses a texture. Same goes for your sky. Please provide a shader in your releases to fix this and have it playable with OA.81

It is promising. Waiting for your next version.


Title: Re: New map *Steel*
Post by: kit89 on August 25, 2009, 11:24:30 AM
Yeah the lamp hasn't got a shader or texture yet. As for the sky it should... Same one as oa_minia.


Title: Re: New map *Steel*
Post by: Giuseppe on August 25, 2009, 12:32:32 PM
I like this map and the atmosphere in it.
About the lamp the md3 in pk3 not need is compiled into bsp i think.


Title: Re: New map *Steel*
Post by: kit89 on December 24, 2009, 07:19:58 PM
Finally had some time to work on this map.

I've not finished texturing the model that you see hanging around. The overall design & layout is pretty much complete though, and I've added a .aas for some fragging fun.

Enjoy.

kit89



Title: Re: New map *Steel*
Post by: kit89 on December 25, 2009, 04:05:29 AM
Slight update and this time a bunch of images to go with. :)

(http://img191.imageshack.us/img191/9896/shot0004xv.th.jpg) (http://img191.imageshack.us/i/shot0004xv.jpg/)

(http://img36.imageshack.us/img36/1482/shot0005yx.th.jpg) (http://img36.imageshack.us/i/shot0005yx.jpg/)

(http://img8.imageshack.us/img8/5252/shot0006px.th.jpg) (http://img8.imageshack.us/i/shot0006px.jpg/)

(http://img198.imageshack.us/img198/1085/shot0007l.th.jpg) (http://img198.imageshack.us/i/shot0007l.jpg/)

Enjoy

kit89.


Title: Re: New map *Steel*
Post by: Neon_Knight on December 25, 2009, 08:42:30 AM
I'll be testing this map in a moment.


Title: Re: New map *Steel*
Post by: chaoticsoldier on December 26, 2009, 12:24:21 AM
I like the sneaky repositioning of Haste.

This is a pretty fun map. I like its speed. It is relatively fast-paced and I can get some good rocket frags.

I only tested it with bots though, and their predictability somewhat ruins the experience but I think this is a great map for about 5-6 players.


Title: Re: New map *Steel*
Post by: Neon_Knight on December 26, 2009, 10:25:44 AM
You should include an .arena file with the next versions. :D

Some ways can be opened for better gameplay. I'll play a bit more with the map, check the .map file, and throw to you some suggestions.


Title: Re: New map *Steel*
Post by: kit89 on August 13, 2010, 09:16:59 AM
It's been a while since I last posted updates about the map. But I've finally had some spare time to put some form of work into it.

C&C welcomed. :)

kit89.


Title: Re: New map *Steel*
Post by: kit89 on August 13, 2010, 12:16:52 PM
Even more time:

Added a few more aesthetics and opened the map in certain areas.

(http://img294.imageshack.us/img294/2895/shot0011x.th.jpg) (http://img294.imageshack.us/i/shot0011x.jpg/)

(http://img824.imageshack.us/img824/2810/shot0012l.th.jpg) (http://img824.imageshack.us/i/shot0012l.jpg/)

(http://img130.imageshack.us/img130/1347/shot0013b.th.jpg) (http://img130.imageshack.us/i/shot0013b.jpg/)


Title: Re: New map *Steel*
Post by: kit89 on February 27, 2011, 03:58:39 PM
Latest rendition of Steel. :)

C&C welcome.

kit89.


Title: Re: New map *Steel*
Post by: Neon_Knight on February 27, 2011, 04:07:49 PM
Downloaded... I'll edit with my thoughts.

EDIT: Did a quick run. These are my thoughts.

* The map is very dark.
* This map seems to be very newb-unfriendly. There are too many areas and items whose only way to be acquired is by way of rocketjumping or trickjumping. I can understand if the use is to get an important item such as the BFG or a powerup, but, for me, it's unnecesary when the reward is just more ammo and a 25 health. Perhaps adding jumppads or teleports may help?
* Some passages are very narrow, but I guess that's because of the map's design.

Aside of that, it seems to be a good map. However, I'll still prefer minia over it. :P


Title: Re: New map *Steel*
Post by: kit89 on February 27, 2011, 07:36:45 PM
Thanks Neon Knight for your suggestions.

I have :

Lightened the map
Added a teleporter to get to one of the high above areas.
Replaced a 25 health with a Quad Damage
Replaced a 50 Armour with a Invisible Item
Clipped areas

kit89


Title: Re: New map *Steel*
Post by: Udi on February 28, 2011, 01:12:02 AM
If I copy the package into my baseoa folder, the game crashes when I want to enter the single player menu with the following error:

Quote
VM_Free(ui) on running vm. See /home/udi/.openarena/baseoa/crashlog.txt for details.

My crashlog (http://paste.ubuntu.com/573342/) doesn't say much. Both the new and the yesterday package crashes, edt.: even the the 2010-08-13 version crashes, but the 2009-12-25 version is fine. Ubuntu 10.10, 64bit, OA from the website.


Title: Re: New map *Steel*
Post by: chaoticsoldier on February 28, 2011, 01:34:05 AM
I still really like this one.

The changes are good. The teleporter and the powerups are well placed. I don't mind about the need to rocket jump though. I think it's good for a change to have a trickier map. Not every map needs to be so simple to navigate.


Title: Re: New map *Steel*
Post by: Neon_Knight on February 28, 2011, 07:01:16 AM
If I copy the package into my baseoa folder, the game crashes when I want to enter the single player menu with the following error:

Quote
VM_Free(ui) on running vm. See /home/udi/.openarena/baseoa/crashlog.txt for details.

My crashlog (http://paste.ubuntu.com/573342/) doesn't say much. Both the new and the yesterday package crashes, edt.: even the the 2010-08-13 version crashes, but the 2009-12-25 version is fine. Ubuntu 10.10, 64bit, OA from the website.
I've found out that there're two arena files, with the same name. There're no big differences among them. One can should be deleted.

I still really like this one.

The changes are good. The teleporter and the powerups are well placed. I don't mind about the need to rocket jump though. I think it's good for a change to have a trickier map. Not every map needs to be so simple to navigate.
The problem is not with the humans, it's with the bots. Bots can't rocket/strafe/*jump. At least each area with an item should be reachable by the bots. (There are ways, by clever use of botclip, to do this without changing the map's design, such as "botclip bridges" for jump faking, when the distance isn't too big for a normal jump) Then, you can place shortcuts which require trickjumps.

And as I've mentioned before, there shouldn't be a need to rocket/strafe/younameitjump if there isn't a true reward, such as a powerup or big item.