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OpenArena Contributions => Maps => Topic started by: Akom74 on September 05, 2013, 12:33:12 PM



Title: [MAP] OA_Suicizer
Post by: Akom74 on September 05, 2013, 12:33:12 PM
Hi all you people  :D

I have an idea to build a map dedicated to our member Suicizer, and i need your suggestions about the map theme. The map type and how many players have to play it (8 - 16 - 24) thet stand for little map, medium map and big map :P
Maybe a handwrite scheme can help.

@Suicizer: Don't kill me for this, it's just an idea  ;D [and i know you (as a player) can give me a lot of suggestions]

;)


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on September 05, 2013, 03:29:42 PM
Hi all you people  :D

I have an idea to build a map dedicated to our member Suicizer, and i need your suggestions about the map theme. The map type and how many players have to play it (8 - 16 - 24) thet stand for little map, medium map and big map :P
Maybe a handwrite scheme can help.

@Suicizer: Don't kill me for this, it's just an idea  ;D [and i know you (as a player) can give me a lot of suggestions]

;)

I guess I should feel honoured?
Well, is OA actually having any (proper) tourney maps?


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on September 05, 2013, 03:35:04 PM
Hi all you people  :D

I have an idea to build a map dedicated to our member Suicizer, and i need your suggestions about the map theme. The map type and how many players have to play it (8 - 16 - 24) thet stand for little map, medium map and big map :P
Maybe a handwrite scheme can help.

@Suicizer: Don't kill me for this, it's just an idea  ;D [and i know you (as a player) can give me a lot of suggestions]

;)

I guess I should feel honoured?
Well, is OA actually having any (proper) tourney maps?

Do you like that kind of map ? I can do it if you want :D
Just suggest me the theme and how many floor do you want.

Now it's late for me 11.30 pm (italian time) but tomorrow i will read your response and reply :D

;)


Title: Re: [MAP] OA_Suicizer
Post by: Neon_Knight on September 05, 2013, 04:41:18 PM
If you're going to create a competitive map, you might be interested in checking the DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Mapping_resources_and_tutorials#Level_Design_Tips_and_Know-Hows]Promode Competitive Map Guide (http://([b).


Title: Re: [MAP] OA_Suicizer
Post by: Gig on September 06, 2013, 12:41:14 AM
I don't know if "suicizer" word has got some meaning... however it sounds similar to "suicide", so an idea could be including one place (or more) where the player can die in some fashinating way.  :)

Example: do you remember that lava trap from a Q2 dm map (a button closed both entrances of a small corridor, and then the corridor was flooded with lava, killing who was there; player activating the button was able to see the scene trough a glass), that you more or less recreated in spctfmap5 (DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/ModCompat/FlagRaiders]FlagRaiders mod (http://([b)), but making the player fall in lava instead of filling the room with it? According to this page (http://web.archive.org/web/20090414142651/http://cardigan.planetquake.gamespy.com/tips_topmappingtips.html) (section 1C), there is a way to create working raising water (or lava/slime).


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on September 06, 2013, 04:36:35 AM
I don't know if "suicizer" word has got some meaning... however it sounds similar to "suicide", so an idea could be including one place (or more) where the player can die in some fashinating way.  :)

Example: do you remember that lava trap from a Q2 dm map (a button closed both entrances of a small corridor, and then the corridor was flooded with lava, killing who was there; player activating the button was able to see the scene trough a glass), that you more or less recreated in spctfmap5 (DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/ModCompat/FlagRaiders]FlagRaiders mod (http://([b)), but making the player fall in lava instead of filling the room with it? According to this page (http://web.archive.org/web/20090414142651/http://cardigan.planetquake.gamespy.com/tips_topmappingtips.html) (section 1C), there is a way to create working raising water (or lava/slime).

The name Suicizer is certainly refered from suicider (as my playing style was quite aggresive and risky back in the days).
I wouldn't make another riskfull to die map as there are plenty of those and isn't fitting tournanent style. I'll try to make a sketch soon.


Title: Re: [MAP] OA_Suicizer
Post by: Gig on September 06, 2013, 06:00:18 AM
I wouldn't make another riskfull to die map as there are plenty of those and isn't fitting tournanent style.
Do you remember Xaero & Q3Tourney6?  ;D

I was not thinking about a space map... but maybe requiring some risk to get a specific, powerful powerup may fit also a tourney map? If you don't want the powerup, you may just avoid the dangerous place...

Of course, the lava idea of the post above may be also used in some other "less competitive" map...


Title: Re: [MAP] OA_Suicizer
Post by: Neon_Knight on September 06, 2013, 06:07:50 AM
Competitive gaming dislikes risk areas such as lava, traps... so you have to avoid them.


Title: Re: [MAP] OA_Suicizer
Post by: Gig on September 06, 2013, 06:18:30 AM
PS, just for trivia: theoretically, a flooding room may be used for reaching some places that are normally unreachable... but that become reachable while swimming (e.g. a button opens an hatch on the ceiling, uncovering a megahealth... and at the same time, the room is filled with water, so you can swim up to the ceiling, and get the bonus).

Just an idea, maybe to be used in some not-so-competitive map, maybe in some oacmp volume 2 map.  :)


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on September 06, 2013, 09:38:58 AM
If you're going to create a competitive map, you might be interested in checking the DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Mapping_resources_and_tutorials#Level_Design_Tips_and_Know-Hows]Promode Competitive Map Guide (http://([b).

@Gig & Neon_Knight: Thanks, but depend from Suicizer ideas and suggestion.....
....and from the engine possibilities :P :D

;)



Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on September 06, 2013, 03:01:30 PM
If you're going to create a competitive map, you might be interested in checking the DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Mapping_resources_and_tutorials#Level_Design_Tips_and_Know-Hows]Promode Competitive Map Guide (http://([b).

@Gig & Neon_Knight: Thanks, but depend from Suicizer ideas and suggestion.....
....and from the engine possibilities :P :D

;)



Well, then here we go.
I hope you understand this sketch, took quite long before  I decided to do it on the old fashion way (tried in SolidWorks first; found out it would take too long, tried Sauerbraten afterwards; can't send a screenshot without perspective, then finally start to draw so while I can't).
Every colour is an individual floor (which are different in height and aren't overlapping each other, if that's necessary you could always decide later). Every symbol means a certain entity (as J stands for jumppad).                              
A grey coloured pattern means a solid wall, while ||||| means stairs that lead to another floor.

For the wide and depth measurements; take about the same wide path on floor 2 like courtyard's U-shaped upper floor on each base. It probably should be on the same height as the U-shaped floor as well compared for floor 0.

Feel free to give any suggestions about the layout and entity placement.

About the theme, I would have no idea so far but that comes after the layout anyway.

P.S.
Named it what ever you want, even pinkponyride would do.
If I would really recommend any guide for a tournament map, then try this one.
web.archive.org/web/20080501082032/http://www.promode.org/wiki/index.php/Competitive_Level_Design_Guide (http://web.archive.org/web/20080501082032/http://www.promode.org/wiki/index.php/Competitive_Level_Design_Guide)


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on September 07, 2013, 04:57:05 AM
Hi, i'll start soon the map and give you a version as soon as i can.

;)

Edit: i'll name the map OA_Suicizer and place a texture with the Suicizer's write :P


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on September 08, 2013, 12:34:57 PM

Hi at all.

Finally i've finished the "first-look" version, just to see how it is.

This version is just to try the playability and for suggestions about item placement.
Textures are not the same of the final version.

(http://i73.servimg.com/u/f73/13/33/70/40/th/shot0039.jpg) (http://www.servimg.com/image_preview.php?i=1800&u=13337040)   (http://i73.servimg.com/u/f73/13/33/70/40/th/shot0040.jpg) (http://www.servimg.com/image_preview.php?i=1801&u=13337040)   (http://i73.servimg.com/u/f73/13/33/70/40/th/shot0041.jpg) (http://www.servimg.com/image_preview.php?i=1802&u=13337040)

Download the map to test it from the box.com server, or from the attachment (same file):
Code:
https://app.box.com/s/cgopmfhlsh3tmphpciby

;)


Title: Re: [MAP] OA_Suicizer
Post by: Gig on September 09, 2013, 12:05:38 AM
Quickly tried. Nice.
I like the way it's open, I think it may work well also in Last Man Standing mode.

Just a curiosity: look at the screenshot attached... from where I am, it is possible to reach that other platform (at the same height of the green health, of course more on the right) by jumping/bumping over the light in the middle (where I am aiming to). That's a really cool shortuct (although sometimes I fail it). Is that intentional or just happened?


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on September 09, 2013, 01:46:17 AM
Nope not intentional.

I still found a crucial mistake in the layout; the room with the RA only has 1 entrance to the other room. Also got a better placement which I'll soon show.


Title: Re: [MAP] OA_Suicizer
Post by: Gig on September 09, 2013, 04:17:28 AM
Nope not intentional.
That question was for Akom (I already looked at your drawing, and it did not specify details such as lights)...  ;)


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on September 09, 2013, 09:30:07 AM
@Gig: it's not intentional  :P by the way, i don't know if it is a good thing or not.

I think the map is too small or it's right tiny as is ?

I have to work to the geometry and with textures.

;)


Title: Re: [MAP] OA_Suicizer
Post by: Gig on September 09, 2013, 09:58:21 AM
@Gig: it's not intentional  :P by the way, i don't know if it is a good thing or not.
"Unintentionally cool"... may be a slogan of some advertisement...  ;D

However:
Pro: it's a cool shortcut
Con: I suppose bots would not do it. Some people may not imagine that is possible, and not always I succed with it.

Well, one may modify those lights to make them as standard platforms (from above) where to jump normally... but why? That may be easier, but less cool. I propose to let Suicizer decide what to do with it.

By the way, I have not yet tried it using different DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Game_physics]Game physics (http://([b) settings.

Quote
I think the map is too small or it's right tiny as is ?

Considering it's meant for 1vs1, maybe its size is already okay. Again, let's let Suicizer decide.


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on September 09, 2013, 01:32:02 PM
@Gig: it's not intentional  :P by the way, i don't know if it is a good thing or not.

I think the map is too small or it's right tiny as is ?

I have to work to the geometry and with textures.

;)

You did a pretty good job, but it seems like you haven't scaled it like the previous layout (as the stairs are still very steep and all platforms very high). Is any radiant not having a scaling option or so? As that adds more room to the map again (stairs equip a lot of space, especially the one near the teledestination). Currently, the GL is practically useless when an opponent is on the upper floors while you're not (which would also be fixed by lowering all platforms).

Add a jumppad from the (current) RA to the (current) RG, so people can actually get away if they need to instead of being force to take the stairs instead. Be sure to make the platform of the RA just as high as the platform of the RG before adding a jumppad.

About the placement; I found out a more spicy once:
Switch the RA with the RG (weapon).
Replace the YA for the RL (weapon).
Replace the health at the YA for a PG (ammo) and SG (ammo).
Put the YA as located in the sketch.
Replace the RL (weapon) for a pair of 25 health.
Replace the RL (ammo) for a 25 health and GL (ammo).
Add an SG as located in the sketch.
Replace the 25 health (at the opposite side of the pillar where the SG is located) for RL (ammo).
Replace the SG (weapon) for a LG (weapon).

Don't worry about light yet, the layout isn't even finished!


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on September 09, 2013, 03:53:51 PM
Is any radiant not having a scaling option or so?

Thanks for more suggestion, i will work on the map tomorrow (italian time) after work.
I don't know if Q3Radiant have a scle option (Gig, do you know ?) i have resize all the brushes one by one  :RIP:.

I was thinking......maybe the first (not scaled) version was better ?  ??? :P

;)


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on September 09, 2013, 04:13:53 PM
Is any radiant not having a scaling option or so?

Thanks for more suggestion, i will work on the map tomorrow (italian time) after work.
I don't know if Q3Radiant have a scle option (Gig, do you know ?) i have resize all the brushes one by one  :RIP:.

I was thinking......maybe the first (not scaled) version was better ?  ??? :P

;)

The not scaled version was better, if it would be 1,5 size smaller (just everything).


Title: Re: [MAP] OA_Suicizer
Post by: Gig on September 10, 2013, 12:11:11 AM
I don't know if Q3Radiant have a scle option (Gig, do you know ?) i have resize all the brushes one by one  :RIP:.
I learned mapping from your tutorial... I'm still relatively new to mapping. However, I have never noticed a "map scale" option, and considering that various "tribute maps" around have the problem of being too large or too small when compared with the original ones, I can guess not many people know a scaling tool. But who knows? UPDATE, see the end of this post.

By the way, maybe I'm missing something: have there been two versions of the map? I found only one....

PS: I tested the "cool light shortcut" (of the only version of the map I have) with 125 Hz, 90 Hz, and Accurate physics, and it works in all three of them.

UPDATE: Hey, it is possible to scale up or down!  :) :) :) I just checked in NetRadiant 1.5 and in GTKRadiant 1.5. Under "Modify" menu, there is the "arbitrary scale" option!! It applies to selected brushes. Just select all the map (i), then choose "arbitrary scale": modify X, Y and Z scale values (from their defaults of 1.0. Maybe using different scales for different axes may bring to badly placed entities.), and click Ok. Your map is magically scaled up or down! I have not tried compiling a map modified this way, however this seems a great feature. I can guess you may do this specific change in NetRadiant or GTKRadiant, and then continue working with your trusted Q3Radiant...

UPDATE2: In Q3Radiant, "Scale..." is under "Selection" menu.


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on September 10, 2013, 08:43:44 AM
By the way, maybe I'm missing something: have there been two versions of the map? I found only one....

I mean the first version i've sent to Suicizer :P

There is the same scale tool in Q3Radiant :P , i've never used or noticed it.....
By the way, i can not use it because the scaled version is not compatible vith the size of the map that Suicizer want.
I'll do it again and see what appen.

;)


Title: Re: [MAP] OA_Suicizer
Post by: Gig on September 10, 2013, 09:16:13 AM
I was about updating my post, to tell you that I also found "Scale..." option under "Selection" menu in Q3Radiant... but you found it before.  :)


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on September 10, 2013, 03:20:20 PM
Hi all  :D

After some experiment with "scale tool"  :RIP: in Q3Radiant, i've decided to delete all and redo the map.

In the attachment you can find the exact replica of the sketch by Suicizer.

Now i think the sizes are ok  ;D

I've inserted also the original .map file for let you see the player/item placement.

Don't look at the textures, just watch the geometry and playability.

;)


Title: Re: [MAP] OA_Suicizer
Post by: Gig on September 11, 2013, 01:48:05 AM
Quickly tried this new version.
Nice, although I miss a little the cool lights shortcut...  :)

In the screenshot attached, you can see a passage where the area to step should maybe be a bit larger?

I'm not 100% sure about current Railgun placement: I mean, there is only one way to reach it, hence this may encourage railcamping. On the other hand, it's placed in a sort of hole, so what you can actually do from that place is limited (if you are exactly where RG spawns and someone is trying to reach your position, you have to rail-kill him at the first shot in the short time you see him when he's pushed by the jump-pad... a moment later, you cannot shoot at him anymore, but if he knows you are there, he may hit you with grenades or splash damage from rockets -you may have to escape with the accelerator pad, or to go upstairs and face him directly-). I don't know, maybe it's right as it is....


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on September 11, 2013, 07:19:11 AM
Nice job, the layout feels just like I intended. The general flow feels wonderful now.

There still is 1 small thing which could be improved; the platform of the teleport could be raised up a little bit so the SG which spawns on the stairs appears on horizontal ground instead.

(http://i41.tinypic.com/2d0h10x.jpg)

Now the next phase; detail the geometry. Try to make curves more round (like the upper curve at the highest platform) and add more curves, like inside the jumppads (as you actually did at the very first version =P).  Because it currently still looks like it's a Q2 layout instead of a Q3.

(http://i42.tinypic.com/2lw0i7c.jpg)

(http://i39.tinypic.com/2hhd6ih.jpg)

(http://i42.tinypic.com/2l7y2r.jpg)

P.S.
I know you've got to redo geometry A LOT, but keep it up! In the end, it's all worth it.


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on September 11, 2013, 09:04:14 AM
There still is 1 small thing which could be improved; the platform of the teleport could be raised up a little bit so the SG which spawns on the stairs appears on horizontal ground instead.

What do you mean ?  ??? The Shotgun actually spawn on the horizontal ground...

(http://i73.servimg.com/u/f73/13/33/70/40/shot0042.jpg)

Now the next phase; detail the geometry. Try to make curves more round (like the upper curve at the highest platform) and add more curves, like inside the jumppads (as you actually did at the very first version =P).

You mean with brushes, not "patch mesh" or "bevel", right ?

(http://i73.servimg.com/u/f73/13/33/70/40/shot0043.jpg)

However i'm working on it  ;D

;)


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on September 11, 2013, 02:25:21 PM
There still is 1 small thing which could be improved; the platform of the teleport could be raised up a little bit so the SG which spawns on the stairs appears on horizontal ground instead.

What do you mean ?  ??? The Shotgun actually spawn on the horizontal ground...

(http://i73.servimg.com/u/f73/13/33/70/40/shot0042.jpg)

Now the next phase; detail the geometry. Try to make curves more round (like the upper curve at the highest platform) and add more curves, like inside the jumppads (as you actually did at the very first version =P).

You mean with brushes, not "patch mesh" or "bevel", right ?

(http://i73.servimg.com/u/f73/13/33/70/40/shot0043.jpg)

However i'm working on it  ;D

;)
Well, it could be less deep into the ground by replacing a few stairs for just horizontal floor at the teleport and SG.


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on September 15, 2013, 01:02:18 PM
Update !

(http://i73.servimg.com/u/f73/13/33/70/40/th/shot0044.jpg) (http://www.servimg.com/image_preview.php?i=1805&u=13337040)   (http://i73.servimg.com/u/f73/13/33/70/40/th/shot0045.jpg) (http://www.servimg.com/image_preview.php?i=1806&u=13337040)   (http://i73.servimg.com/u/f73/13/33/70/40/th/shot0046.jpg) (http://www.servimg.com/image_preview.php?i=1807&u=13337040)   (http://i73.servimg.com/u/f73/13/33/70/40/th/shot0047.jpg) (http://www.servimg.com/image_preview.php?i=1808&u=13337040)

After some textures experiment, i've decided to apply this set OA original.

I know i have to work on the lights, but i want to let you see.
The geometry now i guess is ok.

;)


Title: Re: [MAP] OA_Suicizer
Post by: Gig on September 16, 2013, 01:03:27 AM
Not bad. Maybe somewhere using bevels may have given a better look, but I can guess it's ok also this way. Maybe for jump-pads you may use the current OA logo, instead of the old one, and apply some kind of animation.


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on September 16, 2013, 06:52:43 AM
It looks pretty good, but the geometry still needs more detail (curves with some more vertices). Also adding (dark or bright textured) trims on edges makes it way more finished.
You know the original campgrounds? That's a good example of using trimmings and brushes (except for the platform with the RG spawning on, as it isn't containing any trimmings while it should).


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on September 16, 2013, 12:44:24 PM
Update !

Here is another BETA version, very near at the final release i think.  ;D

1) Added some lights.
2) Added some geometry.
3) Added many curved bruches as i can.
4) reinserted the old jumppad.
5) Added the OA logo in a kind of amatorial detail, hope you like it :P

(http://i73.servimg.com/u/f73/13/33/70/40/th/shot0048.jpg) (http://www.servimg.com/image_preview.php?i=1809&u=13337040)  (http://i73.servimg.com/u/f73/13/33/70/40/th/shot0049.jpg) (http://www.servimg.com/image_preview.php?i=1810&u=13337040)  (http://i73.servimg.com/u/f73/13/33/70/40/th/shot0050.jpg) (http://www.servimg.com/image_preview.php?i=1811&u=13337040)  (http://i73.servimg.com/u/f73/13/33/70/40/th/shot0051.jpg) (http://www.servimg.com/image_preview.php?i=1812&u=13337040)  (http://i73.servimg.com/u/f73/13/33/70/40/th/shot0052.jpg) (http://www.servimg.com/image_preview.php?i=1813&u=13337040)


Title: Re: [MAP] OA_Suicizer
Post by: Gig on September 17, 2013, 12:04:13 AM
Nice. With curves, it looks better.

Can I suggest you to use a jumppad shader from those you find in "sfx2" folder (e.g. the blue one)? PS: Maybe you may also apply it to one of your OACMP maps...

In the screenshot attached, you can see a small texture misaligment. However, I don't know if it will be possible to fix that, considering it's a cap, right?


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on September 17, 2013, 12:52:32 AM
According to the screenshots, the map certainly looks better. But don't get hasty! You only did about half of the global details so far. The other half is like adding rocks (also called mountains) to make it feel more natural (even in an abstract spacish theme this often works, with exception of a theme used in a map like pul1ctf).


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on September 17, 2013, 08:51:07 AM
According to the screenshots, the map certainly looks better. But don't get hasty! You only did about half of the global details so far. The other half is like adding rocks (also called mountains) to make it feel more natural (even in an abstract spacish theme this often works, with exception of a theme used in a map like pul1ctf).


What ?? Which rocks ? I dont have any sketch of rocks..... can you give something to follow to me ?

@Gig: It's not a misalignment, it's a light bug, you can see it also at the granade ammunition and also in the other room near the slime pillar. It's a bug from the curved brushes..... :( ....

;)


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on September 23, 2013, 10:27:03 AM
Ehm, some news ?

Any suggestion about rocks (mountain) will be apreciated  :P .

;)


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on September 25, 2013, 12:56:15 PM
Ehm, some news ?

Any suggestion about rocks (mountain) will be apreciated  :P .

;)

I'm sorry to disappoint you right now, as I have no time to make screenshots and show where mountains/rocks could be and how they could look like (which I guess takes about 2 - 3 hours doing so right).
Why I have no time? As I'm currently busy finishing a (mapping) event which I organize and participate on Cube Engine 2 (event: http://quadropolis.us/events/spmc2013 (http://quadropolis.us/events/spmc2013/main), participants: http://quadropolis.us/events/spmc2013/list (http://quadropolis.us/events/spmc2013/list)). I'll try to make time next week.


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on September 25, 2013, 01:39:28 PM
Ehm, some news ?

Any suggestion about rocks (mountain) will be apreciated  :P .

;)

I'm sorry to disappoint you right now, as I have no time to make screenshots and show where mountains/rocks could be and how they could look like (which I guess takes about 2 - 3 hours doing so right).
Why I have no time? As I'm currently busy finishing a (mapping) event which I organize and participate on Cube Engine 2 (event: http://quadropolis.us/events/spmc2013 (http://quadropolis.us/events/spmc2013/main), participants: http://quadropolis.us/events/spmc2013/list (http://quadropolis.us/events/spmc2013/list)). I'll try to make time next week.

No problem, take your time. We don't have a time limit  :P

Just a question: When this map is finished, can i put it into the OACMP (community mappack) ?
I think it's a good map and pretty frenetic, lot of users will have fun with it.

;)


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on September 25, 2013, 02:52:47 PM
Ehm, some news ?

Any suggestion about rocks (mountain) will be apreciated  :P .

;)

I'm sorry to disappoint you right now, as I have no time to make screenshots and show where mountains/rocks could be and how they could look like (which I guess takes about 2 - 3 hours doing so right).
Why I have no time? As I'm currently busy finishing a (mapping) event which I organize and participate on Cube Engine 2 (event: http://quadropolis.us/events/spmc2013 (http://quadropolis.us/events/spmc2013/main), participants: http://quadropolis.us/events/spmc2013/list (http://quadropolis.us/events/spmc2013/list)). I'll try to make time next week.

No problem, take your time. We don't have a time limit  :P

Just a question: When this map is finished, can i put it into the OACMP (community mappack) ?
I think it's a good map and pretty frenetic, lot of users will have fun with it.

;)

Yes you can, as long as it won't hold the name of OA_Suicizer, as I'm not the author; I only contributed the look of the layout so far =P.


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on September 25, 2013, 03:41:22 PM
Yes you can, as long as it won't hold the name of OA_Suicizer, as I'm not the author; I only contributed the look of the layout so far =P.

But it's dedicated to you  :P ;D

However if you want the name changed it's ok for me.

;)


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on October 16, 2013, 03:04:54 PM
Well, as I said I would post ideas of where (and how) to create hills/mountains;
Think about the next couple of screenshot. Ignore the theme, just look at the shape of the geometry.

As you can see in the screenshots (like that of Somewhat Damaged), mountains aren't parallel shaped towards the wall which they are connected to (neither being perpendicular towards a floor or so).
Because OA_Suicizer has 2 big curves within the map, 1 probably could be made out of rock while the other could be a wall instead. I hope the screenshots of my very own map Evilness (the gothic themed map) explained this a bit.
The rest of the walls shouldn't be left blank on top! This proves to be very convincing as the screenshot of Ot (the egyptic themed map) shows so. I know my own map contradicts this statement, but it really do looks better then more rocks are appearing into a scene.

(Nearly) every map needs some rocks actually, even space maps do (asteroids could be counted as rocks as well, as long as they look natural).


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on October 17, 2013, 10:01:43 AM
Good idea !  ;D

What do you mean for
Quote
The rest of the walls shouldn't be left blank on top!

Do you mean i have to place a roof on the rest of the map or only a piece ?

.......i'll do something.....

;)


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on October 17, 2013, 11:37:50 AM
Good idea !  ;D

What do you mean for
Quote
The rest of the walls shouldn't be left blank on top!

Do you mean i have to place a roof on the rest of the map or only a piece ?

.......i'll do something.....


;)

No I mean it's not bad to add rocks on top of walls also (like in the screenshot of the egyptical themed map).


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on October 21, 2013, 02:22:06 PM
In theese days i'm quite busy, but i got it and i will try to something about.

 ;)


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on October 30, 2013, 03:49:33 PM
Update !

Here is the new version with mountains aroud teh border of the map.
Also added more geometry to make the map be more cool  ;D
Now the map have a music sound that was missing.

I hope you (all) like this version, i think it's very near to the final version.
But i'm waiting Suicizer.

;)


P.S.: There is a couple of bug, but they are very little....  :P


Title: Re: [MAP] OA_Suicizer
Post by: Gig on October 31, 2013, 04:35:55 AM
What a different look, now! Not bad! (Well, I liked previous version, too!).

Just an idea: what about placing some glass in front of the slime? It's unclear how the slime can stay vertically without falling out...


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on October 31, 2013, 01:29:06 PM
I've got to admit, nice rocky geometry!
Although there are already certain details (like those lamps, nice job), the map is still lacking a lot of it. There isn't a specific theme so far as well (which would be useful for adding more details).


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on October 31, 2013, 01:38:14 PM
I've got to admit, nice rocky geometry!
Although there are already certain details (like those lamps, nice job), the map is still lacking a lot of it. There isn't a specific theme so far as well (which would be useful for adding more details).

Thanks, so i have to add more details ? Are you thinking at something  specific ?

@Gig: Thank you too, i'll add the glass  :P :D

;)


Title: Re: [MAP] OA_Suicizer
Post by: Neon_Knight on December 14, 2013, 01:10:51 PM
Since the map is now a reality, this topic could be moved to the Maps section.


Title: Re: [MAP] OA_Suicizer
Post by: Neon_Knight on December 14, 2013, 04:44:54 PM
Took a quick run. So far, no issues. The map plays very well. More than OACMP, I would consider it for OA3.

In competitive gaming, connectivity is very important. These two areas, so far, have two and a half roads between each other. There's also a dead end in one of the areas, the destination of the teleporter. What about turning it into a two-way teleporter?

Visually, the map could be improved by adding trims to the edges and some lighting in order to make the map not to look so washed.


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on December 15, 2013, 05:14:06 AM
Neon_Knight you're right, i'm waiting Suicizer to add changes to this map.
I mean, now i've no idea how to improve details and other stuff......creativity block....sorry...
.....yes i'm working to other projects, but it's another question... :P

;)


Title: Re: [MAP] OA_Suicizer
Post by: Neon_Knight on December 15, 2013, 05:26:08 AM
I don't see many things which can be improved here. The map plays very fine as it is.


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on December 15, 2013, 06:02:54 AM
I don't see many things which can be improved here. The map plays very fine as it is.

I mean graphic details to make this arena "look more good"  ;D

;)


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on December 15, 2013, 06:58:58 AM
I don't see many things which can be improved here. The map plays very fine as it is.

I mean graphic details to make this arena "look more good"  ;D

;)

Pick a theme first.


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on December 15, 2013, 07:15:24 AM
I don't see many things which can be improved here. The map plays very fine as it is.

I mean graphic details to make this arena "look more good"  ;D

;)

Pick a theme first.

The one in use is not good ?? Give me some options as you think will be better for an arena like this.
The oa_akomdm5's theme i think it's good, with some other rocky work :P

(http://i78.servimg.com/u/f78/13/33/70/40/th/shot0019.jpg)

;)


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on December 19, 2013, 07:54:20 AM
Perhaps you could use the same textures as oa_shine (or slimefac, but I would rather try oa_shine first), but add some rocks as well (which that map lacks, but also doesn't really needs).


Title: Re: [MAP] OA_Suicizer
Post by: Neon_Knight on December 19, 2013, 08:02:48 AM
I'm not sure such a "futuristic" design would fit with rocks.
Perhaps something like oa_rpg3dm1 (http://openarena.ws/board/index.php?topic=2665) may fit better?


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on December 19, 2013, 09:32:34 AM
I'm not sure such a "futuristic" design would fit with rocks.
Perhaps something like oa_rpg3dm1 (http://openarena.ws/board/index.php?topic=2665) may fit better?

That's one of an ugly floor texture if you ask me.


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on December 19, 2013, 11:06:44 AM
Perhaps you could use the same textures as oa_shine (or slimefac, but I would rather try oa_shine first), but add some rocks as well (which that map lacks, but also doesn't really needs).

I'll do something  ;D

 ;)


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on February 07, 2014, 04:26:17 PM
Hi to all  :D

Finally i've edited this map, but i've noticed that it have the "oa_shine" textures.
By the way, i've modifyed something and duplicated the teleporter, now it's a two-way teleporter.

Just a couple of screenshots:

(http://i55.servimg.com/u/f55/13/33/70/40/shot0033.jpg)

(http://i55.servimg.com/u/f55/13/33/70/40/shot0034.jpg)

Know Bugs:

- Maybe some lights can be fixed.
- Maybe the theme can be boring for someone, but i really don't know what to change.

In the attachment you can grab the latest version.

 ;)


Title: Re: [MAP] OA_Suicizer
Post by: Neon_Knight on February 07, 2014, 08:30:32 PM
D/Ling.

Also, this should be moved to the Maps subforum.


Title: Re: [MAP] OA_Suicizer
Post by: Neon_Knight on February 07, 2014, 10:01:06 PM
Gave it a quick run.

My only minor quibble is the lighting. In competitive gaming, visibility is a must. Those dark walls don't cut it. Perhaps adding some kind of illumination to them may work? Those lights around the map should give a bigger light. Add light entities with high values close to those lights so to show that they also illuminate. A good idea may be target lights.

Here's a modification (only the .map file) I've done to your map. It has target lights. At each light source there are two light entities, one of value 100 and another to value 200. Each light of value 200 is connected to an info_notnull. I'll let you compile and test the results. As a bonus, there were some improvements at most corners and rounded areas. I've added patches on top of caulked brushes. This is the only case where overlapping brushes is good, as caulk isn't drawn in-game, and the engine doesn't need to render non-seen texturized faces.

The rest is unchanged. From what I see, the map is already GPLv2-compliant, so I highly suggest you to send it to the SVN Commits thread, so it can be included in future official OA versions. =)

I should also suggest the admin to move this thread to the OA3 forum. This map deserves it IMHO.


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on February 08, 2014, 02:05:30 AM
Hi, thanks Neon_Knight.

I've downloaded and compiled your version.
Here are some screenshots:

(http://i55.servimg.com/u/f55/13/33/70/40/shot0035.jpg)

(http://i55.servimg.com/u/f55/13/33/70/40/shot0036.jpg)

I'm waiting for Suicizer words about the changes  :P ;D

Things to do:

- New Skybox (the actual is the same of my ctf4.  :P
- Improve lights brightness.
- Improve lights in general.

;)


Title: Re: [MAP] OA_Suicizer
Post by: Gig on February 08, 2014, 05:38:29 AM
Can't test today.

Why svn commit? Wasn't this map supposed for OACMP Volume 2? If it goes to OA3, instead, there will be to wait for years.

Maybe one may put this version in OACMP Volume 2 and then create a remixed/improved version of it for OA3, if Suicizer or someone else will provide feedback after actually playing the map online with other "pro" players? Just an idea...


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on February 08, 2014, 06:51:07 AM
Can't test today.

Why svn commit? Wasn't this map supposed for OACMP Volume 2? If it goes to OA3, instead, there will be to wait for years.

Maybe one may put this version in OACMP Volume 2 and then create a remixed/improved version of it for OA3, if Suicizer or someone else will provide feedback after actually playing the map online with other "pro" players? Just an idea...

Personally I rather see the map in an official release than in some pack full of maps which is wandering around on some servers for a small period of time, but Akom74 actually decides ;).
I'll look into the map soon, as far as I can see the edges could use some trimmings.

Some compiled version would be great =P (can't view it anyway).

Edit: Can't see Neon_Night's version as that one isn't compiled. However, I can see Akom74's so let's check out that one;

- The trimmings around the pillar in the room of the LG and RL look splendid. The pillar itself still looks quite bad due the weird green goo which intersects pretty rude with the other faces of the pillar.
- The mountains look good enough, not much to say about that.
- The map still needs some trimmings around the edges. See the screenshot for more info. I just marked it red so you can see it clear; it's not intended to be that colour ingame as well =P.
- The teleports carry the same texture as the floor (looks pretty odd).


Title: Re: [MAP] OA_Suicizer
Post by: Neon_Knight on February 09, 2014, 11:20:26 AM
Here's my version of your map with the trimming Suicizer was talking about. Only the first room (the one in Suicizer's screenshot) was trimmed. I'll leave to you the rest. :P


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on February 09, 2014, 02:48:02 PM
UPDATE !! (Thanks Neon_Knight  ;D )

(http://i55.servimg.com/u/f55/13/33/70/40/shot0037.jpg)

(http://i55.servimg.com/u/f55/13/33/70/40/shot0038.jpg)

Updates:

- Solved a couple of leacks
- Added some lights
- Modifyed some minor things
- Trimmered the other room

Know Bugs:

- I have to fix the errors created by a bad polygons.
- Trimms are maybe too big ??

;)


Title: Re: [MAP] OA_Suicizer
Post by: Neon_Knight on February 09, 2014, 08:21:20 PM
Perhaps they're big. But I don't think it¡s that big of a problem.

Anyway, to the bugs.
This is the one you said. I suggest to ditch the brushes and use patch meshes with botclips instead.

(http://i.imgur.com/2VcUXgvl.jpg) (http://imgur.com/2VcUXgv)

Also, reaching these places is easy with a well-placed landing after the jumppad and/or rocket jumps. Is this on purpose? Because in that case the upper floor might be a very good area.

(http://i.imgur.com/ZGsb34Yl.jpg) (http://imgur.com/ZGsb34Y)
(http://i.imgur.com/zTCCZcCl.jpg) (http://imgur.com/zTCCZcC)

The lower walls might also need a bit more of light.


Title: Re: [MAP] OA_Suicizer
Post by: Gig on February 10, 2014, 02:01:35 AM
Just a very, very small note:
I thought you would have added some "glass" there, to prevent the slime to fall out...


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on February 10, 2014, 01:38:13 PM
News !!  ;D

I've fixed some things, some bugs and some lights.

Here some screenshots:

(http://i55.servimg.com/u/f55/13/33/70/40/th/shot0039.jpg) (http://www.servimg.com/image_preview.php?i=2087&u=13337040)   (http://i55.servimg.com/u/f55/13/33/70/40/th/shot0040.jpg) (http://www.servimg.com/image_preview.php?i=2088&u=13337040)  (http://i55.servimg.com/u/f55/13/33/70/40/th/shot0041.jpg) (http://www.servimg.com/image_preview.php?i=2089&u=13337040)   (http://i55.servimg.com/u/f55/13/33/70/40/th/shot0042.jpg) (http://www.servimg.com/image_preview.php?i=2090&u=13337040)

Updates:

- Added the glass on the slime (as Gig suggested)  :P
- Added some more trims.
- Fixed a bug in the corner that make you able to pass trough.
- Added more lights in the lower level (as Neon_Knight suggested).
- Closed by Full_Clip the curve that now can't be walkable anymore (noticed by Neon_Knight).
- Various minor things as txtures and brushes misaligned.

In the attachment you can grab the latest version.
(Waiting for Suicizer opinion, i think this map it's almost done)


 ;)


Title: Re: [MAP] OA_Suicizer
Post by: Gig on February 10, 2014, 03:05:00 PM
- Closed by Full_Clip the curve that now can't be walkable anymore (noticed by Neon_Knight).
Curiosity: what's "full_clip" exactly? I read somewhere this name, before, but I don't know exactly.
I know weapclip (weapon clip), botclip (bot clip) and clip (player clip).. but full_clip? Is it just an alternate name for "weapclip" or something different? Weapclip already blocks bots, humans and shots... what more may be blocked?


Title: Re: [MAP] OA_Suicizer
Post by: Neon_Knight on February 10, 2014, 03:07:58 PM
It's the info_player_start equivalent to common/weapclip's info_player_deathmatch, if the analogy is understandable...

Next you're gonna say "Excuse me, I don't understand". :P


Title: Re: [MAP] OA_Suicizer
Post by: Gig on February 10, 2014, 03:27:24 PM
It's the info_player_start equivalent to common/weapclip's info_player_deathmatch, if the analogy is understandable...

Next you're gonna say "Excuse me, I don't understand". :P
Do you mean "same effect, but usage deprecated/not recommended"?


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on February 10, 2014, 03:30:02 PM
- Closed by Full_Clip the curve that now can't be walkable anymore (noticed by Neon_Knight).
Curiosity: what's "full_clip" exactly? I read somewhere this name, before, but I don't know exactly.
I know weapclip (weapon clip), botclip (bot clip) and clip (player clip).. but full_clip? Is it just an alternate name for "weapclip" or something different? Weapclip already blocks bots, humans and bots... what more may be blocked?

The Full_Clip it's used to block the spectator to don't go upper than certain blocks.
Normally i use it for the ceiling of my maps, see it in radiant and you will understand better.

The Full_CLip block bots and players but not the projectiles.

Anyone tryed the last version ? Comments ?

;)


Title: Re: [MAP] OA_Suicizer
Post by: Gig on February 10, 2014, 03:31:29 PM
The Full_CLip block bots and players but not the projectiles.
Then it's the same as "clip" (player clip)?


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on February 10, 2014, 03:33:53 PM
The Full_CLip block bots and players but not the projectiles.
Then it's the same as "clip" (player clip)?

Maybe, i don't spent much time testing all the "clip" textures, i see it work and i use it :P :P
....XD....
.
;)


Title: Re: [MAP] OA_Suicizer
Post by: Neon_Knight on February 10, 2014, 03:35:31 PM
It's the info_player_start equivalent to common/weapclip's info_player_deathmatch, if the analogy is understandable...

Next you're gonna say "Excuse me, I don't understand". :P
Do you mean "same effect, but usage deprecated/not recommended"?
Apparently. It may have been kept for compatibility reasons, but I suppose it's the same case as info_player_start.


Title: Re: [MAP] OA_Suicizer
Post by: Gig on February 11, 2014, 03:12:17 AM
I tried the map with two bots. Plays great!  :) Congrats to Akom and Suicizer!  :)

Just a few very minor polishing notices, about a few items:
- First screenshot: are these two items a bit too near each other, maybe?
- Second screenshot: are these two items a bit too near to the wall, maybe?
- Third screenshot: maybe the GL may be moved a little (very few units) to the left?
- Fourth screenshot: the green health on the right seems to be a little misaligned, compared to the others. Also, is the yellow health a bit too near to the wall, maybe?
- Continues in next post...


Title: Re: [MAP] OA_Suicizer
Post by: Gig on February 11, 2014, 03:17:24 AM
(continues from previous post)

- Maybe the LG may be moved a very few units to the right, for being better "centered" in the corridor? Not sure...
- Maybe those two health bonuses may be moved a few units more far from the wall? Not really important...

PS: Akom, the forum allows to upload .pk3 files, you don't need to package them into .zip, unless you wish to also include some file outside from the pk3.

PPS: About the various kinds of "clip" shaders, I gave a quick look into common.shader. This is not the right thread for that, so you can see here (http://openarena.ws/board/index.php?topic=4046.msg50302#msg50302) instead.

PPPS: What about using more cool jumppads for this map?


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on February 11, 2014, 09:47:35 AM
Update:

Changed some item placement by Gig suggestion, anyone else ?

- I've leaved the Ctf4 skybox as i like it :P

@Suicizer: What do you think about this version ? It's done ?
Link: http://openarena.ws/board/index.php?topic=4835.msg50291#msg50291

;)


Title: Re: [MAP] OA_Suicizer
Post by: Gig on February 12, 2014, 08:03:33 AM
Small note: a couple of player spawnponts are too near to the yellow armor: if you spawn there, you automatically get the armor (if available) without even moving at all.

Maybe also those two player spawnpoints next to the lightning gun are a bit too near to it, although in this case maybe the pickup is not fully automatic without moving at all.


Title: Re: [MAP] OA_Suicizer
Post by: Gig on February 13, 2014, 12:06:25 PM
Hi guys!

Just for the record, I just tried the map in an unintended way: 3vs3 TDM mode. The map is funny even in that mode, although finding a weapon is not always easy there!  :)

This map plays really good, IMHO...

Probably may be interesting also in Elimination and LMS modes...


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on February 13, 2014, 02:16:11 PM
Update:

Changed some item placement by Gig suggestion, anyone else ?

- I've leaved the Ctf4 skybox as i like it :P

@Suicizer: What do you think about this version ? It's done ?
Link: http://openarena.ws/board/index.php?topic=4835.msg50291#msg50291

;)

The general details are done, but now the real nitpicking starts (so hit F3 and prepare to map =P).
The map needs way more contrast (especially in texturing). All the walls are still a grey blur and all the floors contain the very same texture. So the map needs way more variation in texturing as it has now.
It isn't containing anything typical which makes you remember the map at all so far (details, texturing, theme, etc)

Perhaps here some ideas to get such improvements.
- As shot0000 shows, the top of the wall isn't containing any detail or showing off effort (and love) what so ever. So add something like a trim there also (but just more fat as on the floors). I think some dark-grey (like on a lot of space maps of Quake3) envmapped shader would look nice on the piece of geometry which I marked black (I only marked the left side, but I also mean the rest on the map).
- The new roof on top of the teleport looks pretty cool, but is too square compared to the rest of the curves on the map (see shot0001). What about making it smoother?
- There are a lot of curves which contain a way different shape as the jumppad texture (I know, I'm using some old Quake 3 one, but even the newer one has this problem according to older versions of the map). Make the radius of both match up. Also, put some more effort in the trimming instead of some square (see shot0002 and shot0008).
- The shader of the teleport feels quite awkward and cheap. What about using something similar to those of pul1duel-oa (see shot0003)?
- As shot0004 and shot0005 shows, there are no trimmings at that place yet.
- I'm still not font of that kitchen/bathroom texture on the floor. Is this really all we got =S?

Hope this helps...


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on February 13, 2014, 02:16:55 PM
As a continuing reply for the screenies...


Title: Re: [MAP] OA_Suicizer
Post by: Gig on February 14, 2014, 01:01:38 AM
Warning: making the "hole" as large as the big red line suggests in your image here (http://openarena.ws/board/index.php?action=dlattach;topic=4835.0;attach=5244;image)
would cause the floor on the upper side of the screenshot (passage between the column and the hole) become too narrow...
To apply your change and preserve the right width of that passage, maybe the whole jump-pad should be moved to the lower part of the screenshot?

Or maybe it's just me who took your red curve too literally? Maybe you only meant to make the hole less "elliptical", but without enlarging it laterally?


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on February 14, 2014, 02:48:35 AM
Warning: making the "hole" as large as the big red line suggests in your image here (http://openarena.ws/board/index.php?action=dlattach;topic=4835.0;attach=5244;image)
would cause the floor on the upper side of the screenshot (passage between the column and the hole) become too narrow...
To apply your change and preserve the right width of that passage, maybe the whole jump-pad should be moved to the lower part of the screenshot?

Or maybe it's just me who took your red curve too literally? Maybe you only meant to make the hole less "elliptical", but without enlarging it laterally?

The outter red line is meant as reference of the trim (and should be more round)


Title: Re: [MAP] OA_Suicizer
Post by: Gig on February 14, 2014, 03:24:26 AM
The outter red line is meant as reference of the trim (and should be more round)
Oh, okay... I misenterpreted it as the shape of the hole, while it was the shape of the trim instead.

By the way, I can guess Akom did the outer part of the trim "squared" due to techinical difficulties in aligning a bevel's "cap" texture to the brushes around it...



Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on February 14, 2014, 03:34:46 AM
Thanks Suicizer, i will take care of the map today.

;)


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on February 14, 2014, 10:55:31 AM
- As shot0000 shows, the top of the wall isn't containing any detail or showing off effort (and love) what so ever. So add something like a trim there also (but just more fat as on the floors). I think some dark-grey (like on a lot of space maps of Quake3) envmapped shader would look nice on the piece of geometry which I marked black (I only marked the left side, but I also mean the rest on the map).

(http://openarena.ws/board/index.php?action=dlattach;topic=4835.0;attach=5232;image)

I've changed everything noticed from you and Gig.

The only thing i don't have any idea it's from the first image, i'm not sure of what you mean, please tell me.
@Gig: Have you understood better then me ? Please tell me.

;)


Title: Re: [MAP] OA_Suicizer
Post by: Gig on February 14, 2014, 12:27:46 PM
He's talking about adding some trim around the "ceiling"... but I'm not sure abouch which texture he's suggesting (maybe some screenshot from Q3 or even better from OA would help)...


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on February 14, 2014, 02:43:39 PM
Ok, i'm waiting for Suicizer words about it, but unfortunately now i have another issue with patches that doesen't fit brushes, i've writed to Neon_Knight for his help.

I hope it's possible to solve this issue.

;)


Title: Re: [MAP] OA_Suicizer
Post by: Neon_Knight on February 14, 2014, 03:16:38 PM
I'll see what can I do.


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on February 14, 2014, 03:21:30 PM
I'll see what can I do.

Thank you man.  ;D

;)


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on February 14, 2014, 04:33:57 PM
Ok, i'm waiting for Suicizer words about it, but unfortunately now i have another issue with patches that doesen't fit brushes, i've writed to Neon_Knight for his help.

I hope it's possible to solve this issue.

;)

I mean the trimming which is attached to those lamps could be a different texture than the walls. Probably a colourful stripe in the middle and some darker texture (than the walls!) at the sides.


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on February 14, 2014, 05:02:46 PM
Ok, i'm waiting for Suicizer words about it, but unfortunately now i have another issue with patches that doesen't fit brushes, i've writed to Neon_Knight for his help.

I hope it's possible to solve this issue.

;)

I mean the trimming which is attached to those lamps could be a different texture than the walls. Probably a colourful stripe in the middle and some darker texture (than the walls!) at the sides.

Ok, got it :P :P  thanks.

Now i'm waiting for Neon_Knight, but i think he can win the match against the bad patches.

Now 12.00 pm (italian time) i'm going to bed :P

Good night all  ;D
.


Title: Re: [MAP] OA_Suicizer
Post by: Neon_Knight on February 15, 2014, 12:20:01 AM
Done. I had to redo the whole area. I've also tried to improve the overall brushing. The map should compile faster.


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on February 16, 2014, 07:51:33 AM
Hi to all  ;D

Update !

I've completed the changes of this map. Thanks Neon_Knight for helping me with patchmesh  :P ;D.
I have applied most of yours suggestion, i hope you like it.

Here a couple of screenshots:

(http://i55.servimg.com/u/f55/13/33/70/40/shot0043.jpg)

(http://i55.servimg.com/u/f55/13/33/70/40/shot0044.jpg)

Updates:

- Added a new white skybox.
- Changed the teleporter effect.
- Added some trimms.
- Changed some textures on trimms and floors.
- Curved the new "roof" near the shotgun.

Know Bugs:

- Some textures n patches are not exactly aligned, i don't know how to fix this issue.
- In one curve of the map it's possible to "escape" as Spectator, i will fix this in the next version.
- ???  (tell me)

Download the attachment to play the latest version of the map.

;)


Title: Re: [MAP] OA_Suicizer
Post by: Neon_Knight on February 16, 2014, 08:39:18 AM
D/L'd.

BTW, where's the curve in question?


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on February 16, 2014, 08:55:29 AM
D/L'd.

BTW, where's the curve in question?

I've fixed it now :P

For the misalignet textures:
You can notice them at the last jumpad you and i modifyed, and at the big curves at the opposite site of the map.....and the one below the red armour....

;)


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on February 16, 2014, 12:01:56 PM
Well, the map looks better and better.

I would say it's nearly done, but I'm sure after playing in public, I'll notice a list of mistakes again (and others will also). Maybe it could be tested on some public server (or even reviewed on lvlworld)?

- The trimming of shot0000 and shot0001 could use some more love (as aligning with the jumppad curve). If it's too tricky, perhaps only at the side of the wall would do in both situations.
- The curves of shot0002 could be aligned way better with the OA logo. I'm not sure the dark green texture fits the new cyan coloured atmosphere anyway.
- As someone else already stated, the jumppad of shot0003 could have some more love. I think some trimming at the sides would help a lot.
- The texture on top of the curve (which is between the rocks and the curve wall) feels not right (how can a grey wall suddenly become purple?). Perhaps some darker coloured texture would fit so.

Maybe some more textureblendings could be used also; the map feels too perfect (there's nothing dirty, broken or ruined about it). Just a small suggestion which shouldn't be weighted that much as other points.

The rest of the map looks great :)!


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on February 16, 2014, 12:03:27 PM
As a continuing reply for the screenies...


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on February 16, 2014, 03:35:01 PM
Well, the map looks better and better.

I would say it's nearly done, but I'm sure after playing in public, I'll notice a list of mistakes again (and others will also). Maybe it could be tested on some public server (or even reviewed on lvlworld)?

1) The trimming of shot0000 and shot0001 could use some more love (as aligning with the jumppad curve). If it's too tricky, perhaps only at the side of the wall would do in both situations.
2) The curves of shot0002 could be aligned way better with the OA logo. I'm not sure the dark green texture fits the new cyan coloured atmosphere anyway.
3) As someone else already stated, the jumppad of shot0003 could have some more love. I think some trimming at the sides would help a lot.
4) The texture on top of the curve (which is between the rocks and the curve wall) feels not right (how can a grey wall suddenly become purple?). Perhaps some darker coloured texture would fit so.

5) Maybe some more textureblendings could be used also; the map feels too perfect (there's nothing dirty, broken or ruined about it). Just a small suggestion which shouldn't be weighted that much as other points.

The rest of the map looks great :)!

1) Explain better, please, it's hard to modify this part with the dimension of the trim (i've tryed but i've leaved as it is...)
2) Don't get it, sorry. I've changed only the texture of the logo with one with a "shine effect"....
3) I'll modify it for the next release :P
4) You're right, i will kick this ugly texture and place one better. I've just forgot to do this before :P
5) I'll make something.....let me think and prepare yourself :P :P

Anyone else noticed something else ? Tell me.

;)


Title: Re: [MAP] OA_Suicizer
Post by: Gig on February 17, 2014, 07:48:30 AM
- Are you sure about using orange color for the OA logo area (slime glass area)? Maybe something greenish may better fit the slime?
- What do you think about adding one machinegun ammo box somewhere? In the attached screenshot, a couple of places which maybe may be adapt... of course, place it where you think it's better (or where Suizicer thinks it's better): mine is just a suggestion!
- Is the final "longname" of the map going to be "Suicizer - By Akom74", or will be something else?
- I'm not sure if I prefer the current "grey" sky or the previous "azure" one. I don't know.


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on February 17, 2014, 04:35:17 PM

(http://i55.servimg.com/u/f55/13/33/70/40/shot0045.jpg)

(http://i55.servimg.com/u/f55/13/33/70/40/shot0046.jpg)

(http://i55.servimg.com/u/f55/13/33/70/40/shot0047.jpg)

- Added an ammobox for machinegun.
- Changed the texture on top of the curve (see shot).
- Modifyed both trimms on jumppads (see shots). I hope it's ok in that way  :P
- OA-Logo now it's green  ;D
- Long name unchanged.

Anyone remember what type of "clip" is needed to block projectiles ? As you can see from the teleporter, you can shoot and the marks remain on walls.

-BUG --> Some textures on curved brushes are not aligned...... ::)

;)


Title: Re: [MAP] OA_Suicizer
Post by: Gig on February 18, 2014, 01:59:38 AM
Anyone remember what type of "clip" is needed to block projectiles ? As you can see from the teleporter, you can shoot and the marks remain on walls.
"Common/weapclip" blocks bots, players and shots.

Alternatively, if you just don't want marks to remain on teleporter surface, you may set "surfaceparm nomarks" in the teleporter effect shader...


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on February 18, 2014, 05:14:50 AM
It's becoming harder and harder to find anything that could be improved ^^.

I still have a certain point, but it's better to explain it with screenshots.


Title: Re: [MAP] OA_Suicizer
Post by: Gig on February 18, 2014, 06:01:12 AM
It's becoming harder and harder to find anything that could be improved ^^.

More cool jump pads/accelerator pad shaders, maybe?

Metal plates under weapon spawn points may show some "reflection-like" effect, maybe? Or alternatively, include cracks in the texture?


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on February 18, 2014, 09:33:31 AM
It's becoming harder and harder to find anything that could be improved ^^.

I still have a certain point, but it's better to explain it with screenshots.

Thanks, but watching the others OA maps, i think it's time to watch at another project.
I've OACMP Volume 2 incoming :P

@Gig: .....please....  ::) ;D

;)


Title: Re: [MAP] OA_Suicizer
Post by: Neon_Knight on February 18, 2014, 09:53:13 AM
Yeah, now that Suicizer has finished, it's Gig's turn. :P


Title: Re: [MAP] OA_Suicizer
Post by: Gig on February 18, 2014, 10:31:32 AM
I've OACMP Volume 2 incoming :P
Currently, I don't have more things to suggest about oa_sucizer.

About OACMP Volume 2, it hasn't even officially started yet (and you already have various maps for it almost complete). It's not even clear who wants to partecipate to the project, apart from you, me and NK...

And I haven't yet understood if you plan to release oa_suicizer as:
- A standalone map
- An OACMP Volume 2 map
- An official OA3 map
- Two or three of the above (optionally in different versions)...


Title: Re: [MAP] OA_Suicizer
Post by: Neon_Knight on February 18, 2014, 10:40:20 AM
OACMPv2 started officially since I've opened the OACMPv2 topic.


Title: Re: [MAP] OA_Suicizer
Post by: Gig on February 18, 2014, 11:03:54 AM
OACMPv2 started officially since I've opened the OACMPv2 topic.
Wasn't that just a "gauging interest" topic?
"Gauging interest: OpenArena Community Mappack Volume 2 "

Oh... you are planning to modify the title of the thread as we progress, then...

I thought you would have started another one after OACMPV1 v4 release...


Title: Re: [MAP] OA_Suicizer
Post by: Neon_Knight on February 18, 2014, 11:52:26 AM
1v4 wasn't originally meant to exist. Likewise with 1v2 and 1v3. And OACMPv1 should have been released six months ago with OACMPv2 being released these days. All of that was part of the original plan. But, well... things happened. -.-


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on February 18, 2014, 11:53:16 AM
It's becoming harder and harder to find anything that could be improved ^^.

More cool jump pads/accelerator pad shaders, maybe?

Metal plates under weapon spawn points may show some "reflection-like" effect, maybe? Or alternatively, include cracks in the texture?

Well, if you make the map "ruined", do it right and make it seriously devastated (not just a few cracks and voila).


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on February 18, 2014, 12:32:57 PM
It's becoming harder and harder to find anything that could be improved ^^.

More cool jump pads/accelerator pad shaders, maybe?

Metal plates under weapon spawn points may show some "reflection-like" effect, maybe? Or alternatively, include cracks in the texture?

Well, if you make the map "ruined", do it right and make it seriously devastated (not just a few cracks and voila).

Wait wait, i don't have any idea to make the map ruined or something like this. It's a Gig idea and he have the original .map file, if he want to make a ruined version and place it here to give us the possibility to test it, he can.

By the way i'm making a couple of tests and hope to give another playable version, if there are another change to make just tell me.

;)


Title: Re: [MAP] OA_Suicizer
Post by: Neon_Knight on February 18, 2014, 12:55:40 PM
IMHO there's no need to make the map ruined.


Title: Re: [MAP] OA_Suicizer
Post by: Gig on February 18, 2014, 01:27:58 PM
Slow with "It's Gig idea"...

With the current look of the map, I would prefer a "shiny" effect for those plates under weapons... But I mentioned a ruined plate version as possible alternative due to the "point 5" Suicizer and Akom mentioned here:
http://openarena.ws/board/index.php?topic=4835.msg50382#msg50382

From those posts, I had the impression Suicizer said "what about making the map look more ruined?" and Akom replied "okay, I'll do". But maybe I misinterpreted their posts there?

I don't feel the map requires being rusted, but if you do, also those plates may be rusty.
If the map is clean, those plates may be shiny instead. Decide yourself the overall look of the map.


UPDATE: FIXED the url linked above


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on February 18, 2014, 01:43:59 PM
@Gig: LOL !! I was just kidding  ;D ;D

However, here is the latest and modifyed map:

(http://i55.servimg.com/u/f55/13/33/70/40/shot0048.jpg)

(http://i55.servimg.com/u/f55/13/33/70/40/shot0049.jpg)

(http://i55.servimg.com/u/f55/13/33/70/40/shot0050.jpg)

- New texture for the launch pad.
- Now mark don't remain on the teleporter.
- Other minor things :P

In the attachment you can grab the modifyed version.

Tell me if you like my "tricks" to avoid textures misalignement  :P

;)


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on February 18, 2014, 01:49:55 PM
IMHO there's no need to make the map ruined.

Neither would I make so. That doesn't really fit the theme. However, some scratches and dirt are always welcome (there are rocks outside the map, why not dirt from those rocks inside the map?)
However, some water and grate would fit the theme. I think shot0002 and shot0003 would be a good location for it. Observe screenshot_33194 to get a proper idea what I actually mean. The grate should let explosives like grenades and rockets go through.
The LG could be moved more towards the other side of the pillar, as it's actually too close to the RL (I've never been font of the LG spawn actually; just didn't come up to cover the teleport by some arch =P). It's marked on shot0000.
There still is a geometry misalignment at the RL spawn, as shown in shot0001.





Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on February 18, 2014, 01:56:30 PM
As a continuing reply for the screenies...

Just noticed there's a new file uploaded, but all changes within that update isn't applying on that comment.
The RA should be a little more towards the wall, according to shot0004 (not as much as the arrow shows, but just a bit). The same counts for the RG.
The trim which is next to the wall in shot0002 should overlap until the start of the curve (as it looks quite odd now).
The cove on shot0001 could use some clipping, as you can get stuck there.


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on February 18, 2014, 02:08:24 PM
There still is a geometry misalignment at the RL spawn, as shown in shot0001.

Err, i can't see it, maybe it's a different version ? ....tell me if you find the same issue in the latest version i've posted above.

About your suggestions, what about insert slime and not water under the grate ? :P

;)


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on February 18, 2014, 02:27:40 PM
There still is a geometry misalignment at the RL spawn, as shown in shot0001.

Err, i can't see it, maybe it's a different version ? ....tell me if you find the same issue in the latest version i've posted above.

About your suggestions, what about insert slime and not water under the grate ? :P

;)

Well, as long as it fits the aqua-coloured atmosphere, I wouldn't mind. So perhaps aqua-coloured slime :P?

P.S.
I've edited my previous post in the time you made yours.
The misalignment is still there at your latest version.


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on February 18, 2014, 02:37:03 PM
After wandering around the map once more, I've found some good locations to add some detail like a pile of dirt.
Adding stuff like dirt adds a way more natural feeling to maps, so it's a pretty good improvement. It also is a good idea if you want to avoid the "ruined" theming.

That corner of the stairs and the wall could use it, as it's pretty empty right now (see shot0001).
The diagonal positioned triangle could be replaced for a pile of dirt (see shot0000).


Title: Re: [MAP] OA_Suicizer
Post by: Gig on February 19, 2014, 04:28:04 AM
Small glitch found.
Look at the accelerator pad from the upper side and from the lower side (compare screenshot attached). Looking at it from the lower side, I have the impression there is a small see-through-brush glitch.

Also, on the upper side, the trim brushes do not seem perflectly aligned.

PS: To solve the issues Suizicer pointed out with the last two screenshots of this post (http://openarena.ws/board/index.php?topic=4835.msg50417#msg50417), what about just enlarging the main wall as necessary?


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on February 19, 2014, 06:18:00 AM
Small glitch found.
Look at the accelerator pad from the upper side and from the lower side (compare screenshot attached). Looking at it from the lower side, I have the impression there is a small see-through-brush glitch.

Also, on the upper side, the trim brushes do not seem perflectly aligned.

PS: To solve the issues Suizicer pointed out with the last two screenshots of this post (http://openarena.ws/board/index.php?topic=4835.msg50417#msg50417), what about just enlarging the main wall as necessary?

According to the screenshots you've provide it doesn't look like glitches to me.
Enlarging to curve of the is harder as it looks like; the mountain has to be changed also (as well as the clipping). So just filling that little space up with the trim is easier.


Title: Re: [MAP] OA_Suicizer
Post by: Gig on February 19, 2014, 07:53:19 AM
According to the screenshots you've provide it doesn't look like glitches to me.

It's very, very small... but it really looks like a glitch, to me.
From upside, you see it as solid metal (no hole), from downside you can see (but not shoot) through it...

Update: Added two more screenshots which better show which one is probably the brush which is causing the glitch. Maybe that face is "caulked" because Akom originally planned the jumppad platform to reach the wall? Just guessing...


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on February 19, 2014, 09:36:36 AM
It's NOT a glitch, simply a brush that leave a tiny space from the wall. However i've fixed it  :P :D

I'm working to place slime and grids  ;D

;)


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on February 19, 2014, 12:32:12 PM

Update  :)

(http://i55.servimg.com/u/f55/13/33/70/40/shot0051.jpg)

(http://i55.servimg.com/u/f55/13/33/70/40/shot0052.jpg)

I've inserted grids and slime, removed the angle at below the launch-pad.
No dirty piles..... :P

;)


Title: Re: [MAP] OA_Suicizer
Post by: Gig on February 20, 2014, 03:21:00 AM
The grate should let explosives like grenades and rockets go through.
Are you sure about this? This would change the gameflow of the lower floor considerably, lowering the effectiveness of those weapons (especially grenades, which are already not so useful by their own), and make it impossible to rocketjump from there.

I'm not telling "don't do it", I'm just asking "are you sure about it?"... However, that affects two relatively small areas...

PS:
[OT] Is just an impression of mine, or the shotgun in this screenshot (http://i55.servimg.com/u/f55/13/33/70/40/shot0051.jpg) resembles a question mark? LOL ! :D


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on February 20, 2014, 11:28:52 AM
If no one have other suggestion i will upload the latest and modifyed version in any moment.
Tell me.

;)


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on February 20, 2014, 03:43:19 PM
If no one have other suggestion i will upload the latest and modifyed version in any moment.
Tell me.

;)

If you don't add such piles, at fill up the empty space nect to those stairs..


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on February 20, 2014, 03:47:25 PM
If no one have other suggestion i will upload the latest and modifyed version in any moment.
Tell me.

;)

If you don't add such piles, at fill up the empty space nect to those stairs..

Some crates will be ok ?

;)


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on February 20, 2014, 05:18:55 PM
If no one have other suggestion i will upload the latest and modifyed version in any moment.
Tell me.

;)

If you don't add such piles, at fill up the empty space nect to those stairs..

Some crates will be ok ?

;)

Why no pile of ground which uses the sametexture as the one on the mountain??


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on February 21, 2014, 01:26:48 PM
Hi to all  ;D

Update !

If it's all ok for Suicizer i think this time the map it's done and complete.

(http://i55.servimg.com/u/f55/13/33/70/40/shot0053.jpg)

(http://i55.servimg.com/u/f55/13/33/70/40/shot0054.jpg)

(http://i55.servimg.com/u/f55/13/33/70/40/shot0055.jpg)

(http://i55.servimg.com/u/f55/13/33/70/40/shot0056.jpg)

Updates:

- Fixed the launch pad.
- Fixed some minor things :P.
- Added some pile of dirt.
- Fixed some textures misalignement.
- Added some slime and grids.


Know Bugs:

- None, if you find please tell me.

In the attachment you can find the latest version of the map.

;)


Title: Re: [MAP] OA_Suicizer
Post by: Gig on February 22, 2014, 04:33:49 AM
The launchpad now reaches the wall, but the "see-through" glitch while looking at it from downside is still there (see screenshots).
Maybe you misinterpreted my previous posts (http://openarena.ws/board/index.php?topic=4835.msg50432#msg50432): the problem was not the launchpad not touching the wall (however maybe it's better now... but the platform "support staff" isn't aligned centered anymore), but was that small glitch you can still see.

PS: I'm still not sure about the "shots through grate" thing, however Suicizer decides.


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on February 22, 2014, 12:26:23 PM
Fixed the glitch found by Gig, thanks  ;D ;D

@Suicizer: What about this latest version, it's all ok ?

;)


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on February 25, 2014, 11:54:45 AM
Fixed the glitch found by Gig, thanks  ;D ;D

@Suicizer: What about this latest version, it's all ok ?

;)

Probably one of the last things to mention;

It's great to see you've added the piles after all, but could you use some kind of shader (or is it an actual setting in the radiants?) to blend the dirt smoothly with the floor together for some units?
Look at the screenshot which I've provided of a map I made on Cube Engine 2. It contains exact my idea; the rock is blended with the sand for a narrow stroke.


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on February 25, 2014, 12:57:08 PM
Fixed the glitch found by Gig, thanks  ;D ;D

@Suicizer: What about this latest version, it's all ok ?

;)

Probably one of the last things to mention;

It's great to see you've added the piles after all, but could you use some kind of shader (or is it an actual setting in the radiants?) to blend the dirt smoothly with the floor together for some units?
Look at the screenshot which I've provided of a map I made on Cube Engine 2. It contains exact my idea; the rock is blended with the sand for a narrow stroke.

I'm sorry to tell you that i'm not able to do this "blend" thing  :P

-.-"


Title: Re: [MAP] OA_Suicizer
Post by: Neon_Knight on February 25, 2014, 01:44:06 PM
That reminds me that I need to do the Terrain tutorial...


Title: Re: [MAP] OA_Suicizer
Post by: grey matter on February 26, 2014, 08:25:06 AM
Sock has an article about terrain blending (http://www.simonoc.com/pages/articles/terrain2_1.htm), which includes the required shaders.


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on July 17, 2015, 03:42:29 AM
Hi every one.

I'm back to give you the last version of Oa_Suicizer map.

Please, give me some feedback and enjoy the map  ;D

(http://i.imgur.com/jgqC20l.jpg)

(http://i.imgur.com/Vt3q7i6.jpg)

(http://i.imgur.com/XExQ8Hm.jpg)

@Suicizer: as you can see, i don't have any experience with texture-blending and i have make the blend thing with a texture trick :P :P

Here is the Download Link:
Code:
https://app.box.com/s/cgopmfhlsh3tmphpciby

Note: The two "new" textures are taken from OA original textures and edited on my own, and yes, the textures are free to use :D


Title: Re: [MAP] OA_Suicizer
Post by: Gig on July 17, 2015, 04:23:59 AM
The map plays good as usual.  :)
I'm not 100% sure about these "fake blended" areas...

PS: It looks like it's months simonoc's website does not work.
So, here it is the link to still read his "terrain" tutorials thugh Internet Archive: https://web.archive.org/web/20140820044329/http://www.simonoc.com/pages/articles.htm (downloads seem to be working, too).


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on July 17, 2015, 08:29:39 AM
The map plays good as usual.  :)
I'm not 100% sure about these "fake blended" areas...


Probably i know what you mean, but i'm waiting for Suicizer response about the last changes :P

;)


Title: Re: [MAP] OA_Suicizer
Post by: Gig on July 17, 2015, 08:40:08 AM
Quote from: Akom74

Probably i know what you mean, but i'm waiting for Suicizer response about the last changes :P

;)

I mean:
- The part of the texture where the two materials are blended may be wider, to have a more soft transition. About transparency, not blur.
- Orientation of metal part of the texture isn't aligned with the rest of the metal surfaces it touches (not so easy to fix, I fear).


PS: This map is so cool it would be worth of a cooler "jumppad" shader. Probably already said in past, sorry.


Title: Re: [MAP] OA_Suicizer
Post by: pelya on July 17, 2015, 10:17:23 AM
Tried it, looks good, should play nice.

(http://i.imgur.com/Qylpjkol.png) (http://imgur.com/Qylpjko)

This part looks a bit confined. Is it possible to make a part of this column transparent, or make windows in it? It's actually fine as it's now, I'm just being picky.

(http://i.imgur.com/72ltLH8l.png) (http://imgur.com/72ltLH8)

Transparent roof please?

(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSZIroMCTX4Yc4DrQSIVEX64t-ddLly9GSm_dw3-Hdnve5EAn1SNQ)


(http://i.imgur.com/X4w8qq9l.png) (http://imgur.com/X4w8qq9)

I can jump there, nice!

(http://i.imgur.com/tsS4SDel.png) (http://imgur.com/tsS4SDe)

Why is this not a secret or a teleport?

(http://i.imgur.com/FxUwOOal.png) (http://imgur.com/FxUwOOa)

I would prefer this part to be the sky instead of the dirt wall, to make the map feel more open, but dirt wall is okay too.
Also I cannot rocket-jump there to that dirt wall, but it's minor annoyance.


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on July 17, 2015, 12:47:58 PM
Thanks for feedback and suggestions :D

However, i'm waiting for Suicizer response to edit the map.

;)


Title: Re: [MAP] OA_Suicizer
Post by: pelya on July 17, 2015, 01:46:40 PM
Akom, would you consider updating that gif in your signature to Windows 10, in two weeks?


Title: Re: [MAP] OA_Suicizer
Post by: Gig on July 17, 2015, 04:22:20 PM
Quote from: Pelya

Why is this not a secret or a teleport?
Maybe secrects may risk to slow down the pace... this is meant to be a "pro" map...


Title: Re: [MAP] OA_Suicizer
Post by: pelya on July 17, 2015, 04:51:17 PM
Maybe secrects may risk to slow down the pace... this is meant to be a "pro" map...

Okay, how about shooting this logo would reveal an exclusive pin-up photo of fromhell's Sorceress? No need to hide any armor or weapon behind it.


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on July 18, 2015, 04:03:22 AM
Okay, how about shooting this logo would reveal an exclusive pin-up photo of fromhell's Sorceress?

Maybe a real fromhell's photo wearing a tiny bikini......  :giggity:  :P

 :D


Title: Re: [MAP] OA_Suicizer
Post by: fromhell on July 20, 2015, 02:08:35 AM
Well that would really need _safe loading in textures which would make load times much higher. i'll keep the bikini stuff behind g_enableFS (with "enableFS" worldspawn key to turn it on appropriately for certain map themes like beach, pool or onsen) as extra player model content only.   I don't think a pinup secret texture would work either.


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on September 12, 2015, 09:52:21 AM
.....i'm waiting for Suicizers response.....

What do you think about the personalized textures ? :P

;)


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on September 12, 2015, 10:35:08 AM
.....i'm waiting for Suicizers response.....

What do you think about the personalized textures ? :P

;)

I''ll try to look into it tomorrow.


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on September 12, 2015, 11:20:20 AM
.....i'm waiting for Suicizers response.....

What do you think about the personalized textures ? :P

;)

I''ll look in it tomorrow probably.


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on September 12, 2015, 12:25:34 PM
.....i'm waiting for Suicizers response.....

What do you think about the personalized textures ? :P

;)

I''ll look in it tomorrow probably.

Ok, i hope you like the minimal changes.
...and, please, tell me how to improve it (if it need to be improved...)

;)


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on September 14, 2015, 02:36:52 PM
.....i'm waiting for Suicizers response.....

What do you think about the personalized textures ? :P

;)

I''ll look in it tomorrow probably.

After installing OA on my laptop since the videocard of my desktop went nuts after serving for 7 years... I'm finally there to check out the map (although there is something about the resolution standing in my autoexec.cfg wich puts OA off fullscreen and in a ridiculous resolution after start up; any ideas?).

About the blendings;
Those piles just need more brushes. having 2 to 5 triangles welded onto each other won't do that trick. Further more, the map needs some textureblends on the floors also to be more convincing that it's not just in the corners. Perhaps some more look that stuff is broken (like stairs, trimmings, etc) would make it more realistic.

About the rocks;
In my opinion, I think they may create the illusion of taking space but think again. If it would be something like a high concrete wall, it seriously wouldn't look better, rather boring.
Perhaps there could be some concrete construction behind the rocks, but forget it - it's fine like now.

About the OA sign;
Please don't make it a teleport. There are enough of that on this small scaled map. It could become secret to something like an ammopack or health (similar to that Quake 3 map "chemical_reaction") but there is enough health (keep players hungry for health, but yearning for blood). So it shouldn't be a huge reward.

About the jumppads;
The launchpad could use some moving shader similar to what the jumppads have (or would have). Then again, I like the simplicity it currently contains.
The current jumppads could use a fancier shader yes.

About the personalised textures;
Although it sounds like a funny idea; the issue you're triggering is that any map made by the community will likely have something similar to that (if they have found the "easter egg", which is likely to happen).
So adding such thing is fun, but does it fit a duel arena map? I think it would better fit a map which can hold a lot of people (for team deathmatch, ctf, elimination, etc). Don't hold yourself down not to do it. Maybe some OA billboard would be quite interesting on top of a wall.

About the arch above the teleport;
Make it transparent like if it's glass, please.

I hope this helped.


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on September 15, 2015, 11:51:54 AM
Thank You Suicizer.

Unfortunately, i think to need Gig's help to translate exactly what you suggest.
Google Translator don't help....XD...

@Gig: In private message please, can you help me ? :P

;)


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on September 15, 2015, 11:23:14 PM
Thank You Suicizer.

Unfortunately, i think to need Gig's help to translate exactly what you suggest.
Google Translator don't help....XD...

@Gig: In private message please, can you help me ? :P

;)


Is it written that poorly =$?


Title: Re: [MAP] OA_Suicizer
Post by: Gig on September 16, 2015, 02:56:54 AM
Hi Suicizer... just sent a translation di Akom, although there are a few points where I was not sure about what you meant (e.g. "if they have found the easter egg"..)...

PS: About your settings issue, can you tell us something more?



Title: Re: [MAP] OA_Suicizer
Post by: pelya on September 16, 2015, 05:30:35 AM
Thank You Suicizer.

Unfortunately, i think to need Gig's help to translate exactly what you suggest.
Google Translator don't help....XD...

@Gig: In private message please, can you help me ? :P

;)

Is it written that poorly =$?

You should have put more pictures into your post  ;)


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on September 16, 2015, 06:32:33 AM
Is it written that poorly =$?

Hi Suicizer. Remember that i'm Italian and my english is not perfect.....XD.... some times i need help :P

By the way here we go:

About the blendings;
Those piles just need more brushes. having 2 to 5 triangles welded onto each other won't do that trick. Further more, the map needs some textureblends on the floors also to be more convincing that it's not just in the corners. Perhaps some more look that stuff is broken (like stairs, trimmings, etc) would make it more realistic.

If i've understood well, i've to put some other blending in other part of the map ?
It's ok, i've to make some other personalized textures for the next version :D

Quote
About the rocks;
In my opinion, I think they may create the illusion of taking space but think again. If it would be something like a high concrete wall, it seriously wouldn't look better, rather boring.
Perhaps there could be some concrete construction behind the rocks, but forget it - it's fine like now.

The rocks are ok, i'll leave as they are.

Quote
About the OA sign;
Please don't make it a teleport. There are enough of that on this small scaled map. It could become secret to something like an ammopack or health (similar to that Quake 3 map "chemical_reaction") but there is enough health (keep players hungry for health, but yearning for blood). So it shouldn't be a huge reward.

No no, the OA sign won't be changed. Maybe i'll put a Fromhell's image in transparent glass behind, but not sure...

Quote
About the jumppads;
The launchpad could use some moving shader similar to what the jumppads have (or would have). Then again, I like the simplicity it currently contains.
The current jumppads could use a fancier shader yes.

Maybe you're right, that launchpad can be better with an effect, i'll do something.

Quote
About the personalised textures;
Although it sounds like a funny idea; the issue you're triggering is that any map made by the community will likely have something similar to that (if they have found the "easter egg", which is likely to happen).
So adding such thing is fun, but does it fit a duel arena map? I think it would better fit a map which can hold a lot of people (for team deathmatch, ctf, elimination, etc). Don't hold yourself down not to do it. Maybe some OA billboard would be quite interesting on top of a wall.

What do you mean about the "easter egg" ?? I don't remember any easter egg in this map.

However, a OA billboard may be inserted but i don't know what type of image i can use (i mean a free one). Maybe i'll do it from myself.

Quote
About the arch above the teleport;
Make it transparent like if it's glass, please.

I hope this helped.

You mean as pelya suggested in his post (http://openarena.ws/board/index.php?topic=4835.msg52687#msg52687) ? I'm not sure if it is possible, but i'll do something...

Thank you again, and to Gig for the translation :P

Soon i'll give you a new version of the map.

;)


Title: Re: [MAP] OA_Suicizer
Post by: Gig on September 16, 2015, 11:07:17 AM
No no, the OA sign won't be changed. Maybe i'll put a Fromhell's image in transparent glass behind, but not sure...
A Fromhell's image? Do you mean an image of OA3 version of Sorceress character (which is a WIP), which she usually uses as avatar, or what?

Quote
What do you mean about the "easter egg" ?? I don't remember any easter egg in this map.
Maybe he was referring to the optional idea of placing a "secret" behind the OA logo?

Quote
However, a OA billboard may be inserted but i don't know what type of image i can use (i mean a free one). Maybe i'll do it from myself.
Those displays you used in OACMPDM2, maybe?

Quote
You mean as pelya suggested in his post (http://openarena.ws/board/index.php?topic=4835.msg52687#msg52687) ? I'm not sure if it is possible, but i'll do something...
Do you mean you fear glass-like (semi-transparent) shaders may not work correctly on curved surfaces or what?
IIRC, glass shaders are not often used in OA maps, but at least OA_BASES3PLUS3 used them. Maybe you may try applying that shader to those surfaces...

Quote
Thank you again, and to Gig for the translation :P
You're welcome.  :)


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on September 20, 2015, 02:34:40 PM
Hi everyone :)

Here i am with the last version of OA_Suicizer. After some brush work and some custom textures taken and modified from OA original.

Here are some screenshots:

(http://i.imgur.com/N3oYmmA.jpg)

(http://i.imgur.com/SVWARfH.jpg)

(http://i.imgur.com/rnmn0aH.jpg)

(http://i.imgur.com/enYBHUH.jpg)

(http://i.imgur.com/cfaLW3k.jpg)

(http://i.imgur.com/OLo95eu.jpg)

Here is the Download link:
Code:
https://app.box.com/s/cgopmfhlsh3tmphpciby

I hope you (all) enjoy this map.

Changes from previous version:

1) Changed curved brushes with glass texture (original from OA)
2) Added some custom textures (taken from OA)
3) Created a new launchpad texture with sfx
4) Added a spawnpoint for the yellow armor that was missing in previous version
5) Added a big OA logo with link in Quake Live system :P
6) Added a Sorceress photo.... (waiting for Fromhell's tiny bikini's photo  :giggity: ;D )

As you can see from this Editor's screen, it's not about one or two brushes, but a lot of triangles to make this stuff.....

(http://i.imgur.com/jD5Tysy.jpg)

;)


Title: Re: [MAP] OA_Suicizer
Post by: pelya on September 20, 2015, 03:01:37 PM
That is one finely crafted heap of dirt :D and a nice glass roof.


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on September 20, 2015, 03:21:06 PM
That is one finely crafted heap of dirt :D and a nice glass roof.

Thanks Pelya, i hope you and the others OA player in this board enjoy this version of the map.

Now i'm waiting for Suicizer's feedback. However, i think it's done this time :)

;)


Title: Re: [MAP] OA_Suicizer
Post by: fromhell on September 20, 2015, 05:44:08 PM
6) Added a Sorceress photo.... (waiting for Fromhell's tiny bikini's photo  :giggity: ;D )
welp (http://leileilol.deviantart.com/gallery/?catpath=scraps)


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on September 20, 2015, 11:41:50 PM
That is one finely crafted heap of dirt :D and a nice glass roof.

Thanks Pelya, i hope you and the others OA player in this board enjoy this version of the map.

Now i'm waiting for Suicizer's feedback. However, i think it's done this time :)

;)

That looks a-w-e-s-o-m-e!

Now the only thing which still needs to be done is some serious playtesting.


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on September 21, 2015, 01:10:05 AM
@Fromhell: I was joking about a real photo, by the way i'll use this version:

(http://i.imgur.com/7A9Y8f3.jpg)


@Suicizer: Thank you, maybe i can insert another billboard about you, if you have any suggestions or a sign to use. For example:

(it's NOT GPL image, if you have one, tell me)
(http://i.imgur.com/dA3AQwW.jpg)

Other feedbacks ? It's all ok ?

I think Pelya have downloaded already, and Gig will come here soon :)


Title: Re: [MAP] OA_Suicizer
Post by: Gig on September 21, 2015, 01:48:18 AM
Busy at the moment, I will try when possible.  :)

[UPDATE]
Quick run... very cool!!! 8) 8) 8)
I like it!

Only, the OA curved logo looks like too much "stretched"... is an higher resolution source available?


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on September 21, 2015, 07:02:00 AM
Busy at the moment, I will try when possible.  :)

[UPDATE]
Quick run... very cool!!! 8) 8) 8)
I like it!

Only, the OA curved logo looks like too much "stretched"... is an higher resolution source available?

About that OA logo in the curved wall; I rather mean on top of some wall which can't be accessed. I'll post a screenshot soon.

Perhaps lvlw orld could review this map?


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on September 21, 2015, 07:08:51 AM
Busy at the moment, I will try when possible.  :)

[UPDATE]
Quick run... very cool!!! 8) 8) 8)
I like it!

Only, the OA curved logo looks like too much "stretched"... is an higher resolution source available?

About that OA logo in the curved wall; I rather mean on top of some wall which can't be accessed. I'll post a screenshot soon.

Perhaps lvlw orld could review this map?

Ok, i'm waiting for your screenshot :P

For lvlworld i don't know, maybe it's possible.... i will see.. :)

@Gig: i've changed the curved wall and inserted the new Sorceress "photo"  :) :)

(http://i.imgur.com/19dsM42.jpg)

(http://i.imgur.com/xhMqIVO.jpg)

;)


Title: Re: [MAP] OA_Suicizer
Post by: Gig on September 22, 2015, 12:52:49 AM
For lvlworld i don't know, maybe it's possible.... i will see.. :)

lvl world has got a filter for openarena-compatible maps... but I don't know if they do accept maps which do work in OpenArena but have missing textures in Q3A (btw, I haven't tested this map in Q3A).

Of course, alternatively, it should possible to upload the map to Map Raider.

In any case, we have to get a "final" package first.

And then, we would have a question... if the map will be "officially" released as a standalone map, will it also be included in OACMP Vol2* as it is now? Or maybe we may think about a "remix" version of the map for OACMP?

* When it will be done... Still waiting for infos from Neon Kight -who is not very active on the forums lately, I can guess real life business, and I don't want to stress him too much- for fixing Volume 1 and then making Volume 2.

PS: About GPLv2+ compatible fonts, I don't know (Maybe Sago or Fromhell may give some hint?)... OpenArena pk3 files do not seem to contain any .ttf or .fon files (I can guess id tech 3 uses something different). In http://openarena.ws/svn/ I see a "fonts" folder, but it seems to be empty.
I found a fonts site which has a category for "public domain" fonts (https://fontlibrary.org/en/search?license=Public%20Domain%20%28not%20a%20license%29) and one for "GPL" fonts (https://fontlibrary.org/en/search?license=GNU%20General%20Public%20License, but it does not specity which version of gpl... I can guess one has to download each one and check its license file, we need GPLv2(+) compatibility).

PPS: I don't know whether the fonts Fromhell used for OpenArena "logo" in current main site (the banner you used for this map) are GPLv2 compatible. Also, in theory she should release the source of that image, to fully comply with GPLv2, to be shipped with the map...


Title: Re: [MAP] OA_Suicizer
Post by: fromhell on September 22, 2015, 02:23:56 AM
Orbitron is fine (https://www.theleagueofmoveabletype.com/orbitron). Papyrus is not


Fonts/ is used by the missionpack UI/HUD system and OA3.  There would be TGA and DAT files in there.


Title: Re: [MAP] OA_Suicizer
Post by: Gig on September 22, 2015, 03:16:33 AM
Orbitron is fine (https://www.theleagueofmoveabletype.com/orbitron).
Dowloading it, its licensing file mentions "SIL Open Font License 1.1".
So, if you mean that SIL OFL is compatible with OA, there are many more fonts which should be okay, e.g. https://fontlibrary.org/en/search?license=OFL%20%28SIL%20Open%20Font%20License%29

Are there particular needs to bear in mind when using SIL OFL fonts with a GPLv2+ work?


Title: Re: [MAP] OA_Suicizer
Post by: fromhell on September 22, 2015, 03:51:47 AM
It should still be totally fine when rendered to a raster TGA.  Font legalities are a weird subject.

FYI the current OA3 menu font is also the OFL-licensed News Cycle (https://fontlibrary.org/en/font/news-cycle), so for consistency it's Orbitron for logos and headers and News Cycle for the usual text.


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on October 01, 2015, 06:36:35 AM
.....ehm, some news ?.....
....

@Suicizer: As i have understood, the only thing missed it's your screenshot to show me how you intend to put the billboard(s) an the wall.

;)


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on October 12, 2015, 03:54:35 PM
.....ehm, some news ?.....
....

@Suicizer: As i have understood, the only thing missed it's your screenshot to show me how you intend to put the billboard(s) an the wall.

;)

There ya go! Included the position as attachment.
I'm meaning the place where I'm shooting; on that wall actually.

And for the design; I was thinking of something rather simple like in the following image;


(http://www.freevector.com/site_media/preview_images/FreeVector-Realistic-Billboard-Vector.jpg)


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on October 14, 2015, 03:15:37 AM
Hi everyone :)

I've modified the Map with a couple of billboards, i hope you enjoy the update :P

(http://i.imgur.com/PbCQppf.jpg)

(http://i.imgur.com/5YyAOWT.jpg)

(http://i.imgur.com/gO55QD9.jpg)

Here is the Download link:
Code:
https://app.box.com/s/cgopmfhlsh3tmphpciby

Updates:

1) Added a couple of Billboards
2) Fixed some textures misalignement (no one notice it)
3) Created a custom big texture (3rd screen) for some dirt on the floor

;)


Title: Re: [MAP] OA_Suicizer
Post by: Gig on October 14, 2015, 05:49:34 AM
Quickly tested... very nice! One would expect to smell the musk! :)

A few very small things, which probably aren't worth:
- First screenshot: the area around the plasma burn in the ground, you can notice it's a "square" a bit darker than the rest of the ground. I can guess it is due to the launchpad above which blocks some light from the sky, so that may be normal. But considering there is a lamp just above that area, seeing it darker than the rest of the floor may seem a bit strange. Probably not worth messing it up.
- Second screenshot: texture misaligment-like effect on archways. Maybe hard to fix due to limited texture control on curved patches? Maybe using a different texture (e.g. the darker trim texture you used around the map) on the patch may hide the problem?
- Third screenshot: where the darker trims connect (horizontal lines with vertical lines), some texture misalligment seem to occur. Various times around the map. Not a real problem.

The map already looks good. However, if you wish, you may create a custom version of the "OpenArena monitor" shader, to make OpenArena word fade in&out, instead of blinking suddently. And you may use a cooler jumppad shader.


Title: Re: [MAP] OA_Suicizer
Post by: fromhell on October 14, 2015, 12:49:38 PM
The first screenshot is due to the sun actually being directly above everything. Shadow is normal.


(though, maybe that pile in the corner could use a little forcemeta to smoothen it up, but that's just a minor release-procrastinating nitpick which these maps get way too much of)



As for the banners you could cut the duplicated flipped textures and try a negative texture scale instead.  Save the VRAM!!!

The rust texture variants could also be reduced with a terrain-like shader to blend between the two shaders, using some brush to modulate the alpha of the rust onto the texture. Q3map2 has some ways to do that.  That could save a bunch of vram but would look wrong in vertexlighting since that cuts off stages.

Also your bigrust texture is an odd resolution (1536x1536) and that will be resampled to 1024x1024 or 2048x2048 on load. Also it's a bit inefficient for say, cards with low-res texture limits as seen here

EDIT: to explain that a bit more, here's an image showing the resampling behavior with that texture


Title: Re: [MAP] OA_Suicizer
Post by: Gig on October 16, 2015, 01:20:35 AM
The rust texture variants could also be reduced with a terrain-like shader to blend between the two shaders, using some brush to modulate the alpha of the rust onto the texture. Q3map2 has some ways to do that.  That could save a bunch of vram but would look wrong in vertexlighting since that cuts off stages.
In a map which I have in WIP (oh, well, at the moment is Work-Paused, due to real life business), I used a terrain blending (https://web.archive.org/web/20140820044636/http://www.simonoc.com/pages/articles/terrain2_1.htm) shader to do a thing. To make it appear in an acceptable way in vertex light mode (although not officially supported anymore since 0.8.5, IIRC), I had to add an extra stage with different parameters, which somehow fixes it in vertex mode, at the expense of computing that stage also in lightmap mode, where it is useless.

Quote
Also your bigrust texture is an odd resolution (1536x1536) and that will be resampled to 1024x1024 or 2048x2048 on load.
What's the definition we could write in mapping manual about texture sizes?
"Texture sizes (width and height) should be power of two (https://en.wikipedia.org/wiki/Power_of_two), to avoid a resampling which will bring down rendering quality. Examples: 64x64, 128x128, 256x256, 512x512, 256x512, 256x1024 are okay, while 230x230, 250x1000 etc should be avoided." ? Would that be right?

PS: I don't get your first screenshot... it looks like from some other map, maybe?


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on October 20, 2015, 11:35:49 AM
@ALL: I'm working to another version and i hope to solve some issues you found :P

I'm still wait for Suicizer's response about the last version after releasing another.

;)


Title: Re: [MAP] OA_Suicizer
Post by: fromhell on October 20, 2015, 02:01:22 PM
also let me quickly say don't forget the -flares switch. some of us (ME ME ME ME) play with that on, and the slowness issue has a workaround in the engine git


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on October 30, 2015, 03:16:35 PM
also let me quickly say don't forget the -flares switch. some of us (ME ME ME ME) play with that on, and the slowness issue has a workaround in the engine git

I'm sorry, but in these days i'm quite busy with other stuff.....
.....by the way, don't you remember that i'm not using GTKradiant but Q3Radiant ?

In Q3Radiant there's not the -flares option, but it's no problem, the map can be reprocessed by anyone :)
I've inserted the original .map file.

;)


P.S.: Suicizer, where are you ?? ....
.


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on October 30, 2015, 04:33:05 PM
also let me quickly say don't forget the -flares switch. some of us (ME ME ME ME) play with that on, and the slowness issue has a workaround in the engine git

I'm sorry, but in these days i'm quite busy with other stuff.....
.....by the way, don't you remember that i'm not using GTKradiant but Q3Radiant ?

In Q3Radiant there's not the -flares option, but it's no problem, the map can be reprocessed by anyone :)
I've inserted the original .map file.



;)


P.S.: Suicizer, where are you ?? ....
.

Right here!
I'm just always looking on the OA forum when I'm not near my pc (as I often have other things to do these days that have to be done), so that's quite inconvenient. Sorry for that!

I'll check out the result this weekend, else begin next week.


Title: Re: [MAP] OA_Suicizer
Post by: Suicizer on November 05, 2015, 04:28:22 PM
also let me quickly say don't forget the -flares switch. some of us (ME ME ME ME) play with that on, and the slowness issue has a workaround in the engine git

I'm sorry, but in these days i'm quite busy with other stuff.....
.....by the way, don't you remember that i'm not using GTKradiant but Q3Radiant ?

In Q3Radiant there's not the -flares option, but it's no problem, the map can be reprocessed by anyone :)
I've inserted the original .map file.

;)


P.S.: Suicizer, where are you ?? ....
.

Finally found some time to view the map once more!

The file-size has been increased incredible compared to it's last version. I wouldn't have a proper clue why actually (as I have no clue what takes the most file-size for a .pk3-file other than textures and sounds).
I wonder why the textures aren't blended through the use of a shader (or anything like that). Is this just not possible on the engine?

It is a great map so far and begs to be played against other players than just tested on your own. Although I do miss details which make it feel more abandoned/ruined. What about some plants falling over an edge, moss grown on the walls, etc?

As a reaction on FromHell's suggestion of the odd texture resolution; He's certainly right, but both of his example seems to have a significant quality loss. It would be great if the quality loss could be avoided (or minimised).



Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on November 05, 2015, 04:37:23 PM
Hi suicizer.

I've fixed some issues founded by Fromhell, than i've fixed some other minor things.

The PK3's file-size has been increased because of the custom big texture (12 Mb) i've inserted.
Maybe i've to convert it from TGA to JPG ?...

For the ruined version, i don't know.... maybe in a second time it can be done.

Soon a new fixed version will be released.

;)

EDIT:
P.S.: The textures aren't blended through the use of a shader because i'm not able to do that, as i sayd time ago..... :(


Title: Re: [MAP] OA_Suicizer
Post by: pelya on November 05, 2015, 04:41:54 PM
As a reaction on FromHell's suggestion of the odd texture resolution; He's certainly right, but both of his example seems to have a significant quality loss. It would be great if the quality loss could be avoided (or minimised).

For some reason I believe Fromhell might be female. Maybe because of the profile picture?


Title: Re: [MAP] OA_Suicizer
Post by: Neon_Knight on November 05, 2015, 05:28:42 PM
12MB for a texture? That's crazy!
I'll download it and take a look.


Title: Re: [MAP] OA_Suicizer
Post by: fromhell on November 06, 2015, 01:27:24 AM
Here's an example I made on how to use q3map2's alphamod feature to achieve the texture blending by an alphamod brush. Example shader, textures and map included.b  Hopefully the map opens up in radiant.

(http://leileilol.mancubus.net/crap/blend2.jpg)


Title: Re: [MAP] OA_Suicizer
Post by: Gig on November 06, 2015, 03:57:55 AM

The file-size has been increased incredible compared to it's last version. I wouldn't have a proper clue why actually (as I have no clue what takes the most file-size for a .pk3-file other than textures and sounds).
I wonder why the textures aren't blended through the use of a shader (or anything like that). Is this just not possible on the engine?

As a reaction on FromHell's suggestion of the odd texture resolution; He's certainly right, but both of his example seems to have a significant quality loss. It would be great if the quality loss could be avoided (or minimised).

For pk3 content, you can open them with any zip file manager (winzip, winrar, 7-zip, etc) and take a look inside them.
Of course, Akom may convert his image tga to jpg: even high quality (low compression) jpgs should be much smaller than tgas. IiRC, unlike NetRadiant/q3map2, in Q3Radiant/Q3map maps did not compile when jpg were used IN SHADERS (that's the reason some of the custom textures used in my oacmpdm10 are tga)... but the current use of his large texture probably is not in a shader.

About "blending terrain", I think I linked a tutorial from Simonoc in some previous post. However, that requires Q3map2 and does not work very well in Vertex light mode.

Quality loss can be avoided by following the "good practice" of making textures which sizes are power of two. OA3 will include a way to avoid the automatic resize and its quality loss (will require hardware supporting non-power-of-two textures), but I don't know if that will be active by default.

Gig from cell phone.


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on December 20, 2015, 03:18:50 PM
Hi  :)

I'm here with the last version of OA_Suicizer.

Here's the Download Lin:
Code:
https://app.box.com/s/cgopmfhlsh3tmphpciby

Here a couple of screenshot:

(http://i.imgur.com/peiRZJD.jpg)

(http://i.imgur.com/DrwfSdT.jpg)

- Fixed some bugs noticed by Gig.
- Deleted the second billboard.
- Fixed some textures misalignement noticed by Gig.
- Fixed some minor stuff.

After 2 years i think it's done, if anyone want to change something he/she can do it.
The map is released under GPLv2, so are the custom textures inside the PK3.

These textures are taken from OA original and modified as TGA or JPG.

I hope you enjoy the map :)

EDIT: I've missed the right levelshot and i've reupload the PK3.

;)


Title: Re: [MAP] OA_Suicizer
Post by: Gig on December 20, 2015, 04:01:16 PM
Not sure when I wil be able to test it...

Did you also fix the NPOT problem that Fromhell pointed out?


Title: Re: [MAP] OA_Suicizer
Post by: carca55gr1nd3r on December 20, 2015, 04:03:34 PM
Hi Akom74

just downloaded and played,
nice one see my game play : https://app.box.com/s/ps0ksv0le8q9du9258pmoohfsdmelp8v  8)

Good job I love it  :-*


hope I can manage to bring my next map release soon too




Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on December 20, 2015, 04:05:41 PM
Not sure when I wil be able to test it...

Did you also fix the NPOT problem that Fromhell pointed out?

NPOT ???

What do you mean ?

If you mean the big custom texture with strange size, i've fixed it :)

;)


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on December 20, 2015, 04:13:33 PM
Hi Akom74

just downloaded and played,
nice one see my game play : https://app.box.com/s/ps0ksv0le8q9du9258pmoohfsdmelp8v  8)

Good job I love it  :-*


hope I can manage to bring my next map release soon too



You're welcome :) :)

;)


Title: Re: [MAP] OA_Suicizer
Post by: fromhell on December 20, 2015, 04:34:51 PM
I might try to 'optmiize' the map when i'm bored enough one day in between this xmas chaos.


Title: Re: [MAP] OA_Suicizer
Post by: Gig on December 21, 2015, 02:10:06 AM
NPOT ???

What do you mean ?

If you mean the big custom texture with strange size, i've fixed it :)
Yes, I meant that (see fourth screenshot here (http://openarena.ws/board/index.php?topic=4835.msg52983#msg52983)). NPOT stands for "non-power-of-two" (texture): https://www.opengl.org/wiki/NPOT_Texture


Title: Re: [MAP] OA_Suicizer
Post by: Gig on December 22, 2015, 12:01:12 PM
Quickly tried.
It's still a great small map!  :)

(Maybe) just a few textures on the "outer rocky/grass area" may seem misaligned (an example in the screenshot) and the jummpads aren't as cool as the accelerator pad...
Aside from that, it looks like a "perfect" map...  :)


Title: Re: [MAP] OA_Suicizer
Post by: Akom74 on December 22, 2015, 12:34:35 PM
(Maybe) just a few textures on the "outer rocky/grass area" may seem misaligned (an example in the screenshot) and the jummpads aren't as cool as the accelerator pad...
Aside from that, it looks like a "perfect" map...  :)

I also noticed this strange fact, but the texture it's not misaligned. It's the texture itself to have this "bug".... don't know why...  xD

;)


Title: Re: [MAP] OA_Suicizer
Post by: Neon_Knight on July 12, 2016, 08:48:38 PM
Tried up a bit. And, honestly, I don't know what can I say about that map. After all of these versions, I think it's safe to call it "gold". Bugfix it and you should be ready to go.

Congratulations Akom! :D