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OpenArena Contributions => Maps => Topic started by: PigCell on December 10, 2010, 12:21:43 PM



Title: Fan (of Death) remade for DM and domination
Post by: PigCell on December 10, 2010, 12:21:43 PM
Edit: final version here http://openarena.ws/board/index.php?topic=4016.msg37101#msg37101 (http://openarena.ws/board/index.php?topic=4016.msg37101#msg37101)

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Hi everyone! After a long time of not doing anything quake-related, I decided to come back to mapping. Last weekend I was a bit bored and remade fan.bsp as a kind of exercise for myself and to test the latest GtkRadiant. Here is the result (see attachments):

Changes:
- catwalk layout changed slightly (mostly upstairs)
- fan now weapon-clipped (you can rocketjump back off)
- 3 domination points added (one of them on the fan)
- small room added in teamplay only (I guess bots don't like that, though ... maybe hack the .aas?)
- minor item layout changes, mostly addition of YA and 50h at the top
- two sides have the lifts replaced by jumppad and staircase, respectively
- midsection also uses jumppads instead of triangular lifts (I have only 2 out of 4 in atm, leave or revert to 4?)
- railgun added in teamplay only (opposite of top domination point)

Lighting and botplay still need some fixing. Texturing is also debatable. What do you think so far?

I really want to tackle more serious maps, and maybe upload (and fix) some of my own old ones. Maybe one of you mappers even feels up to a teamwork challenge, I have an unfinished CTF map sitting around.

Question as an aside: What's the policy around here (apart from the GPL licensing of course) in terms of map remakes? I don't want to step on anyone's toes by going "look, I've improved x" while upsetting the original author, who might have had different plans.


Title: Re: Fan (of Death) remade for DM and domination
Post by: Gig on December 10, 2010, 01:04:31 PM
- small room added in teamplay only
What?


Title: Re: Fan (of Death) remade for DM and domination
Post by: PigCell on December 10, 2010, 01:10:29 PM
- small room added in teamplay only
What?

func_static provides a conditional wall, that is there in some game modes, but not in others. Bots generally don't like them. Some of the newer CPMA maps use them, but otherwise not many. Try the map in deathmatch, then in domination and see for yourself. Same goes for the railgun.


Title: Re: Fan (of Death) remade for DM and domination
Post by: Udi on December 10, 2010, 01:52:31 PM
It's awesome, I think these changes will save the map from being moved to the attic, keep up the good work! We should test teamplay with humans, I don't know if the extra room is worth the AAS hacking effort.

The textures are cool, I like the contrast between the rusty, red ones and the blue sky and metal catwalks. Maybe you should use the same pattern on the 1st floor like all the other floors, all the same rusty brown textures make the 1st floor confusing, but the other floors are fine, the brown/red difference is enough. Also the fan could be either more red/bloody or more grey/blue/metalic, the light orange it has now is a bit mild or neutral, like it's not even dangerous.


Title: Re: Fan (of Death) remade for DM and domination
Post by: VortexHU on December 10, 2010, 03:45:37 PM
Even with the same texturing, the map might look better with more lighting work (and less ambient lighting?). It might work as is if you use more radiosity bounces. The light from the sky texture (specifically, the light on the floor) is cool, but it's brighter than the sky itself, and there doesn't appear to be a reason for having a sharp shadow (no sun or moon), but that's a general gripe about that sky shader and not specific to your map.

I don't play DM much, so no comments on gameplay, just aesthetics. :)


Title: Re: Fan (of Death) remade for DM and domination
Post by: **HD on December 11, 2010, 07:10:55 AM
nice improvements! i agree on the point 'textures are debatable'. There are some problems with your curves when using r_subdivisions 1 (screenshots included).
Map is a bit too open for elimination or tdm (you can see from nearly every place of the map any other), though domination could be fun on this map (never played domination).

Do you have any screenshots of your unfinished ctf map ?


Title: Re: Fan (of Death) remade for DM and domination
Post by: PigCell on December 11, 2010, 10:11:09 AM
Maybe you should use the same pattern on the 1st floor like all the other floors, all the same rusty brown textures make the 1st floor confusing, but the other floors are fine, the brown/red difference is enough. Also the fan could be either more red/bloody or more grey/blue/metalic, the light orange it has now is a bit mild or neutral, like it's not even dangerous.
I agree, there needs to be some functional texturing that helps players orientate themselves on the ground floor. I tried colour-coding the arches but I don't think that's enough for the bottom area. As for the fan, it's an .md3 model, but I'll see what I can do.

The light from the sky texture (specifically, the light on the floor) is cool, but it's brighter than the sky itself,
Aye, I was lazy and didn't change that texture, yet. I'll think of something and replace it along with the other stuff.

There are some problems with your curves when using r_subdivisions 1 (screenshots included).
Cool! I didn't know that was possible. I'll investigate,  I think I have an idea of what's going on there.

Thanks everyone for the input, I'll keep you posted on the progress. The major unresolved issue remaining is the one fundamental flaw of the map: it's too open. **HD rightly pointed that out, too. I didn't want to change the gameplay too much right from the start, so I tried to stick close to the original. Things I've considered:
- narrowing the arches to the wings more, maybe even have them almost down to a doorway the width of the catwalk on the middle floor (remain open on top/bottom)
- have some more space behind the arch 'bottleneck' in each wing so there's some place to hide/spawn in peace/item space
- some more item changes
- teleporter bottom->top to make the top domination point less campable

I'll try and get a new version out soon so I can hopefully playtest some 2v2 domination on it (more players make no sense, the map is just too small).


Title: Re: Fan (of Death) remade for DM and domination
Post by: chaoticsoldier on December 11, 2010, 10:01:12 PM
The major unresolved issue remaining is the one fundamental flaw of the map: it's too open. **HD rightly pointed that out, too. I didn't want to change the gameplay too much right from the start, so I tried to stick close to the original. Things I've considered:
- narrowing the arches to the wings more, maybe even have them almost down to a doorway the width of the catwalk on the middle floor (remain open on top/bottom)
- have some more space behind the arch 'bottleneck' in each wing so there's some place to hide/spawn in peace/item space
- some more item changes
- teleporter bottom->top to make the top domination point less campable

I don't know if it should be changed too much. Although I don't mind what you've done with it so far.
It was originally just a FFA map and its openness was part of the design, so I don't see it as a flaw.  Tweaking it just to make it compatible with other gametypes might change it too much.


Title: Re: Fan (of Death) remade for DM and domination
Post by: PigCell on December 12, 2010, 02:56:47 PM
Updated version: pxlfan2.bsp

- fixed curve patches for custom r_subdivisions and also made them closer to a true circle (used a prism as reference)
- some redone textures and brushwork (if anyone has an idea for a more consistent texture set, do tell)
- MH moved behind lower jumppad screen (you can now walk around it)
- YA and 50H switched (new MH and old YA locations were right on top of one another)
- domination points now in order (top one on top of list etc.)
- some more light sources for more natural lighting (I have yet to replace the sky shader)
- slight vis tweaking by making the upper catwalks detail brushes and adding hint brushes (not done yet)

I left out the central pillar that's supposed to block some lines of sight for now... it felt clunky and not right. The fan model is also ever so slightly off centre, I think it's an issue with the model as its origin brush is bang on in the middle.

I hope I can find some guinea pigs for 2v2 domination testing. Of course you're free to FFA on it too, it shouldn't feel too different even with the new MH location. The quad still uses the rocketjump mechanism after all.

It was originally just a FFA map and its openness was part of the design, so I don't see it as a flaw.  
Are you the original author? I'd like to hear your thoughts and original intentions concerning gameplay. Obviously the map belongs more in the fun/casual category. At least item-wise I think both team modes and deathmatch can coexist with their own independent item layouts. Neither layout seems optimal yet, though.


Title: Re: Fan (of Death) remade for DM and domination
Post by: Moixie on December 12, 2010, 03:07:04 PM
Quote
small room added in teamplay only


strange xD
in Elimination/LMS my colloseum is unplayable because of the rail (camp camp camp)
but, can I do it in a specify gametype? saying which part of the map is played on that gametype or not?
I mean, it would be cool if only the sand party of the colloseum was playable on Elimination or LMS (I d concurse telporters and put a clip wall in the air...) there would have no camp anymore and it would really in the "Colloseum theme" (everybody on the sand like gladiators !)
but can I use it for a specify gametype or can we only do it for team/free ?

(http://openarena.ws/board/index.php?action=dlattach;topic=3956.0;attach=2893;image)


Title: Re: Fan (of Death) remade for DM and domination
Post by: Gig on December 12, 2010, 04:10:15 PM
PigCell, I think it could be nice to explain how to use these "conditional walls" ("gametype-related walls" or how they are named) here:
(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Mapping

If you may find some time to write there....


Title: Re: Fan (of Death) remade for DM and domination
Post by: chaoticsoldier on December 13, 2010, 05:13:01 AM
It was originally just a FFA map and its openness was part of the design, so I don't see it as a flaw. 
Are you the original author? I'd like to hear your thoughts and original intentions concerning gameplay. Obviously the map belongs more in the fun/casual category. At least item-wise I think both team modes and deathmatch can coexist with their own independent item layouts. Neither layout seems optimal yet, though.
I didn't mean to give the wrong impression. I'm not the author, just a fan of the fan. :)   (I think either fromhell or dmn_clown made the map, but I'm not 100% sure)
I think your changes so far are really good. ;D   I just don't like the idea of closing it in too much or blocking lines of sight because the FFA gameplay won't be as fast, and as it is I think it's a fun FFA map.


Title: Re: Fan (of Death) remade for DM and domination
Post by: Graion Dilach on December 13, 2010, 05:26:58 AM
I just did a test and I think I like this. Although everything looks confusingly similar, IMO.


Title: Re: Fan (of Death) remade for DM and domination
Post by: PigCell on December 13, 2010, 07:14:18 AM
but can I use it for a specify gametype or can we only do it for team/free ?
I believe both should work, although I haven't tried the former yet. Some maps, especially some of the default id ones, make use of the two items in one spot for different gametypes. That way you can reuse key locations. As far as func_static is concerned, use with care. It a) screws with botplay and b) doesn't block vis, so whatever is behind it is still being rendered.

PigCell, I think it could be nice to explain how to use these "conditional walls"
I'll give it a shot, although I can't really add much to what the radiant manual already says about func_static. I do want to test whether the areaportal brush (usually for doors) works with it.

I'm not the author, just a fan of the fan. :)   
As am I. I hope I can add some teamplay to it without disrupting too much of the FAN-tastic FFA fun

I just did a test and I think I like this. Although everything looks confusingly similar, IMO.
Aye, the thinly spread CTF colour coding isn't really enough to help orientation. The problem is the supersymmetry of the original map meant you never needed to know which wing is which, as they were all identical. However, now the map does require something of an identifier or landmark. Adding weapon spawn markers might also help with the shaft/RL placement.

Again, thanks for the feedback. Any further ideas for themed textures, shaders, item placement and even structural changes are always welcome.


Title: Re: Fan (of Death) remade for DM and domination
Post by: PigCell on December 15, 2010, 12:17:39 PM
Update (see attachments)

- lighting is getting there, but not quite ideal yet
- added an extra layout for 1v1; I know, it's not a tournament map, but people even play 1v1 on dm17 and I can't stop them. So the least I can do is remove the quad for them and replace it with MH (RA in old MH location)
- added some more subtle colour-coding, although I'm open to suggestions as whether to use something other than CTF textures for that (I might even add something like green/yellow/... for the remaining two (they're still white/rust)
- removed/changed some curve brushes, some really weren't necessary
- some more changes underneath, like proper caulking and detailing (compile times now down to under a minute)

Observations/to do:

- couldn't get areaportal to work properly
- clipped detail brushes, but for some reason GTK/OA treat them as solid anyway, this leads to one weird clipping issue: you can stand on these new shiny braces on the pillars supporting the bottom catwalks
- slight tweaks on jump pad curve brushes

Other than maybe some texture suggestions and details, I think I'm close to finishing this one. Then I can tackle some more serious maps.


Title: Re: Fan (of Death) remade for DM and domination
Post by: VortexHU on December 15, 2010, 01:43:56 PM
- clipped detail brushes, but for some reason GTK/OA treat them as solid anyway, this leads to one weird clipping issue: you can stand on these new shiny braces on the pillars supporting the bottom catwalks
- slight tweaks on jump pad curve brushes

clip brushes r solid but invisible (so like caulk u can shoot thru). u should place clip brushes cylindrically about the pillars so to collision tests the surface (textured and clip brushes together) looks like just a cylinder. e.g., place clip brushes over the parts of the pillar w/o the braces and w/same radius as brace so whole pillar is brace's radius.


Title: Re: Fan (of Death) remade for DM and domination
Post by: PigCell on December 15, 2010, 01:59:26 PM
clip brushes r solid but invisible (so like caulk u can shoot thru).

I know, sorry I was unclear with what I meant. The 'detail' brushes are solid too (which surprised me), not just the structural ones. That's why I clipped them not knowing they were solid anyway. Maybe there's some default flag that's different in q3map2 or so... I remember it being different back in the day. and yeah, I might have to clip the whole thing so as to include those 'braces' ... or maybe just the top part so you cannot stand on them any more.


Title: Re: Fan (of Death) remade for DM and domination
Post by: VortexHU on December 15, 2010, 02:20:05 PM
yeah detail is just for bsp tree simplification regarding visibility calc (see this (http://www.gamedesign.net/index.php/The_BSP_Process_and_Visibility#DETAIL_BRUSHES), e.g.).

u might try nodraw on the non-textured faces of the brace, that should make players fall thru them. o/w try a custom shader w/"surfaceparam nonsolid" maybe?


Title: Re: Fan (of Death) remade for DM and domination
Post by: sago007 on December 15, 2010, 03:33:08 PM
Also about detail brushes:
They do reduce compile time and filesize but they often hurt performance ingame and they require you to caulk any surfaces that are completly hidden by them. For simple maps you might choose to skip detail brushes completly apart from brushes that must be seen through.

Patches follow the same rules.


Title: Re: Fan (of Death) remade for DM and domination
Post by: PigCell on December 16, 2010, 08:13:01 AM
u might try nodraw on the non-textured faces of the brace, that should make players fall thru them.
Ah yes, thanks. That was what I used before, I just forgot about the good old nodraw trick. I'm not too keen on writing custom shaders just for that.

They do reduce compile time and filesize but they often hurt performance ingame and they require you to caulk any surfaces that are completly hidden by them.
I use them is for that very reason. The map is very unusual in that vis has no chance to have the catwalks successfully block any geometry. Yet it creates a ridiculous amount of portals. Since there's a substantial amount of curve patches in the catwalks anyway, I decided to use detail brushes for the rest. The structural hull of the map has been treated with some hint brushes to help the occlusion of geometry. It's just not very likely that the engine gets to skip a lot in what amounts to a one room map. I experimented a lot with r_showtris to see how far I can get with that.

Other observations:
Areaportal brushes definitely do not work with func_static. Apparently they are for doors, only. There is not that much of a benefit in this map, it's just that I wanted to try everything possible in the performance book to reacquaint myself fully with GTKradiant.

I also managed to get rid of some of the extensive botclipping. Partly due to the fact that the catwalks are clipped anyway, but also through replacing unnecessary curves.


Title: Re: Fan (of Death) remade for DM and domination
Post by: fromhell on December 16, 2010, 10:18:49 AM
I've yet to try this (or anything else in this forum for the past few months for that matter), but


THANK YOU FOR REMAKING MY LEVEL


Title: Re: Fan (of Death) remade for DM and domination
Post by: PigCell on December 20, 2010, 09:31:54 PM
Update:

- high-res textures (almost all default baseoa, one self-made shader plus images, some leftover evil8 - trying to replace those)
- cosmetic brushwork changes
- room indicators A and B for the wings which aren't red or blue
- major item pick-up locations now textured accordingly
- minor bouncepad and item location adjustments (and for some I managed to delete the fan sound... it's back now)

To do:

- fan.md3 with its off-centreness still annoys me ... either fix it with a separate origin brush or maybe someone can centre it within the .md3?
- optimise the bots some more
- levelshot along with the .arena file
- fix current hint brush layout (not optimal yet)

Maybe I can get it finished over Christmas... it's getting close to being done anyway.


Title: Re: Fan (of Death) remade for DM and domination
Post by: chaoticsoldier on December 20, 2010, 11:26:15 PM
Oh yeah, I really enjoyed this. I was testing it for about an hour. ;D
It looks great and gameplay is awesome.

I don't know about those big As and Bs though, but they're harmless so I probably shouldn't complain. (I never had any trouble navigating the map tbh - one side's got stairs, the other's got a jump pad and I can tell exactly where I am in relation to those. Plus the red and blue colouring makes it even more obvious which way I'm facing.)

The only thing I found that felt wrong is the 4 elevators. Once they go up, if you stand under them they wont come down again unless you move away. I think they should come down on top of anyone who tries to hide under them.


Title: Re: Fan (of Death) remade for DM and domination
Post by: PigCell on December 21, 2010, 06:29:38 AM
I don't know about those big As and Bs though
I don't know, either. I could try and fiddle with them a bit so they look less intrusive/better, make them smaller, or if people say they're really not necessary I'd just remove them again.

The only thing I found that felt wrong is the 4 elevators. Once they go up, if you stand under them they wont come down again unless you move away. I think they should come down on top of anyone who tries to hide under them.
Ah yes, that's easily fixed. Currently, the whole thing is botclipped, which means that if you stand under one of them it sees you as inside/on the platform and won't lower it. I just thought of it more like a feature. They are death traps otherwise... hmmm, death traps...

Also, the jumpads still need texture replacements. The current ones look so cut out with that narrow seam from a different clang floor, just doesn't feel right.


Title: Re: Fan (of Death) remade for DM and domination
Post by: PigCell on January 13, 2011, 12:52:35 PM
Oh hey, I'm still alive. The map is pretty much done (see screenshot), too. However, I have a problem that keeps me from compiling the final version. For some reason the shaders with surfaceparm nonsolid do not work, that includes common/nodraw. This means that the nice jumpad shader I wrote causes you to stand on the solid floaty rings rather than touch the trigger_push as intended. I have no idea what went wrong. Oh, and qer_editorimage doesn't work, either. The rest is okay.

Edit:

Fixed it! Going to clean everything up, compile the botfiles and upload everything along with the map source.

Turns out my stubborn shader learning behaviour caused me to overlook the fact that qer_editorimage needs a .jpg texture - always. Somewhere in the q3map2 manual it wrongly claims it needs to be a .tga file. I could have just looked at how EVERY other shader does it, but noooo.


Title: Re: Fan (of Death) remade for DM and domination
Post by: Neon_Knight on January 13, 2011, 02:01:24 PM
I haven't checked this one. Downloading.


Title: Re: Fan (of Death) remade for DM and domination
Post by: PigCell on January 14, 2011, 11:13:50 AM
Release (see attachments)

I finally worked through all these technical hiccups. Here's a quick changelog:

- fan model now centred and clipped precisely, it also has a slightly touched-up texture now
- architecture now slightly more believable
- custom weapon pick-up platforms and jumpad shader (nicked image from default textures, though)
- slightly updated item layout (MH now on fan except in Domination mode)
- hacked botfile, they can now find the room in Domination mode and are also slightly more challenging on average

Following the licence of the original map, I included the .map file as well. So if anyone wants to improve on it, knock yourself out - it's far from perfect.

(edit: it would help if I actually attach the files ^^;)


Title: Re: Fan (of Death) remade for DM and domination
Post by: Neon_Knight on January 14, 2011, 11:27:37 AM
Well, took a quick look at the last version, I guess it's 2c.

- Below the fan, the character's corpse may get stuck in one of those supports. Since OA hasn't ragdolls, and it's a death pit after all, why not covering the whole area with a trigger_hurt set to 999?
- There's an issue in the ladders, specifically, in the Armor shard part, with the following message:
"WARNING: unhandled AL error: Invalid value"

EDIT: Tried the latest version. It has the same errors as above. :(

BTW, how did you take that screenshot? Using the /levelshot command?


Title: Re: Fan (of Death) remade for DM and domination
Post by: chaoticsoldier on January 14, 2011, 06:38:52 PM
I noticed that the bots often get stuck on top of the elevators.


Title: Re: Fan (of Death) remade for DM and domination
Post by: PigCell on November 14, 2011, 05:12:19 PM
*threadnecro* Since I was asked to include the map for the next version, I would like to test several bugfixes first. Please tell me if you run into any issues. Here are the most recent changes:

- workaround for the "WARNING: unhandled AL error: Invalid value" (check the stairway to see if it's still there for anyone)
- botfile reverted to unhacked version, bots shouldn't get stuck at the lifts anymore (the point of the hack was that they'd be able to play in Domination, so it's either that or the lift bug)
- new shader for the weapon spawns (the metal one I made looked okay, but felt wrong as it looked as if you should spin while standing on the spawn)
-in Domination, the YA in the room is now not reachable from below anymore, you actually have to jump on top like intended

I couldn't reproduce the corpse issue on the fan. I checked and there's bot a trigger_hurt with ludicrous damage and a nodrop brush to keep objects from lying on the ground. Maybe lower the damage to 999?

The LG weapon spawn is a bit darker than expected, I'll fix it in the final version.

Edit: I'm an idiot, I forgot to include the textures, fixed now


Title: Re: Fan (of Death) remade for DM and domination
Post by: Neon_Knight on November 14, 2011, 06:09:17 PM
Going to test right now.


Title: Re: Fan (of Death) remade for DM and domination
Post by: Neon_Knight on November 14, 2011, 06:33:21 PM
Quick test in DM with 0.8.1 + patch 0.8.5 + patch 0.8.8. So far, that error doesn't happen anymore.

About DOM, well... I have one suggestion. The reason why the bots won't touch the point over the fan is that the fan is considered by BSPC as a death area for bots. The fact that the only way to get out of there is by weaponjumping with Rocket just makes things worse.

I suggest to move that point to this area, replacing the MH, and the MH should be moved to the fan. It's in the middle ground, so the middle point should be lowered if the objective is to keep a point per floor.

About the fan and MH in non-DOM games, I think that's a not-rewarding position for such an item. What about switching the Quad with it?


Title: Re: Fan (of Death) remade for DM and domination
Post by: PigCell on November 15, 2011, 09:21:11 AM
Let's talk a bit about item balance. I realise that slapping DOM on a small map like this necessitates some tweaks. Here are my reasons for the current layout:

The fan DOM point is there to keep one team from completely locking down the map with rail from the top level. People often spawn at the bottom and now have the choice to suicide into the fan whilst grabbing the point. The leading players with their armours, weapons etc would have to swoop down, expose themselves, and rocketjump back off the fan or lose map control. In a way it balances things a bit by making it too expensive for the leading team to try and control all three DOM points. I guess an argument could be made to move it somewhere else at the bottom, but where? (without too much structural change to the map)

MH on fan in Deathmatch: you lose part of it by paying for the rocketjump, but if you already have a bit of armour it's not so bad. It could be replaced with a RA, however that spawns even more frequently. Plus if I still add a MH elsewhere the item loadout might get a bit heavy. Putting the Quad on the fan would be quite the troll move of me. Okay, so you pick up the Quad, now what?

About the bots: most of my design decisions are based off 4 player Deathmatch and 2v2 DOM thinking about human play. It's unfortunate the bots don't navigate the map as well. They do however end up on the fan from time to time, both here and in the original version. In fact, the bot_donotenter brush starts only just below the rotating platform. The problem is, the bots don't know how to get back off the fan and don't suicide on their own. I could try and make them rocketjump (likely to their doom), that way the problem would solve itself at least some of the time. Also it'd be funny.

Pathing problems occur in the DOM middle room. It doesn't exist in Deathmatch and the engine cannot handle multiple .aas files. This basically causes the bots to not see the room at all. In the hacked version they thought it'd be always there and tried to walk into it from the lifts, thus getting stuck.

I'd really like to test the map in human play on some server to help me make better item layout decisions. I don't think there's that much time for that, though. I'm open to more suggestions, trying another RA variation of the map.



Title: Re: Fan (of Death) remade for DM and domination
Post by: Neon_Knight on November 15, 2011, 09:32:25 AM
In that case, and with the date getting closer, wouldn't be better to drop DOM support by now? Or, at least, limit it by two points instead of three.


Title: Re: Fan (of Death) remade for DM and domination
Post by: PigCell on November 17, 2011, 09:37:29 AM
Re-release (hopefully the final one if bugfree) of the map.

Shaders and minor details have been reworked, should include GPL files as it's licensed as such, updated levelshot etc.

I decided for now to leave DOM support in, even if it's not that great with bots. It's more trouble yanking it back out than just to leave it. As is the map works fine in Deathmatch, where the bots do well. I do have an idea about changing the bottom DOM point position, but it would require major architectural changes. Maybe with some heavy playtesting future versions might include some changes.

As for the filename, I have no idea what the convention should be, oa_ prefix or not, etc. I guess the .bsp and .aas files can just be renamed as deemed appropriate.