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OpenArena Contributions => Maps => Topic started by: Thor001 on November 08, 2010, 03:22:53 PM



Title: New CTF space map
Post by: Thor001 on November 08, 2010, 03:22:53 PM
Hello all,
i have develloped this map (http://www.mediafire.com/?we9w0qz0m2ju9iz), is my first map for oa also if in past i have done other maps for q3 and ut2k1 (never posted online). I think that is a nice map to see and play, fast but not so easy for score... i hope is a balanced map. I wait counsel and good critics.
See you soon
Thor

PS: I'm sorry for my bad english


Title: Re: New CTF space map
Post by: sago007 on November 08, 2010, 03:37:50 PM
I tried it and it is interesting but what I would really like is a screenshot in this topic.

I also noticed that the arena file says that it works in oneflag but there are no neutral flag.


Title: Re: New CTF space map
Post by: Gig on November 08, 2010, 03:41:14 PM
I suggest you to make it compatible with more gametypes (see DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Mapping_information_for_special_gametypes]Mapping information for special gametypes (http://([b)), adding obelisks, etc.... and to place at least one deathmatch spawn point, to prevent the map from crashing the engine when loaded in gametypes like FFA and TDM...


Title: Re: New CTF space map
Post by: Peter Silie on November 08, 2010, 03:43:08 PM
Nice work, Thor.
Gig is right: i usualy take a 1st look on a map from my console (/map thor) and this crashes the engine.


Title: Re: New CTF space map
Post by: Thor001 on November 08, 2010, 03:52:16 PM
I also noticed that the arena file says that it works in oneflag but there are no neutral flag.
Hello Sago... my mistake for arena file, i go to correct this and add two deathmatch spawn point (thx for suggest Gig) and i will put a new link but may be tomorrow, now i want post some screenshot and also understand about "Mapping information for special gametypes".
I am sorry for all that inconvenient... this is my first map


Title: Re: New CTF space map
Post by: Cacatoes on November 08, 2010, 03:58:34 PM
(Welcome on the board ;) )

I only have 2 remarks:
1) I noticed you didn't add spawnpoints for FFA gametype.
You should add some, otherwise starting the game with g_gametype 0 crashes the game. (So I join Gig here)
2) You might find a name for the map, for now it is the same than your nickname ;)

I haven't played it with human players so I can't say much about the gameplay.
The layout is of course simple but it might bring speedy games.
On the overall it has a funny oldschool feeling (the space theme of the map, the way you use shaders, the colored circles...) ;)

GG! And good job for replacing the textures from your previous version :)

Note: there is no inconvenience, these are smalls mistakes which are very normal to make !

(http://download.tuxfamily.org/openarena/files/screenshots/o/Thor_map_small.jpg) (http://download.tuxfamily.org/openarena/files/screenshots/o/Thor_map_full.jpg)


Title: Re: New CTF space map
Post by: Gig on November 08, 2010, 04:06:11 PM
You may also add location names... I suggest to add them in any map meant for team modes...


Title: Re: New CTF space map
Post by: Thor001 on November 08, 2010, 04:28:12 PM
I hope that screenshot are not too big, in case i will do only link ;)

(http://download.tuxfamily.org/openarena/files/screenshots/o/12s.jpg)12 (http://download.tuxfamily.org/openarena/files/screenshots/o/12.jpg) - The two columns are usefull for prevent exploit base-base in 5 seconds
(http://download.tuxfamily.org/openarena/files/screenshots/o/13s.jpg)13 (http://download.tuxfamily.org/openarena/files/screenshots/o/13.jpg) - Axis map detail
(http://download.tuxfamily.org/openarena/files/screenshots/o/14s.jpg)14 (http://download.tuxfamily.org/openarena/files/screenshots/o/14.jpg) - Inside the blue base
(http://download.tuxfamily.org/openarena/files/screenshots/o/15s.jpg)15 (http://download.tuxfamily.org/openarena/files/screenshots/o/15.jpg) - Inside the red base
(http://download.tuxfamily.org/openarena/files/screenshots/o/16s.jpg)16 (http://download.tuxfamily.org/openarena/files/screenshots/o/16.jpg) -  Some light game :)


Title: Re: New CTF space map
Post by: Thor001 on November 08, 2010, 04:32:42 PM
1) I noticed you didn't add spawnpoints for FFA gametype.
You should add some, otherwise starting the game with g_gametype 0 crashes the game. (So I join Gig here)
I will ;)
2) You might find a name for the map, for now it is the same than your nickname ;)
LOL... for me Thor is perfect... Mmm... oa_Thor?
You may also add location names... I suggest to add them in any map meant for team modes...
I know but... i have to understand how to do :(


Title: Re: New CTF space map
Post by: Gig on November 08, 2010, 04:44:30 PM
About the name, maybe it could be something like "thor_ctfspace1", "oa_thor1", "thor_ctf1"... or maybe it could be related to the "full name" of the map (don't ask me the "real" name of this, I'm not a mapper)...
For the moment, it does not have a full name, right? Maybe "Space Bridge"?

About location names, I don't know, but probably it may be explained in some of the tutorials you can find linked DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Mapping_resources_%26_tutorials]here (http://([b)... (if you find a good explaination on how to use them, please let me know).


Title: Re: New CTF space map
Post by: Thor001 on November 09, 2010, 09:50:49 AM
Now the map is compatible with next game type:

Capture the Flag
One Flag Capture
OverLoad
Harvester
CTF Elimination
Double Domination

You can download from here (http://www.mediafire.com/?c81w3dpcjxgr0gx).


Title: Re: New CTF space map
Post by: Gig on November 09, 2010, 03:12:31 PM
Tested in the new modes, with some bots... very nice!

Haw about adding Domination points, too?

I see you haven't chosen a complete name yet.

I hope that someone may tell how to set location names (or link an external tutorial that does)...



Title: Re: New CTF space map
Post by: Peter Silie on November 09, 2010, 03:46:51 PM
You just have to put a target_location in your map with "message" as key and "here comes the mouse" (or whatever) as key.
Other options are described in the radiant.


Title: Re: New CTF space map
Post by: sago007 on November 09, 2010, 03:48:20 PM
One thing I would like is a different filename for each new version (thor_1,thor_2 etc). Especially important during gameplay testing as I might want to refer to a given version. It also makes it easier to ensure that I have the latest version.


Title: Re: New CTF space map
Post by: Thor001 on November 09, 2010, 04:56:36 PM
Tested in the new modes, with some bots... very nice!
Haw about adding Domination points, too?
I see you haven't chosen a complete name yet.
Sorry Gig, but the long first name for map was "Thor's Valhalla" and i'd like this name :)
Next map (if will be) will have different name from nordic culture.
About Domination, i did try to insert 2 domination_point on flag places but they don't want to work :/
You just have to put a target_location in your map with "message" as key and "here comes the mouse" (or whatever) as key.
Other options are described in the radiant.
I did (i did set count too) but don't work :(
One thing I would like is a different filename for each new version (thor_1,thor_2 etc). Especially important during gameplay testing as I might want to refer to a given version. It also makes it easier to ensure that I have the latest version.
Sure... next version will have name: thor#.pk3 where # is a number :)


Title: Re: New CTF space map
Post by: Gig on November 09, 2010, 05:06:23 PM
About location names, I just wrote something DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Mapping#Location_names]here (http://([b)...

... I don't know why they don't work in your map...

... same thing for domination points..


Title: Re: New CTF space map
Post by: Peter Silie on November 10, 2010, 03:22:39 PM
I did (i did set count too) but don't work :(

Is there a .map file which i could take my hands on?
If not: try loading oasago2.map from SVN.
I know, that there are working target_location entities :)


Title: Re: New CTF space map
Post by: Thor001 on November 10, 2010, 04:17:29 PM
My mistake, i did compile the map and after i did use an old bsp file without locations :-[ LOL
I have definitively finished the map, all mod are

Capture the Flag
One Flag Capture
OverLoad
Harvester
CTF Elimination
Double Domination
Domination

Target_location are on and they are coloured (if i send to my team a message from red map side the location is coloured in red, green if from the map center or blu from blu map side). I have changed also the green tower geometric.
This is not the last one release, the last one will have inside the GPL license :)
Download (http://clansos.sosforum.net/go/aHR0cDovL3d3dy5tZGZyLz9rcTkyd3pqbmtvMnhqaTk=)


Title: Re: New CTF space map
Post by: sago007 on November 10, 2010, 04:33:51 PM
Two things...

The height of the wall in the middle are very unfortunate in that are reachable with 125 fps physics but not accurate or 91 fps. It is not as critical as in ps37ctf but still worth noting.

You should consider providing the map-file during development.


Title: Re: New CTF space map
Post by: Thor001 on November 10, 2010, 04:49:14 PM
Mmm... my english is not so good... do you mean that is possible to jump from the bridges like in ps37ctf? All wall's bridges have same height.
In case i have understand right, i can add height to the walls ;)


Title: Re: New CTF space map
Post by: Cacatoes on November 10, 2010, 08:02:54 PM
I noticed too but forgot to tell, Sago wanted to say that walls are too high.
If you have OA 0.8.5, by default, you jump a little lower than with OA 0.8.1 (and 125fps).
So, when I test your map, I can't reach the zone where there are the green health in the middle of the map.
And it's the same at other places on the map, I can't jump over most of the edges.
So, if you want these zones to be accessible, you should remove a bit of height from these walls ;)

You can check the demo I provide here :) (note: there are incompatibilities between 081 and 085 so the demo may not work)


Title: Re: New CTF space map
Post by: Thor001 on November 11, 2010, 04:13:23 AM
Mmm... i did the wall's height intentionally because the map has a lot of health and if a player want jump there, there are 2 methods:

1) Walk over the wall from stairs
2) Use Rocket or plasma jump

The walls are so high also because so players don't jump in the space from bridge... if someone wants can jump in the space from base side :P


Title: Re: New CTF space map
Post by: Cacatoes on November 11, 2010, 04:59:35 AM
Oh, it's intentionnal then, It's fine as it is. :)


Title: Re: New CTF space map
Post by: Thor001 on November 11, 2010, 07:14:36 AM
Definitive version. It has GPL license and the fix for a little bug (align between 2 textures).

Download (http://www.mediafire.com/?t1cszqx9i4txmsj)


Title: Re: New CTF space map
Post by: Neon_Knight on November 11, 2010, 08:32:36 AM
Great. I'll check your map later.


Title: Re: New CTF space map
Post by: Cacatoes on November 11, 2010, 08:38:43 AM
Ehe, you may not say "definitive" or it's dangerous to say "final" when it comes to opensource softwares, they generally evolve with time even if it is just a little fix here or there.

There is a little english mistake in your readme: Game: Openarena 0.8.1 and higher (no "t").

Now, about your .zip file, if your intent is to release your work under GPL license, you have to provide the source of your map: the .map file :)
I checked inside the .pk3 file but it isn't in it.

The main point of releasing a work under GPL is: to provide anyone the possibility to use, modify, and distribute your work. And we can't do that if you don't give the .map file ;)

License stories can bring complex questions. I wish you to understand at least the basics, because it is not fun for someone to submit work under a license which is obscure to him/her. Of course, this affects every contributor, not only you.

Edit: DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/DeveloperFAQ#License]That paragraph on the wiki (http://([b) presents the things well.


Title: Re: New CTF space map
Post by: pulchr on November 11, 2010, 08:55:37 AM
looks fun! will try it as soon as i can :)


Title: Re: New CTF space map
Post by: Thor001 on November 11, 2010, 09:21:15 AM
LOL  :-[... right... map inside here (http://www.mediafire.com/?t1cszqx9i4txmsj)  ;D


Title: Re: New CTF space map
Post by: Gig on November 11, 2010, 02:56:09 PM
Man, the map is very nice! Compliments!  :)
PS: Wow, how many location names! Even too many/detailed!  ;D

Just some suggestions:

-Could you put in one or two more Domination points (what about one on the bridge, or on the lateral ways?), and maybe with better names?
-The readme_thor file has no extension (.txt missing)
-Thor, are you sure you don't want to use a name like "thor_ctf1, thor_1, thor_valhalla" for the map?
-The loading screen does not show the complete name (Thor's Valhalla)... I suppose you forgot to write it somewhere...
-Another thing: if you want to try to have a map included with the next official release of OpenArena (after debugging it and after being sure that it is completely under GPLv2, including models, textures and shaders, and all the sources are available), you have to ask it to be added to the "SVN", using the "SVN commits" thread (http://openarena.ws/board/index.php?topic=1945.0). And you have to ask it by yourself: Fromhell (the project leader) would probably reject requests that do not come from the author of the map.

Question to everybody. Remember: this is a question, not a statement. Is it standard to place .map, license and readme inside the pk3... or usually they are inside the external .zip? Having the source in the pk3 allows to fully respect the license, even when someone will autodownload the map... but enlarges the stuff to autodownload...


Title: Re: New CTF space map
Post by: Cacatoes on November 11, 2010, 03:18:58 PM
Question to everybody. Remember: this is a question, not a statement. Is it standard to place .map, license and readme inside the pk3... or usually they are inside the external .zip? Having the source in the pk3 allows to fully respect the license, even when someone will autodownload the map... but enlarges the stuff to autodownload...
Your statement is untrue and incorrect.
The .map file could be stored outside the pk3 in order to spare a bit of space. PK3s in OA are mainly good for easy testing because then they are integrated into other main PK3s if the map is commited. If the mapper wants to distribute it in other ways, then s/he has to think about what and how to put inside according to what s/he prefers. Most important is you provide everything, the few persons who play-test maps on this forum shouldn't bother about downloading a few extra MBs. And a good practice also is to allow versionning.


Title: Re: New CTF space map
Post by: sago007 on November 11, 2010, 03:30:32 PM
Your statement is untrue and incorrect.
It was a question, not a statement.

----

Some sort of answer to the question:

ReadMe and license are normally in the pk3 file. They are small and the license must follow the work.
Instead of including the map file one can include a link to the map file/contact information in the ReadMe.

I usually include the map file in the pk3-file... I have seen a little to often that the source has gone missing. I also prefer not to let people that download the map not have to unpack it first.


Title: Re: New CTF space map
Post by: Thor001 on November 11, 2010, 04:41:17 PM
Thank Gig :)

I have a bad new and a normal new. The bad new is that i found a bug (1 or 2 wrong spawn point... red spawn in blue base and vice versa), the normal new is that today i have tested on line the map and i could jump the wall with small healths (excessive server on ita.(ctf)).

I think that:
1) i will correct the bug
2) i set the name map on loading
3) i will put other 3 domination points
4) i will set readme like txt file also if useless... can open file without extension with notepad on windows or normally under linux
5) for the name map i am thinking about oa_thor but i set this name only to last release, for now it call simply thor :)
6) i will be happy if my map will be included with the next official release of OpenArena. I will ask :) But before i would be sure that the map has not bugs.

thank for the suggestions Gig :)

Only a thing:
(after debugging it and after being sure that it is completely under GPLv2, including models, textures and shaders, and all the sources are available)
How do for being sure that it is completely under GPLv2?


Title: Re: New CTF space map
Post by: pulchr on November 11, 2010, 05:08:49 PM
i played a little with some bots and i think this can be a pretty fun map to play. i saw some things that i think could be improved on and i took some screenshots. friday or saturday i should get some time to show what i mean.


Title: Re: New CTF space map
Post by: Gig on November 11, 2010, 05:13:22 PM
Well, a mapper may have put in a model, a texture, a shader that did not come from the OpenArena SVN, or that he did not create completely by himself. It is possible to do it, but they have to have been released under GPLv2 (or Public Domain) by their original author (and for GPL, it is needed to mention the author, too, right?).

If you place a new model (that did not come with OpenArena) in a map, you have to include the md3 file. If you place a new texture in a map, you should include, other than the .tga (or .jpg or .png) also the .psd (or the file from gimp or other image software) file, if you used a multi-layer image format when creating it. And mention their authors.

Somebody correct me if I told something wrong.
PS: I wrote something about the license of the textures DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Graphics_resources_%26_tutorials]here (http://([b): please correct it if needed.


Title: Re: New CTF space map
Post by: pulchr on November 12, 2010, 02:15:37 PM
here are some screenshots of strange stuff and things that i think could be changed:

(http://www.pulchr.se/random/shot0075.jpg)
this was shot on the upper bridge near one of the railguns (can't remember if it was red or blue).
looks like a crack in the floor.

(http://www.pulchr.se/random/shot0077.jpg)
when i fired the railgun in the red base facing this wall there was no trail visible - don't know why though.

(http://www.pulchr.se/random/shot0078.jpg)
i think that the weapons markers should be half the height.
it obscured the weapon and i think it would be clear enough anyway.

(http://www.pulchr.se/random/shot0080.jpg)
how about markers for megahealth and armours too?

(http://www.pulchr.se/random/shot0081.jpg)
teleporter animation on the back that couldn't be entered.
maybe just put a standard wall texture there.

(http://www.pulchr.se/random/shot0083.jpg)
i think that the two launchpads are too close to each other.
moving them farther away would make it easier to use them.
enlarging the platform wouldn't be that bad either imo.

keep up the good work :)


Title: Re: New CTF space map
Post by: Thor001 on November 12, 2010, 06:04:32 PM
Thank for suggestions pulchr :)
then today i have fixed and changed something:

- fixed wrong spawn (red spawn in blue base)
- now there are smaller location names
- add 4 target_locations
- add 3 Domination_point. Now there are 5 Domination_point
- add name map on loading
- send armor +50 from inside bases to behind bases
- send rocket in front the teleporters inside the columns over the main bridge
- add the nail gun to old rocket place

now i am working to a new structure on upper bridge because i don't want all linear bridges, so when i finish there i begin to work also on lateral bridges, i will add some weapons (grenade launcher i think) in the "neutral base" over the upper bridge

for your suggestions pulchr i think that:

- i will try to fix the crack in the floor on the upper bridge
- i will try to understand why there isn't visible rail trail, i hope that is only your trouble
- i will set the weapons markers to half the height
- i will delete megahealth so i will make markers only for armor and maybe for other new items
- i will obscure the back teleporter animation
- i don't fix launchpad because a player can take the launchpad only from bases direction, in case i have to set bigger dimensions for columns pedestal removing space to main bridge, i don't want this... sorry!

@ Gig, i am using only original oa stuff, so the question now is only: have i to change the license in copying file? If yes, where can i find the new text?

thx :)


Title: Re: New CTF space map
Post by: Gig on November 13, 2010, 04:17:23 AM
If you want it to be an official OA map, you have to change the license: in the readme, you generically talked about "GPL", and your "COPYING" file is about GPLv3.

OpenArena is under GPLv2, not GPLv3 (see DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/DeveloperFAQ#License]DeveloperFAQ (http://([b)).

I think you can find a copy of GPLv2 license in the COPYING file inside your OA installation folder...

I suppose it is possible to release things under double license (for example, Wikipedia uses CC-BY-SA + GFDL licenses), but the one needed for OpenArena is GPLv2 (plus Public Domain stuff is ok, too).... more licenses are just irrelevant for us (maybe they cold be useful to someone else, in other projects)....


Title: Re: New CTF space map
Post by: Neon_Knight on November 13, 2010, 06:25:58 AM
Which editor are you using? GTKRadiant, NetRadiant...?


Title: Re: New CTF space map
Post by: Thor001 on November 14, 2010, 04:25:09 PM
I'm using GTKRadiant.


Title: Re: New CTF space map
Post by: Thor001 on November 17, 2010, 06:23:10 PM
New release ready for download. Like usual if you find a bug write on board so i can fix them ;)
In this new realse i did much change, fix some bugs and i did new layout for upper bridge and new neutral bases:

Fixed bugs
Fixed a wrong spawn (there was a red spawn in blue base)
Fixed the crack on floor near blu rail
Fixed a bug on base's walls, not all weapons signs walls with shoot, now is all right

Changes
Locations names become shorten
Send the +50 armors from inside bases to behind bases
Send rocketgun and ammo in front the coloumn on main bridge (teleporter zone)
Fixed the height weapons markers to alf height
Replaced red and blue lightin front the rail with white lights
Changed the entry base graphics
Set the jumpads compatibly the new map layout (changed path and orientation)
Add txt extension to files readme_thor e copying
Changed license from GPL to GPLv2

Additions and eliminations
Eliminate back teleport animation on the bridge
Add 28 target_location e correct the colours
Add 3 Domination_points. Now there are 5 total Domination_points
Add name map on loading
Add a nail gun near left bridge (to rocket old place)
Add lights for new upper bridge layout ed eliminate 6 lights from lateral bridges
Add 2 grenade launcher on upper bridge
Eliminate the megahealth and  replace with quad damage
add a regeneration to center mappa on main bridge (to quad old place)
Add markers for the armor

Layout
Add new 3 neutral bases and changed the upper bridge layout

NB: The target's new upper bridge layout and all the new structures is essentially to slow down the flag run, make the flag path not all linear and i hope to make more interesting map :)

The new release is available here (http://www.megaupload.com/?d=KQYUCT9V).
Alternative link (http://www.mediafire.com/?2qqez06l41cga8f)

have fun
PS: sorry for my bad english :(


Title: Re: New CTF space map
Post by: sago007 on November 18, 2010, 11:43:05 AM
I believe this map to be very promising. A mixture between open and closed and a lot of one way jumps. Also some great possibilities with a small RJ.

A few comments on how to make it even better:
The target_locations is often placed in void (inside a structural brush), try to make them completly free from walls. I keep getting entity leak while compiling. Also consider if it necessary to have that many.
domination_points have no message-key (they are used to identify the points by name)
The lowest trigger kills should touch the floor.
Use playerclip in the top of the map to make the upper areas unreachable (you cannot get on top of the middle box anyway)
Some of the round corners should be patches. (Not that important in this case though although I think I saw some flickering in the dark passages)

Leaking entities:
(http://files.poulsander.com/~poul19/public_files/entity_leaked.png)

Domination point names:
(http://files.poulsander.com/~poul19/public_files/dom_point_name.png)


Title: Re: New CTF space map
Post by: pulchr on November 18, 2010, 01:29:53 PM
Also consider if it necessary to have that many.

i'm not sure where i read it but i think that having too many locations add to the traffic the server has to deal with.
and when there's too many locations the player have trouble remembering them all (even if the names describe the locations).


Title: Re: New CTF space map
Post by: Gig on November 18, 2010, 03:57:41 PM
Found a polygon (or texture) misalignment. Enter the tunnel next to the blue flag, follow it for some meters... just before exiting, you can find the misaligment.


Title: Re: New CTF space map
Post by: Thor001 on November 18, 2010, 04:45:30 PM
Thank for all suggestions and good criticts :)
In this case i think that the job will not be so hard like the last time :)
I will correct all mistake and i will post the new link :)


Title: Re: New CTF space map
Post by: Thor001 on November 19, 2010, 09:33:03 AM
Quote
The lowest trigger kills should touch the floor.
How do? There is a nodrop brush there.
Quote
and when there's too many locations the player have trouble remembering them all (even if the names describe the locations).
The name locations describe exactly the locations, the player have not to remember where is a location they have only to read; for example: if you read “Blue Right Tunnel” (or another place) you understand immediactly where is the place because the location_name describe itself. I think that similar trouble are presents in not symmetric maps with much rooms.


Title: Re: New CTF space map
Post by: sago007 on November 19, 2010, 09:52:54 AM
Quote
The lowest trigger kills should touch the floor.
How do? There is a nodrop brush there.
Trigger and nodrop may overlap. It is just in case someone gets past the damage trigger one way or another.


Title: Re: New CTF space map
Post by: Thor001 on November 19, 2010, 03:38:32 PM
All fixed... i hope :)
changed:
- Eliminate near  40 target_location and the remained now are out from walls
- Add the names to domination_points
- Now  the lowest trigger kills touch the floor
- Red base's ceiling now is alligned (again :/ )
- Marker in upper base has now star form
- Placed invisible walls all around the upper base for prevent camping on moulding
- Fixed the polygon misalignment on blue tunnel round corner (bit changed form)

download (http://www.mediafire.com/?rciucmdnc8p7o48)


Title: Re: New CTF space map
Post by: Gig on November 21, 2010, 05:45:54 AM
Sorry annoying you with location names again... but it seems that when you are on the lateral bridges, they always say "red"... and when you are on the small rooms at the middle of those bridges, if you get over the "pedestal" where you can find the armor, the team overlay says "unknown".


Title: Re: New CTF space map
Post by: Thor001 on November 21, 2010, 08:15:40 AM
Really? I have to check this then :( LOL i am hoping that all bugs are fixed :(
In any case the devellop is going on. Changed from actual release:

- Rebuilded the base's portals (now are biggers)
- Add a new round wall in base's left tunnels
- Now the upper bridge is partially wider (upper base side)
- Introduced invisible walls for don't stop the player's run near edges

new release comes when i fix the pedestal location name bug
Thank to all for testing :)


Title: Re: New CTF space map
Post by: Thor001 on November 21, 2010, 08:25:49 AM
An idea to distinguish the laterals bridges?


Title: Re: New CTF space map
Post by: Gig on November 22, 2010, 06:07:40 AM
For the lateral bridges? Maybe you could simply call them "one" or "two" or "left" or "right"... they would be not self-explaining names (unless you draw "I" and "II", or "L" and "R" symbols somewhere), but players may learn distinguish them playing the map.

Otherwise, you may place some "decorative" things over them, slightly different, and refer the names to them. Just an example: you may color a bridge (and/or the building at the middle) with some green effects, and the other with some orange effects: they would not modify the gameplay, but may allow you to call them "green bridge" and "orange bridge"...


Title: Re: New CTF space map
Post by: sago007 on November 22, 2010, 10:59:05 AM
Place gargoyle and lizard model on top and refer to them as "gargoyle" and "lizard".


Title: Re: New CTF space map
Post by: Thor001 on November 22, 2010, 04:37:09 PM
I have resolved placing a skull and a cross to "openarena" place on lateral bases:
The last release (i hope is the last :P ) can be download here (http://www.mediafire.com/?mruohwct89xu1z7).

Changing:

- Rebuilded the bases entry; now are slimer and wider
- New round wall in left tunnels
- Wider partially the upper bridge
- Introduced invisible walls so the flag run is not compromise by edge
- Deleteded all white lights on bridges, now there are a diffuse light red and blu from floor
- Introduced two univocal signs for later bases (and so for bridges)
- Added 2 target_location in lateral bases
- Correct the target_location names on laterl bridges
- Changed the skybox

Please check for bugs... i know only a bug and i will correct next time (i hope for compile oa_thor and not again only thor). The bug is a wrong target_location name on upper bridge. I didn't find other bugs :)


Title: Re: New CTF space map
Post by: Thor001 on November 26, 2010, 01:35:02 PM
The develop don't stop
Download (http://www.mediafire.com/?iimhz2b7qwne02e)


Title: Re: New CTF space map
Post by: Neon_Knight on November 26, 2010, 02:23:18 PM
Testing... I'll edit this post with my thoughts.

Tested. Here're some things:

- I saw you put the Nailgun in the map. As a rule of thumb with the Missionpack weapons, each time you add one of these in a CTF map, or Invulnerability and/or Kamikaze, you should add as well the Team Runes. (Doubler, Guard, Ammo Regen, Scout)

The Nailgun, the Chaingun and the Prox are really strong weapons, Guard is good at countering these, (as well as the Kamikaze) so it's an ideal item for the attacker. Ammo Regen serves for the defender, as a way to recover ammo without having to leave the base. Scout can serve for hit-and-run tactics and for... well... roaming. :P And Doubler may serve for the defenders, to do more damage to an enemy without having to go for the Quad Damage, which can be left to another user.

- Those teles at the pillars in the outside look something... awful. You should try doing a tele like those of the upper area.

- The inner areas are dark. Consider putting some light in there.


Title: Re: New CTF space map
Post by: **HD on November 26, 2010, 05:12:01 PM
Those 8x8 stairs feels kind of odd. 16 wide x 8 high stairs are looking much better, but are difficult to climb as well as this 8x8 stairs. Have a look at oa_dm1 to oa_dm5, they are using 32x12 or 32x16 stairs, which is the most common stair-size for q3-based games   


Title: Re: New CTF space map
Post by: Thor001 on November 28, 2010, 08:27:42 AM
Ok, i were unsure about nailgun, then i had deleted nailgun and the grenade launcher on upper bridge and added a GL on nailgun old place :)
I add some lights in the tunnels
About stairs i think that there isn't a rule about their dimentions and if i change now their dimentions will be impossible go inside the tunnels.


Title: Re: New CTF space map
Post by: Thor001 on November 29, 2010, 11:36:57 AM
From old release the changes are:

Fixed cracks in front to red base
Added red and blue lights in the tunnel
Added glass wall on the upper bridge
Added a wall on ramp for prevent camping (from there a camper would see all a lateral bridge)
Deleted the nailgun and add a grenade launcher on old nailgun place
Deleted the grenade launcher on upper bridge
Added 2 rockets on upper bridge
Added 16 respawn on upper bridge (8 blue and 8 red)

Download (http://www.mediafire.com/?b6e6b1ghuhzbeu8)


Title: Re: New CTF space map
Post by: Gig on November 29, 2010, 12:03:05 PM
Quick try... nice!  :)


Title: Re: New CTF space map
Post by: Neon_Knight on November 29, 2010, 12:43:31 PM
Quick round again.

Those extremely dark passages (for example, those two rooms in the middle area and the upper center room) are in need of lighting. Screenshots:

(http://img149.imageshack.us/img149/1646/shot0005tk.th.jpg) (http://img149.imageshack.us/i/shot0005tk.jpg/) (http://img138.imageshack.us/img138/3608/shot0006zn.th.jpg) (http://img138.imageshack.us/i/shot0006zn.jpg/) (http://img404.imageshack.us/img404/1366/shot0007ei.th.jpg) (http://img404.imageshack.us/i/shot0007ei.jpg/) (http://img19.imageshack.us/img19/8995/shot0008rc.th.jpg) (http://img19.imageshack.us/i/shot0008rc.jpg/) (http://img828.imageshack.us/img828/9258/shot0009pf.th.jpg) (http://img828.imageshack.us/i/shot0009pf.jpg/) (http://img816.imageshack.us/img816/2023/shot0010j.th.jpg) (http://img816.imageshack.us/i/shot0010j.jpg/) (http://img812.imageshack.us/img812/2789/shot0011z.th.jpg) (http://img812.imageshack.us/i/shot0011z.jpg/) (http://img638.imageshack.us/img638/6717/shot0012q.th.jpg) (http://img638.imageshack.us/i/shot0012q.jpg/)


Title: Re: New CTF space map
Post by: Thor001 on November 29, 2010, 01:51:00 PM
I think you have right but not in all areas, base, for example, needn't other lights. I'd like play with coloured light, so i will put coloured lights in dark areas like lateral neutral bases and 2 rooms in upper neutral base :)


Title: Re: New CTF space map
Post by: Thor001 on November 30, 2010, 06:49:18 AM
I have done the dark rooms and the lateral bases not so dark. I think that is my last version and i will change only for bugs.
Download (http://www.mediafire.com/?3dps21trnfwabae)


Title: Re: New CTF space map
Post by: Gig on November 30, 2010, 01:12:27 PM
Good, I find this map very nice. :)

Sorry, I forgot to say it before... but the levelshot is not beautiful, IMHO.

PS: Are you sure that the skybox textures are correctly aligned (meaning are you sure that you selected all the "sky" brushes and re-applied the texture)? Maybe it's the texture itself that is not optimal for replication...


Title: Re: New CTF space map
Post by: Thor001 on December 01, 2010, 08:08:41 AM
PS: Are you sure that the skybox textures are correcly aligned (meaning are you sure that you selected all the "sky" brushes and re-applied the texture)? Maybe it's the texture itself that is not optimal for replication...
Mmm... i think yes, In game the skybox has not troubles.


Title: Re: New CTF space map
Post by: Udi on December 02, 2010, 09:33:43 AM
Maybe it's the texture itself that is not optimal for replication...

It's a texture problem indeed, wrackdm17 has similar issues:
(http://img600.imageshack.us/img600/5171/oaskyboxbug.jpg) (http://img600.imageshack.us/i/oaskyboxbug.jpg/)

I've already made a fix for wrackdm17 (http://openarena.ws/board/index.php?topic=1945.msg27279#msg27279), but skyboxes have large filesizes, so it wasn't published with the 0.8.5 patch. I'll made a fix for these too, maybe for pvomit too (it has a different bug: ugly JPG artifacts).


Title: Re: New CTF space map
Post by: Thor001 on December 02, 2010, 12:21:11 PM
I have seen with more attention... right there is a problem with nebulae textures... i'll fix :(


Title: Re: New CTF space map
Post by: Thor001 on December 03, 2010, 06:56:08 AM
I try to fix the skybox bug and i have to say that the result is partially very good.
now near the nebulae there isn't the edge (http://img146.imageshack.us/img146/808/shot0006y.jpg)
But for a side there is the bug and now is more visible :( (http://img715.imageshack.us/img715/6448/shot0008f.jpg)
What have to do for fix it?


Title: Re: New CTF space map
Post by: Udi on December 03, 2010, 07:21:24 AM
What have to do for fix it?

Remember the steps what you did with the nebulae image and repeat those for the other images in the env/nebulae folder and for the env/space1_* images.


Title: Re: New CTF space map
Post by: Gig on December 03, 2010, 11:32:40 AM
There is this page on the Wiki (by Udi):
(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/How_to_create_specular_textures

Thor, may this help?


Title: Re: New CTF space map
Post by: Udi on December 03, 2010, 11:55:20 AM
There is this page on the Wiki (by Udi):
(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/How_to_create_specular_textures

That's something different. The method described there makes semi-transparent textures, but skyboxes shouldn't be semi-transparent.


Title: Re: New CTF space map
Post by: Thor001 on December 03, 2010, 12:48:19 PM
There is this page on the Wiki (by Udi):
(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/How_to_create_specular_textures

Thor, may this help?
Hello Gig :) I am sure, in future will be very usefull this guide ;)
@Udi: I fix the bug. I say thank to you and also that your zoa_nebulae has a little bug, now fixed. you would have to remove nebulae2_bk.jpg and copy and duplicate nebulae2_rt.jpg with name nebulae2_bk.jpg, so the skybox is now perfect :)