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OpenArena Contributions => Maps => Topic started by: Akom74 on December 14, 2013, 12:49:35 PM



Title: [MAP] OA_akomctf4
Post by: Akom74 on December 14, 2013, 12:49:35 PM
Hi all.

I've downloaded and played a lot this map for UT3:

(http://i55.servimg.com/u/f55/13/33/70/40/screen10.jpg)

(http://i55.servimg.com/u/f55/13/33/70/40/screen11.jpg)

(http://i55.servimg.com/u/f55/13/33/70/40/screen12.jpg)

(http://i55.servimg.com/u/f55/13/33/70/40/screen14.jpg)

Here's the video with preview and gameplay:
http://www.youtube.com/v/ksno8iz5iaU



My point is, i want to make an OA version for you people, i'm working on the textures to be more precise as i can at the original one for UT3.

Anyone can help me with textures or model for jumppad ?

Please, tell me.

;)


Title: Re: [MAP] OA_akomctf4
Post by: Neon_Knight on December 14, 2013, 01:00:00 PM
For models, you might do well to learn how to use Blender and export the models into md3. There's plenty of learning material and the interface was made easier for newcomers.

http://wiki.blender.org/index.php/Doc:2.6/Tutorials
http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro

EDIT: Took a quick look at that video. The map seems pretty cool, especially because there are covered routes from snipers, so placing a Railgun won't be much of a problem. But those corridors might be boring as hell, so an even wider area (perhaps uniting those corridors) might be needed.
If anything, something like CTF-Coret (http://www.youtube.com/watch?v=fKxQpnOR3xc) lower central area (at 1:09) may work. And the top could contain a very powerful item as it's an extremely exposed area.


Title: Re: [MAP] OA_akomctf4
Post by: Akom74 on December 15, 2013, 06:01:19 AM
The original UT3 map is to big for replicate it in Q3 Engine, i have to make it scaled to run properly.
The corridors will be shotere than the originals  :P.

;)


Title: Re: [MAP] OA_akomctf4
Post by: Neon_Knight on December 15, 2013, 06:37:05 AM
Well, you did oa_cargo. :P Large maps are pretty scarce, so big maps are always welcome.

I do agree about corridors being shorter than the originals, they seem to be too boring.


Title: Re: [MAP] OA_akomctf4
Post by: Akom74 on December 15, 2013, 06:47:19 AM
Well, you did oa_cargo. :P Large maps are pretty scarce, so big maps are always welcome.

I do agree about corridors being shorter than the originals, they seem to be too boring.

As you can see from the video of the original map for UT3, the map is large but is also high (better for vertical fight) and the engine may don't manage well this, even with BOTS......
.....i'm merging some textures for use 4 polygons instead of 40, but it's an hard work.....XD...

;)


Title: Re: [MAP] OA_akomctf4
Post by: Suicizer on December 19, 2013, 07:49:27 AM
The original UT3 map is to big for replicate it in Q3 Engine, i have to make it scaled to run properly.
The corridors will be shotere than the originals  :P.

;)

Shorter corridors are nearly never a problem, unless they mess up flow.


Title: Re: [MAP] OA_akomctf4
Post by: Akom74 on December 20, 2013, 04:54:00 PM
Update.  :P

Maybe tomorrow (italian time) i can give you a "first-look" version, just to try the map.
Nevermind for the textures, but only playability for now.

 ;)

EDIT: Nevermind, and wait one day  :P
(it's an hard work...)


Title: Re: [MAP] OA_akomctf4
Post by: Akom74 on December 22, 2013, 12:58:53 PM
First Look Version.

Sorry if i'm late  :P

In the attachment you can find the first playable version of the CTF map
dedicated at the original maded for UT3.

WARNING !!

- Walkable version only !! Just to see the geometry and the "feeling" of the map.


(http://i55.servimg.com/u/f55/13/33/70/40/shot0117.jpg)

Knowed bugs:

- there's no items in the map.
- some textures misalignement (but not definitive textures).
- at the moment it's a boring concrete ambient texture, but i hope to find some other better.
- no AAS file, bot go nowhere without items.
- some light need to be fixed.
- jumppad are not working.
- teleporters are not working.

I'm sorry, but i can't do better in two days.

I'm waiting for comments and suggestion, but remember, it's a "tribute map" and have to maintain the original feeling of the map for UT3.

;)


Title: Re: [MAP] OA_akomctf4
Post by: Neon_Knight on December 23, 2013, 09:35:59 PM
From that screenshot alone (I still have to play your map):

The two lower corridors could be crossed by an intersecting middle path. That way, support for 1FCTF and Harvester might be possible. The middle intersection is also useful in the other CTF modes as well, as you can take another path while escaping with the flag/infiltrating onto the enemy base.

Remember that Room-Corridor-Room is usually a bad idea: http://www.moddb.com/tutorials/gameplay-basics-and-multiplayer-floorplan-introduction (obligatory lecture for multiplayer environment creation)

Remember to add some more cover at the top, also. Bear in mind that Instagib is played a lot in OA.


Title: Re: [MAP] OA_akomctf4
Post by: Neon_Knight on December 24, 2013, 05:28:57 AM
Ran around a bit.
Optimizing this map can be a problem. At least the top level entrances to the bases from the outside must be visblock'd so they don't render a huge amount of tris and slow down the FPS.


Title: Re: [MAP] OA_akomctf4
Post by: Akom74 on December 24, 2013, 05:58:59 AM
Ran around a bit.
Optimizing this map can be a problem. At least the top level entrances to the bases from the outside must be visblock'd so they don't render a huge amount of tris and slow down the FPS.

I know, it's impossible to hide polygons for VIS process.
I told you that the map it's huge  ;D ;D

The corridors must remain like the original and i think this map will be for CTF only, if someone want to do it for another gameplay, it's free to do this with the original .map file when it's released.

My only worry is for the textures.... :( ::).... i'll do something.

;)


Title: Re: [MAP] OA_akomctf4
Post by: adriano on December 24, 2013, 06:52:21 AM
You have done really good work so far, you applied your idea pretty well into this map. The distances and sizes of the rooms, corridors and stairs  (of the now accessible down-area) are well chosen, so that a fluid "movement" in the map is possible (corridors are not too long; no places were you get stucked).
Especially the upper platforms of the building need to be tested (by playing) as there seem to be very much platforms up there.
Neon_Knight's makes sense how he told about it, but I think that for now it should be only be an idea you should take in mind. First of all (in my oppinion) you should add teleporters, jumppads and bot-support, so it is a good help to test the gameplay. And then we can look further what should be changed.
I can tell you another idea that came spontaneously in my mind, that you/we can take by side as an idea for now (it may can be useful or maybe totally nonsense, but it costs nothing to bring the idea xD): A hole in the down-area, where you can jump in from the top of one of the two corridors (see both screenshots in attachement). Neon_Knight's idea may is better, but maybe we don't need to none of them because 2 ways to escape in the corridor + 2 on top of corridor is enough... we'll see.

Another thing: Do you think to add something around the blue+red base like in original version? I think the cars and buildings give a nice depth to the map. Instead of cars you could also add flying cars like in Futurama XD ( http://www.razorfine.com/wp-content/uploads/2013/06/futurama-2-d-blacktop.jpg ).

That's all for now. Merry Christmas to all!  :)


edit: sry, I haven't recognized you want to leave the map's rooms and paths as the original version or did I understand wrong?


Title: Re: [MAP] OA_akomctf4
Post by: Akom74 on December 24, 2013, 08:16:53 AM
Thanks Adriano.

The hole is not a bad idea, maybe it can be inserted in a second time.
First of all i need to focus on texture and items placement.

Merry Christmas to all from me too. :P :)

;)


Title: Re: [MAP] OA_akomctf4
Post by: Akom74 on December 28, 2013, 02:18:39 PM

UPDATE !!  ;D


(http://i55.servimg.com/u/f55/13/33/70/40/shot0118.jpg)

(http://i55.servimg.com/u/f55/13/33/70/40/shot0119.jpg)

(http://i55.servimg.com/u/f55/13/33/70/40/shot0120.jpg)

(http://i55.servimg.com/u/f55/13/33/70/40/shot0121.jpg)


Download Link:
Code:
https://app.box.com/s/og674t6sv6z6ptsruu95

It's still not perfect and there are some issues, but this time you can play with BOTs and play a real CTF game, i've added some geometry and some weapons.

Tell me if you like it.

@Neon_Knight, can you please tell me how improve VIS process for compiling ? I've added some cluster_portal, hint_skip/hint and some botclips.

 ;)


Title: Re: [MAP] OA_akomctf4
Post by: Neon_Knight on December 28, 2013, 04:24:43 PM
I was working a bit on the DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/User:PumpkinKnight/Sandbox/Hint_brushes]Hint Brushes (http://([b) article today, I'm nearly finishing, the only missing thing is where to exactly place the Hint Brushes. But you should start with making every decorative/complex brush as detail brush and adapting your map to the block grid (View -> Show Blocks).

Downloading your map.


Title: Re: [MAP] OA_akomctf4
Post by: Akom74 on December 29, 2013, 09:23:00 AM
I was working a bit on the DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/User:PumpkinKnight/Sandbox/Hint_brushes]Hint Brushes (http://([b) article today, I'm nearly finishing, the only missing thing is where to exactly place the Hint Brushes. But you should start with making every decorative/complex brush as detail brush and adapting your map to the block grid (View -> Show Blocks).

Downloading your map.

Thank you.
I'm waiting for response :P

In another version of the map, I've placed some bot_clip and clusterportal for bot navigation as suggested in tha guide, but now bots won't move or capture the flag and stay, don't know why  ???

;)


Title: Re: [MAP] OA_akomctf4
Post by: Neon_Knight on December 29, 2013, 02:56:55 PM
Do you compile using the -meta switch in the BSP stage? And then -forcesidesvisible in BSPC?


Title: Re: [MAP] OA_akomctf4
Post by: Akom74 on December 29, 2013, 03:12:46 PM
Do you compile using the -meta switch in the BSP stage? And then -forcesidesvisible in BSPC?

In Q3Radiant 202 there isn't the -meta parameter.
Quote from: Q3Radiant Compile Commands
Bsp_FullVis (light-extra)
Bsp_FullVis
Bsp_FullVis (nocurves)
Bsp_FastVis
Bsp_FullVis (nolight)
Bsp_FastVis (light -extra)
Bsp_FastVis (nolight)
Bsp_FullVis (nowater)
Bsp_Entities
Bsp_Textures
Bsp_NoVis (nolight)
Bsp_Relight_Extra
Bsp_Relight

The AAS file was compiled with -fircesidesvisible. Now i'm trying again but it takes a long time in full-vis.

;)


Title: Re: [MAP] OA_akomctf4
Post by: Neon_Knight on December 29, 2013, 03:35:54 PM
You should start using a compiling front end for your maps, like q3map2build. There are a lot of options which doesn't appear in the compile menues of the editors and which you should know, use and take advantage of.

Likewose, try to get a newer verison of q3map2 and bspc. GTKR 1.6 and NetRadiant comes with such newer versions.

So, the next step of my manual is the "Compiling the map" page...


Title: Re: [MAP] OA_akomctf4
Post by: Gig on December 30, 2013, 02:37:01 AM
Given a quick look to both versions of the map. Nice!  :)

I was thinking about a suggestione Suicizer gave about some other maps... what about introducing a few differences in the left and right sides of the map? Just minor differences in scenery placement may be enough.
I mean, of the two main corridors, maybe one may be "clean" as it is, while the other one may include some coverage (e.g. big boxes) that would force you to slalom. So, the player may choose to use the quicker (but more exposed) way, or the slower (but more covered) way.


Title: Re: [MAP] OA_akomctf4
Post by: Akom74 on December 30, 2013, 07:15:09 AM
This map is the last for OACMP Volume2 that have symmetrical layout.
This is a sort of tribute map, and it has to be similar as it can at the original.

In oa_akomctf5 the bases will be different  :P

;)


Title: Re: [MAP] OA_akomctf4
Post by: Gig on December 30, 2013, 08:12:03 AM
I can guess a tribute (homage) should be similar to the original model, but not exacly identical, to avoid the risk of being considered a plagiarism.  :)


Title: Re: [MAP] OA_akomctf4
Post by: Akom74 on December 30, 2013, 08:42:13 AM
I can guess a tribute (homage) should be similar to the original model, but not exacly identical, to avoid the risk of being considered a plagiarism.  :)

Infact, the original it's different from mine and viceversa :P
My version is scaled and really not finished yet, i've to add the building skybox, windows and i have to find some textures but online i can't grab anything and i can't do it myself, don't know what to do....

;)


Title: Re: [MAP] OA_akomctf4
Post by: adriano on December 31, 2013, 01:07:31 PM
I tested again your map and found two bugs:
1.) See shot0003 (first attachment). There is something you build there that shouldn't be. As you can see in screenshot, I can walk on an invisible thing in the air.
2.) When a bot takes the flag, it walks one platform down and then take the the jumppad to get again back to the flag-platform. (see shoot0001) They do this continously, till they accidently miss the jumppad and fall down. In this case they bring the flag to the right base and all works normally again.

The rest seems ok. There has been some ideas that wouldn't respect the original form/paths of the map, but I think it is not really 100% necessary to do changes to the original map, because all in all the map has a logical structure.


Title: Re: [MAP] OA_akomctf4
Post by: Akom74 on December 31, 2013, 01:33:19 PM
Thank You Adriano.

Actually i have fixed some issues and the bug you noticed.
But i'm fighting with BOT roaming....  :( ....damn bots  >:(

;)


Title: Re: [MAP] OA_akomctf4
Post by: Neon_Knight on December 31, 2013, 05:52:05 PM
I suggest you to first take care of the layout in general. Once you have it nearly, you can focus on the bots.


Title: Re: [MAP] OA_akomctf4
Post by: Akom74 on January 12, 2014, 12:41:26 PM
Update !!

After a lot of work, i've fixed and changed something, now it's the Beta-Final Version.

Here is the Download Link:
Code:
https://app.box.com/s/og674t6sv6z6ptsruu95

(http://i55.servimg.com/u/f55/13/33/70/40/shot0124.jpg)

Updates:

1) Added some borders to prevent Bots suicide.
2) Inserted the complete set of items, as in the original UT3 map, (maybe ...:P )
3) Inserted some "models" builded with brushes.
4) BOTs now work better.
5) Inserted OA logo maked of brushes.
6) Added the BFG "hided" room.

Knowed Issues:

1) BOTs capture the flag but don't go exactly in the right way but fall down of the tower.
2) Some light need to be fixed.
3) A couple of ammobox are inverted :P .

For now it's all.

;)


Title: Re: [MAP] OA_akomctf4
Post by: fromhell on January 13, 2014, 01:39:01 AM
.....just chiming in to say how awesome that architecture looks


Title: Re: [MAP] OA_akomctf4
Post by: Gig on January 13, 2014, 11:18:23 AM
Given a quick look. Nice.
I'd like to know if those colored tiles in first screenshot attached are meant as "arrows" towards the base of their color? If that's the case, either they are wrongly positioned or their colors are wrong (if we think about those three blue tiles as an arrow -with a bit of fantasy-, that arrow is poiting towards the red base).

Can I ask if you compiled the map with full vis and/or placed "hint" brushes? As you can see in the second screenshot, all the map is rendered also if I am in a place that may seem adapt for having only a part of it rendered.


Title: Re: [MAP] OA_akomctf4
Post by: Akom74 on January 13, 2014, 12:30:03 PM

@Fromhell: You are welcome :D

@Gig:
Given a quick look. Nice.
I'd like to know if those colored tiles in first screenshot attached are meant as "arrows" towards the base of their color? If that's the case, either they are wrongly positioned or their colors are wrong (if we think about those three blue tiles as an arrow -with a bit of fantasy-, that arrow is poiting towards the red base).

As in the original map for UT3, the tiles are coloured as the base of propriety.
This mean: Blue tiles=Blue base   ;D

Quote from: Gig
Can I ask if you compiled the map with full vis and/or placed "hint" brushes? As you can see in the second screenshot, all the map is rendered also if I am in a place that may seem adapt for having only a part of it rendered.

Ehm, first of all i've watched at the geometry of the map, in second phase i'll try to compile it with NETradiant or Q3Map2 program. In this version the VIS process is not compiled.

;)


Title: Re: [MAP] OA_akomctf4
Post by: Akom74 on February 02, 2014, 04:23:37 AM
I'm ramanaging all the brushes to optimize VIS process.
I've created a new custom skybox and hope you like it.

Also created new custom textures just for this map.

(http://i55.servimg.com/u/f55/13/33/70/40/shot0030.jpg)

(http://i55.servimg.com/u/f55/13/33/70/40/shot0031.jpg)

The map take a long time to compile and i hope to give you all a new version soon.

NETradiant give me the 117 line error  ??? , but in Q3Radiant it compile well for now.

;)


Title: Re: [MAP] OA_akomctf4
Post by: Neon_Knight on February 02, 2014, 07:16:56 AM
Can you upload the .map file here so I can take a look?


Title: Re: [MAP] OA_akomctf4
Post by: Akom74 on February 02, 2014, 02:37:50 PM
Can you upload the .map file here so I can take a look?

I've deleted the entire red section and rebuilding.
Work In Progress at this time:

(http://i55.servimg.com/u/f55/13/33/70/40/akomct10.jpg)

Maybe tomorrow i can give you (all) a playable version, hoping there's no problem with VIS.

;)

EDIT: I'm little busy this time, i hope to give you soon a playable version (with original .map)
.


Title: Re: [MAP] OA_akomctf4
Post by: Akom74 on February 06, 2014, 02:35:32 PM
Hello to everyone  ;D

Here i am with the latest version of oa_akomctf4.

(http://i55.servimg.com/u/f55/13/33/70/40/shot0032.jpg)

Here is the Download Link:
Code:
https://app.box.com/s/og674t6sv6z6ptsruu95

I have rebuilded the 90% of the map  :RIP:, but now it's optimized. Try with "r_showtris 1".
BOTs roam everywhere and the VIS process work well, as an opened map permit.

I hope you enjoy this version, and please tell me what do you think.

Updates:

- New textures by me, taken from OA Originals and modifyed.
- New Skybox.
- .map file inserted.

;)


Title: Re: [MAP] OA_akomctf4
Post by: Neon_Knight on February 06, 2014, 03:37:29 PM
Yay! Going to check out after I finish with the OACMP.


Title: Re: [MAP] OA_akomctf4
Post by: Gig on February 07, 2014, 02:35:58 AM
Nice!  :)

- I'm not completely sure about the railgun spawn positioning. Isn't there some kind of "camping" risk? Maybe it's okay, because however the camper would have that teleporter on his back, so someone may suddenly attack him from behind... I'm not sure.
-- Also, are you sure about the positioning of the RG ammo box, behind the flag?
- How to get the BFG? Is there some teleporter I haven't found yet?


Title: Re: [MAP] OA_akomctf4
Post by: Akom74 on February 07, 2014, 10:03:44 AM
Nice!  :)

- I'm not completely sure about the railgun spawn positioning. Isn't there some kind of "camping" risk? Maybe it's okay, because however the camper would have that teleporter on his back, so someone may suddenly attack him from behind... I'm not sure.
-- Also, are you sure about the positioning of the RG ammo box, behind the flag?
- How to get the BFG? Is there some teleporter I haven't found yet?


Thanks !  :D

The railgun position is to emulate the original UT3 map that have the sniper rifle, in Q3A and OA there's no sniper rifle and i have placed the raigun :P

Railgun ammobox is behind the flag because in my mind i've thinked that if someone want to snipe from the higher position (the flag spot) can have some ammo, but have to go behind and in the meantime someone else can surprise him from one of the lateral jumppad.

It's difficult to get the BFG, but not impossible. It's an overpowered weapon and have to be hard to take, no ?

;)


Title: Re: [MAP] OA_akomctf4
Post by: Gig on February 07, 2014, 10:40:19 AM
Decorative note: what about making those "signs" with OA logo slowly rotate? Just an idea...


Title: Re: [MAP] OA_akomctf4
Post by: Neon_Knight on February 07, 2014, 11:06:22 AM
The railgun position is to emulate the original UT3 map that have the sniper rifle, in Q3A and OA there's no sniper rifle and i have placed the raigun :P
Well, remember to not to allow easy sniping/defending, as otherwise the matches may become boring 1-0s or worse, 0-0s.

Railgun ammobox is behind the flag because in my mind i've thinked that if someone want to snipe from the higher position (the flag spot) can have some ammo, but have to go behind and in the meantime someone else can surprise him from one of the lateral jumppad.
This have to be tried online. I cannot give you any advanced advices.

It's difficult to get the BFG, but not impossible. It's an overpowered weapon and have to be hard to take, no ?
Indeed.


Title: Re: [MAP] OA_akomctf4
Post by: Neon_Knight on February 07, 2014, 10:24:45 PM
Tried it.

Indeed, VIS on this map is a huge challenge. Some areas can be controllable, though. But overall, once too many players start getting on this map, huge FPS slowdown is to be expected because of the shape of the map itself. There are things, though, which you can do to try and reduce the FPS slowdown.

For example, doors. Well-placed VIS-blocking doors with their respective areaportals may help to deal with the framerate slowdown.


Title: Re: [MAP] OA_akomctf4
Post by: Akom74 on February 08, 2014, 12:43:23 AM
For example, doors. Well-placed VIS-blocking doors with their respective areaportals may help to deal with the framerate slowdown.

As you know, doors cut VIS, but only when are closed, when they open FPS slowdown immediately.
By the way in the original map for UT3 there are not.

In the PK3 there is the original .map file that you can use to do a couple of tests, if you want  :P.

;)


Title: Re: [MAP] OA_akomctf4
Post by: Suicizer on February 08, 2014, 03:38:23 PM
Checked out the map; noticed the railgun is truly overpowered here. It's a piece of cake to shoot down your opponents while they try to use any of the jumppads (as they are perfectly in sight of aiming, nearly always end at the same place and even the haste powerup isn't protecting you when floating in the air). So add some better ways to the flag (which do have cover) or put the flag on a different position.
I would prefer the last, as you can even camp someone down right before the very last inch of his own flag.

Those blockings near both bridges should be places more towards the bases, as it's very tight between the railing of the bridge and the blockings.


Title: Re: [MAP] OA_akomctf4
Post by: Neon_Knight on February 08, 2014, 03:47:08 PM
Yeah, Suicizer reminded me that I forgot to tell Akom something:

Even if you're trying to respect the original UT3 custom map as much as you can, bear in mind that both OA and UT3 have highly different gameplay. Also they have a different way to render 3D stuff, the Unreal Engine uses a "zoneportal" model while the IdTech3 engine uses VIS.


Title: Re: [MAP] OA_akomctf4
Post by: Suicizer on February 09, 2014, 06:10:47 AM
After I made some screenies, found out a couple of more stuff...

1st, quite clear...
2nd, about the distance between the railing and the blocking...
3th, I don't know exactly why and this happens on OA_suicizer as well (while it previously didn't). Somehow, an old Quake3 jumppad texture is being loaded ???.
4th, you should higher that bar, as it's a perfect camping spot (you are nearly invisible for opponents of the other base while you still can camp anyone down).

It takes way too much effort to get the BFG, compared to all the powerups which are spawning on the map (you can grab those right on your way to the opponent's base while you have to invest some valuable time to get just 1 weapon with limited ammo). Moving the invulnerability to the room of BFG (and remove that one or place it somewhere else) would be way better.


Title: Re: [MAP] OA_akomctf4
Post by: Akom74 on February 09, 2014, 07:11:29 AM
Thank you Suicizer.

1) Whoops ! Sorry, i've never notice it, will be fixed.
2) I have to scale the block.
3) Are you sure you have a vanilla OA istallation without external or third part PK3s ? It's really strange thing, anyone else have the same problem ?  ???
4) Yes, you're right, but it's a very riscky position, by the way i will fix it.

;)


Title: Re: [MAP] OA_akomctf4
Post by: Neon_Knight on February 09, 2014, 08:08:54 PM
Here's the teleporter jumppad with a vanilla OA folder:

(http://i.imgur.com/xUZ2cWwl.jpg) (http://imgur.com/xUZ2cWw)

So yeah, Suicizer must be using a texture compatibility pack.


Title: Re: [MAP] OA_akomctf4
Post by: Gig on February 10, 2014, 03:01:17 AM
However, this cool map may be worth of cooler jumppads...  :)


Title: Re: [MAP] OA_akomctf4
Post by: Suicizer on February 10, 2014, 07:43:07 AM
Here's the teleporter jumppad with a vanilla OA folder:

(http://i.imgur.com/xUZ2cWwl.jpg) (http://imgur.com/xUZ2cWw)

So yeah, Suicizer must be using a texture compatibility pack.

So... How to delete that old jumppad texture? Anyone knows how it is called =S?
Damn, I hate those overriding bastards...


Title: Re: [MAP] OA_akomctf4
Post by: Gig on February 10, 2014, 07:54:09 AM
So... How to delete that old jumppad texture? Anyone knows how it is called =S?
Opening the map in the editor, it seems Akom used "sfx/bounce_concrete" for jumppads. I found it in oasfx.shader (from OA 0.8.1): it looks like that invokes "textures/sfx/bounce_concrete.jpg" and "textures/clown/circ4glow.tga".
Maybe some of your third-party .pk3 files contains a "textures/sfx/bounce_concrete.jpg" file?


Title: Re: [MAP] OA_akomctf4
Post by: Akom74 on February 14, 2014, 03:35:46 AM
Ok, map modifyed, anyone noticed something else ?

;)


Title: Re: [MAP] OA_akomctf4
Post by: Suicizer on February 16, 2014, 12:10:30 PM
So... How to delete that old jumppad texture? Anyone knows how it is called =S?
Opening the map in the editor, it seems Akom used "sfx/bounce_concrete" for jumppads. I found it in oasfx.shader (from OA 0.8.1): it looks like that invokes "textures/sfx/bounce_concrete.jpg" and "textures/clown/circ4glow.tga".
Maybe some of your third-party .pk3 files contains a "textures/sfx/bounce_concrete.jpg" file?

So, how to delete this old texture?
Please do me a favor and don't tell me to delete all .pk3's once more -.-


Title: Re: [MAP] OA_akomctf4
Post by: Gig on February 16, 2014, 12:34:43 PM
The standard way is to move all your extra pk3 to another folder, then back to their original position at trunks (I don't know how many you may have.. if you have 100 pk3, you may try with chunks of 10 files), and test until you find which one is causing the issue (after finding the problem is in a certaing chunk of 10 pk3, refine the test within those ten).

Alternate way: you already know a texture filename which is conflicting... so you can open your extra pk3 files with a zip manager, and browse or search inside each one for that specific texture. When you will have found that, you should have found the conflicting pk3. Maybe some tool allows to perform a search inside multiple pk3/zip at the same time (would really be a time saver)... I don't know now.

Don't forget both homepath and basepath.


Title: Re: [MAP] OA_akomctf4
Post by: fromhell on February 16, 2014, 12:56:57 PM
Sometimes a missing bracket in a shader file can blow it all to hell.  This was particularly annoying in the careless early days of Q3 editing in 1999-2000.


Title: Re: [MAP] OA_akomctf4
Post by: Akom74 on February 16, 2014, 03:03:51 PM
So... How to delete that old jumppad texture? Anyone knows how it is called =S?
Opening the map in the editor, it seems Akom used "sfx/bounce_concrete" for jumppads. I found it in oasfx.shader (from OA 0.8.1): it looks like that invokes "textures/sfx/bounce_concrete.jpg" and "textures/clown/circ4glow.tga".
Maybe some of your third-party .pk3 files contains a "textures/sfx/bounce_concrete.jpg" file?

So, how to delete this old texture?
Please do me a favor and don't tell me to delete all .pk3's once more -.-

For true, you don't need to delete nothing, just copy/paste you OA0.8.8 folder to another folder, for example C.\programs\OA0.8.8  to  C:\OA0.8.8 and in this folder delete all the extra PK3 and just maintain the PK3 with the map you need to test.

I have 3 or 4 folders with OA installed :P :P
one for the packs extracted
one for the editor
one for try the maps
and one for the cleaned release :P

;)

EDIT: @Suicizer: Don't be mad :P i think to change the jump pad in the next release with one from my own and this issue will disappear :P  ;)


Title: Re: [MAP] OA_akomctf4
Post by: Gig on February 17, 2014, 02:14:55 AM
For true, you don't need to delete nothing, just copy/paste you OA0.8.8 folder to another folder, for example C.\programs\OA0.8.8  to  C:\OA0.8.8 and in this folder delete all the extra PK3 and just maintain the PK3 with the map you need to test.
That way allows to get a clean "basepath" (installation) folder. To also have a clean "DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Homepath#Configuration_files_and_automatic_downloaded_files_path]homepath (http://([b)" (settings/autodownloaded files) folder, you may create a new shortcut which would launch "openarena.exe +set fs_homepath c:\alternatepath" (check DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Homepath#Can_I_change_the_directory_to_where_configuration_and_autodownloaded_files_are_saved.3F]here (http://([b) for more infos). When launching the game from that shortcut, you would use a different "homepath" than your usual one.


Title: Re: [MAP] OA_akomctf4
Post by: Akom74 on February 28, 2014, 01:15:48 PM
Hello OA people  ;D

Here is the Final (i hope) release of oa_akomctf4:
Download Link:
Code:
https://app.box.com/s/og674t6sv6z6ptsruu95

Some screens:

(http://i55.servimg.com/u/f55/13/33/70/40/th/shot0057.jpg) (http://www.servimg.com/image_preview.php?i=2116&u=13337040)   (http://i55.servimg.com/u/f55/13/33/70/40/th/shot0058.jpg) (http://www.servimg.com/image_preview.php?i=2117&u=13337040)   (http://i55.servimg.com/u/f55/13/33/70/40/th/shot0059.jpg) (http://www.servimg.com/image_preview.php?i=2118&u=13337040)   (http://i55.servimg.com/u/f55/13/33/70/40/th/shot0060.jpg) (http://www.servimg.com/image_preview.php?i=2119&u=13337040)   (http://i55.servimg.com/u/f55/13/33/70/40/th/shot0061.jpg) (http://www.servimg.com/image_preview.php?i=2120&u=13337040)

Updates:

- Changed the bases brushes following some suggestion by Suicizer.
- Added OA logo in each base, remaked from scratch.
- Added new texture and effect for jumppads. Do you like it ?
- Some minor other changes.
- Added two plasmagun ammo that was missing in prewious version, nobody noticed it (me too)  :P  ???


Bugs:

- BOTs sometime don't return the enemy flag, but not all BOTs.
-  ???    (tell me)

;)


Title: Re: [MAP] OA_akomctf4
Post by: Gig on March 03, 2014, 01:26:49 AM
Nice!  :) I like it!

Just a few (minor) things:
- First screenshot: isn't this side too dark?
- Second screenshot: it's not so clear what this poster shows (oacmpdm9 maybe?)... maybe replacing it with another view?
- Third screenshot: what about making these OA logos slowly rotating?
- I still have some dubt about those "rail camping" areas...


PS: I still don't get how to reach the BFG...


Title: Re: [MAP] OA_akomctf4
Post by: Akom74 on March 03, 2014, 10:50:30 AM
- First screenshot: isn't this side too dark?
- Second screenshot: it's not so clear what this poster shows (oacmpdm9 maybe?)... maybe replacing it with another view?
- Third screenshot: what about making these OA logos slowly rotating?
- I still have some dubt about those "rail camping" areas...

PS: I still don't get how to reach the BFG...

- It's dark as the light make it  :D ...but not too dark.
- If you look at the original map's paint (see screenshot), this one is awesome  :P
- If i make it rotating the texture go where it want, make a try.
- Camping areas are the same for each team, maybe i can delete one railgun per base.

- Now it's easyer to get the BFG, if you look well you can go in the BFG room from upside and from lateral passages. By the way it has difficult to take, remember that is a powerful weapon, the BOTs also get it and shoot me many times  :P :P .

;)


Title: Re: [MAP] OA_akomctf4
Post by: Gig on March 03, 2014, 11:22:00 AM
- If you look at the original map's paint (see screenshot), this one is awesome  :P
Excuse me, which screenshot? Maybe you forgot to attach one to your post?


Title: Re: [MAP] OA_akomctf4
Post by: Akom74 on March 03, 2014, 01:22:47 PM
- If you look at the original map's paint (see screenshot), this one is awesome  :P
Excuse me, which screenshot? Maybe you forgot to attach one to your post?

Whoops  :P ::)

(http://i55.servimg.com/u/f55/13/33/70/40/screen15.jpg)

 ;)


Title: Re: [MAP] OA_akomctf4
Post by: fromhell on March 03, 2014, 01:29:13 PM
The OA signs do not need to spin. Doing a bunch of func_rotating could introduce more traffic


I also think the screenshots of the other maps as wall pictures are fine


Title: Re: [MAP] OA_akomctf4
Post by: Akom74 on March 03, 2014, 01:58:20 PM
The OA signs do not need to spin. Doing a bunch of func_rotating could introduce more traffic


I also think the screenshots of the other maps as wall pictures are fine

Thanks Fromhell  ;D ;D

I also remember to all that once the map will be officially released, under OACMP Volume 2 i think, everybody can modify and change whatever he/she want.

By the way, what about the new jump pad ? Like it ?

;)


Title: Re: [MAP] OA_akomctf4
Post by: fromhell on March 08, 2014, 12:38:34 PM
I finally got around to playing the map


There's also a couple of places where it could be optimized.  The windows in the bridge could become a double plane with a translucent window texture, without clipping while the old bars could remain as clipbrushes.

Making a skyroom or skymodel could benefit both performance and appearance too.  I have some sort of idea (a city?).   Though that would mean having to prototype something in QuArK, and the dreadful setup process to get QuArK working O_O


Also i'm moving your thread.. It's no longer an idea when it's a reality :P


Title: Re: [MAP] OA_akomctf4
Post by: Suicizer on March 08, 2014, 04:29:14 PM
I finally got around to playing the map


There's also a couple of places where it could be optimized.  The windows in the bridge could become a double plane with a translucent window texture, without clipping while the old bars could remain as clipbrushes.

Making a skyroom or skymodel could benefit both performance and appearance too.  I have some sort of idea (a city?).   Though that would mean having to prototype something in QuArK, and the dreadful setup process to get QuArK working O_O


Also i'm moving your thread.. It's no longer an idea when it's a reality :P

Wut? I've used QuArk twice to convert .wad textures into .jpg and it's setup isn't that bad as I remember.


Title: Re: [MAP] OA_akomctf4
Post by: Akom74 on March 10, 2014, 03:46:20 PM
I thought that QuArK is more like UTeditor than like Radiant editors  :P ;D
http://quark.sourceforge.net/

;)


Title: Re: [MAP] OA_akomctf4
Post by: Neon_Knight on March 10, 2014, 04:38:39 PM
QuArK works for all the games it supports, like the Radiant editors do. Sadly, there's no official OA pack, I suppose. :/


Title: Re: [MAP] OA_akomctf4
Post by: fromhell on March 16, 2014, 04:54:32 PM
Here's a few vintage PC screenshots in parts of the map.

The weird colored screenshots are experimental paletted texturing support which IS faster on Voodoo2


Title: Re: [MAP] OA_akomctf4
Post by: wing0 on April 03, 2014, 05:49:36 AM
Too much text, too long didnt read :D

To my excuse I was not able to read the numbers for the different pages ;-)

To topic:
The map is great! - besides maybe for competitive stuff.
I checked and checked and it is great!
The ways can easily be memorized.
The more I think of the ways you arranged the map the more I like it.
Having five ways into the entry hall is great and the way the ways in are 'composed' is great!
There are two "not snipeable from above" ways and you can sneak behind the rail-spawn-points (aka rail-camper places).

Everything great with one "But":
You need to use jumppads three times to capture.
The jumppads are really sniper friendly and two spawnpoints of rails are in sight.
The angle will push the carrier into the void when using two of the three pads.
You can also camp on the top and defend the flag with rail very well.
You just need to hear from which side the attacker is coming (jump-pad sound) and use one of the 10 slugs you positioned there.
(10 slugs = 15 seconds when 'auto'-shooting until the next slugs spawn).

My suggestions to improve the map:
-Take the slugs off the top.
-Incorporate a 'save but slow' way to the top.
-Include a way up there that includes a RJ/GJ/PC or something like that. There are many red 'awnings' that want to be used!
'Unforseen' ways to conquer the flag are the best.
Some "inspiration":
https://www.youtube.com/watch?v=s904z7Dj3i0

-Rotate the 'air vents' facing each other so that you can use them for fastcaps (jumping on them, accelerating in direction of slope)



Title: Re: [MAP] OA_akomctf4
Post by: Akom74 on May 04, 2014, 02:07:54 PM
I'm not going to modify the map. As it is, the map is like the UT3 original, in gameplay and item placement, the architecture it's  similar a lot.

It will be proposed for the OACMP Volume 2 as it is with the other maps.
If someone want to modify it, he can do what he want, the map it's released under GPLv2.

;)


Title: Re: [MAP] OA_akomctf4
Post by: Suicizer on May 05, 2014, 01:49:24 AM
I'm not going to modify the map. As it is, the map is like the UT3 original, in gameplay and item placement, the architecture it's  similar a lot.

It will be proposed for the OACMP Volume 2 as it is with the other maps.
If someone want to modify it, he can do what he want, the map it's released under GPLv2.

;)


Thanks for saving me the time to play UT3 if all their maps are like this.


Title: Re: [MAP] OA_akomctf4
Post by: Akom74 on May 05, 2014, 11:45:33 AM
I'm not going to modify the map. As it is, the map is like the UT3 original, in gameplay and item placement, the architecture it's  similar a lot.

It will be proposed for the OACMP Volume 2 as it is with the other maps.
If someone want to modify it, he can do what he want, the map it's released under GPLv2.

;)

Thanks for saving me the time to play UT3 if all their maps are like this.

 ??? ??? ....sorry, i don't think i've understood well  :-[



Title: Re: [MAP] OA_akomctf4
Post by: Neon_Knight on May 05, 2014, 02:35:09 PM
He assumes every UT3 map is like your map. :P


Title: Re: [MAP] OA_akomctf4
Post by: Akom74 on May 05, 2014, 02:46:10 PM
He assumes every UT3 map is like your map. :P

But this it's not true !! I don't think Suicizer mean this. He have looked at some video of UT3 on the internet for sure, why have he to write this wrong thing ? ....i'm confused....  ???

 :)


Title: Re: [MAP] OA_akomctf4
Post by: Neon_Knight on May 05, 2014, 04:13:55 PM
Perhaps he's being sarcastic. I don't know.


Title: Re: [MAP] OA_akomctf4
Post by: Suicizer on May 05, 2014, 10:58:42 PM
Perhaps he's being sarcastic. I don't know.

Sadly I wasn't.

I have to agree wing0 when it comes to the gameplay and flow of the map.


Title: Re: [MAP] OA_akomctf4
Post by: Gig on May 05, 2014, 11:53:34 PM
I haven't played UT3, but I can guess they did have different mappers and different styles. If you don't like one of its maps, it does not necessarily mean you would not like all the others, too.

The angle will push the carrier into the void when using two of the three pads.
This sounds worth investigating more. Does this happen when using specific DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Game_physics]game physics (http://([b) settings?


Title: Re: [MAP] OA_akomctf4
Post by: Suicizer on May 06, 2014, 01:43:13 AM
I haven't played UT3, but I can guess they did have different mappers and different styles. If you don't like one of its maps, it does not necessarily mean you would not like all the others, too.

The angle will push the carrier into the void when using two of the three pads.
This sounds worth investigating more. Does this happen when using specific DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Game_physics]game physics (http://([b) settings?


Well, the problem to me is that it feels like you're rather playing duckhunt due those jumppads than actually OA. The map is missing keypoints as a safe way to get the opponent's flag and return it to yours. Despite that, the solution Ian't to add another teleport which makes the map even more confusing.
A proper map should work without any jumppad, teleport or ladder; those are only meant to spice up the gameplay.


Title: Re: [MAP] OA_akomctf4
Post by: Gig on May 06, 2014, 04:14:49 AM
Well, the problem to me is that it feels like you're rather playing duckhunt due those jumppads than actually OA. The map is missing keypoints as a safe way to get the opponent's flag and return it to yours. Despite that, the solution Ian't to add another teleport which makes the map even more confusing.
A proper map should work without any jumppad, teleport or ladder; those are only meant to spice up the gameplay.
I can agree so many jumppads in this "open" map may bring to a "duck hunt" gameplay (removing some railguns from the map maybe? But I don't think Akom would agree), and even I am not a great fan of teleporters (although my next map will have a few of them), but however speaking in absolute terms can be excessive. Even the very good map you conceived (http://openarena.ws/board/index.php?topic=4835.0) has got teleporters (although all areas of the map can be accessed also without using them)...


Title: Re: [MAP] OA_akomctf4
Post by: Akom74 on May 06, 2014, 08:41:19 AM
@Suicizer: Got it, but this map it's a clone (tribute) of the original for UT3, and the original for UT3 was made by an external mapper, it's not an UT3 original.
By the way, once the map will be released under GPLv2, anyone can modify it like he/she wants  ;D

 ;)