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OpenArena Contributions => Maps => Topic started by: Neon_Knight on January 17, 2014, 04:01:29 AM



Title: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on January 17, 2014, 04:01:29 AM
With Volume 1 out of the way, it's time to start thinking about this one. I'll remind you the rules:

  • The maps and the assets used to create them must be GPLv2-complaint. Licenses which can enter: Public Domain, GPLv2, GPLv1, and stuff made from scratch as long as it's licensed on one of these licenses. Everything else (CC, copyrighted stuff -!-) is out.
  • The maps of this pack must work on a vanilla OA folder, without the need of compatibility packs. We're taking 0.8.8 as the reference version. Most of the people playing this pck will surely have a vanilla folder and other PK3 causes us unnecessary headaches when it comes to testing and bugfixing.
  • Botplay AAS file required. Not everyone wants to play online.
  • Stick to default OA gametypes. Not everyone has mods.

And some recommendations:

  • Although the style of the maps is up to the mappers themselves, we prefer maps made specifically for this pack over updatings and original works over remakes.
  • Create a Readme! The OA wiki has a DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Readme_Model]readme model (http://([b) you can use.
  • Avoid as much as possible to name your asset folders with known names such as xcsv or mkoxide or swelt*. If possible, use the oacmp_ prefix to differentiate the asset folder from the originals.

More related stuff can be found in the DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/OACMP/DeveloperFAQ]Developer FAQ. (http://([b)

I know Akom has already done 4 or 5 maps. I have 3 of them in progress. And there's Peter's which didn't made the full cut for OACMP1. Who else is going to participate in this?


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on January 17, 2014, 04:15:57 AM
BTW, after OACMP2 it would be a good idea to focus all of our efforts into helping fromhell getting OA3 done.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on January 17, 2014, 04:29:56 AM
I think to be able to only bring a very small "tourney" map, just a small "fun map". I cannot spend the time I spent for "under destruction" map again.  :)
I already have the idea, and a rough base to start from (a test Akom did many years ago starting from my idea).
I'm still not sure about the results.

Of course, you know I'll do what I can (although I have my deficiencies) for testing.  :)

-----------------

A map I'd like to see in OACMP Vol. 2 is a screenshot someone showed us a long time ago. I remember a single screenshot of a map with two pirate ships fighthing (maybe that was a CTF one, I'm not sure). From what I can recall, that looked a really cool setting.  8)
But I don't remember who was the author of that screenshot (Moixie maybe? Or who else?), or the reason why it was not in OACMP Vol. 1 (maybe the author said that it was too small, and he would have had to redo/enlarge it, but at that time it was a bit too late to add more maps to the pack?)...

I'd really like to see that map done. Does someone remember something about it?


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on January 17, 2014, 04:37:21 AM
I hope to finish at least one map for this pack. I have three of them, and I want at least one of them to make the cut.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on January 17, 2014, 04:39:36 AM
I hope to finish at least one map for this pack. I have three of them, and I want at least one of them to make the cut.
I have no problem if you will include all three of them, or even more. Noone said Volume 2 cannot include more maps than Volume 1. :)
I would also be curious for your Rooftop Freefall (http://openarena.ws/board/index.php?topic=4792) map.  ;)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on January 17, 2014, 04:41:29 AM
That map was more of an experiment. I haven't worked on it on a very long time.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on January 17, 2014, 04:56:59 AM
About the pirate-themed map, I found who is its author: Moixie!

http://openarena.ws/board/index.php?topic=4679.msg46621#msg46621


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on January 17, 2014, 05:14:45 AM
BTW, we can count this as another tool: a readme model. I should make an OA version.

http://lvlworld.com/txt/sample-readme.txt


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on January 17, 2014, 05:50:52 PM
For those willing to collaborate, I suggest to you that you read the DeveloperFAQ for this pack.

(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/OACMP/DeveloperFAQ


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Akom74 on January 19, 2014, 07:12:13 AM
With Volume 1 out of the way, it's time to start thinking about this one. I know Akom has already done 4 or 5 maps. I have 3 of them in progress. And there's Peter's which didn't made the full cut for OACMP1. Who else is going to participate in this?

I'm thinking to not release maps for Volume 2 but release them as normal OA maps.

.....don't know......

;)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on January 20, 2014, 05:21:06 AM
Do not be angry with me...  ;D
Just another reminder to do not publish completely untested heavy changes:
In the screenshot attached, an oacmpdm9 glitch, probably caused by changes done the day right before the final release, or the same day, which we had no way to test.
I hope for Volume 2 there will not be so big "last minute" changes (in Volume 1, I fear a few maps have been altered too much after RC2...).

@Akom: I think you may release them in OACMP, I can guess this may give them some more "visibility" than standalone maps.  ;) Our final goal is just to hope that someone around the World may enjoy to spend some time with the result of our work, isn't so?  :)
If the problem is related with changes which modified your maps from your initial ideas, I hope next time similar changes will be proposed, done and tested with the right timings (example: during Beta stage instead of RC stage). Is that the problem? However, if one does not feel the map in the final OACMP as "his own map" anymore, the license allows him (or anyone else) to also publish a "director's cut"/"original cut"/"remix"/"etc." version by his own, with some or many differences than the version used in OACMP (even months after OACMP release).  ;)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on January 20, 2014, 06:20:39 AM
I'm considering to use fromhell's approach and create an "OACMP Commits" thread. It may even work better than any kind of CVS such as SVN or Git. At least it has proven to be reliable for OA 0.8.x. It's an extra step, but a mostly secure and clean one.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Suicizer on February 08, 2014, 03:23:53 PM
After questioning if OA_Suicizer should appear in OA3 instantly or test it out by using the OA Community Mapppack Volume Project, I wonder:

What is (or are) the goal(s) of this mappack actually?

I know Neon_Knight did a great job posting that reminder here, but those points aren't the actual goal of this piece of project, are they??!


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on February 08, 2014, 03:43:34 PM
Copypaste from the Wiki:

Quote
OpenArena Community Mappack (also called OACMP) is a series of mappacks containing GPL'd maps made by the community itself. The idea is to give GPL servers something else to play aside of the official maps and the already GPLv2'd maps.

(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/OACMP


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Suicizer on February 08, 2014, 05:36:50 PM
Copypaste from the Wiki:

Quote
OpenArena Community Mappack (also called OACMP) is a series of mappacks containing GPL'd maps made by the community itself. The idea is to give GPL servers something else to play aside of the official maps and the already GPLv2'd maps.

(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/OACMP

Perhaps because I'm used to the including model of Cube Engine 2 I still don't get it.
So maps of the community have a lower (to none) chance to be included as they need to be in the community pack first?


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: fromhell on February 08, 2014, 06:08:33 PM
It has to do with license, copyright crap past the radar (having to pull OA 0.8.0 was not a fun time for anyone here, and I know Sauerbraten had a pulling over a contributor sneaking in copyrighted material he claimed as his own as well) and the file support of the engine doesn't make it ideal to massively include every map available.    It is a bigger risk for the base release because the base gets circulated as a standard package in many distro repositories and mirrors...


Also, I don't like large file sizes.   I know OA's player pak files go over 100mb and that's due to lots of textures and bloated MD3 frames out of having high polycounts and it's even worse when they're actually loaded in game because they can trip the memory limit and cause a crash.  Going all single textured MDR would make that total 26mb in theory and keep the memory safer - even more than Q3 (assuming r_picmip 1).    Maps and their textures required also go a bit over 100mb.  That's understandable for the textures since we do have a 2x res direction since that's mostly a harmless graphical gain that can be reduced painlessly... though it could help the extreme low end if we also had paletted pcx textures half or quarter the size that get loaded instead by option, even with alpha channels done by index 255 chroma key...


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on February 09, 2014, 07:37:28 AM
Copypaste from the Wiki:

Quote
OpenArena Community Mappack (also called OACMP) is a series of mappacks containing GPL'd maps made by the community itself. The idea is to give GPL servers something else to play aside of the official maps and the already GPLv2'd maps.

(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/OACMP

Perhaps because I'm used to the including model of Cube Engine 2 I still don't get it.
So maps of the community have a lower (to none) chance to be included as they need to be in the community pack first?
You're getting the wrong idea.

It was NEVER (and it will NEVER be) a request to add a map to OACMP in order for it to be added to an official OA release. Anyone, as long as they respect the DO NOT LINK (http://([b)) h t t p s : / / openarena . wikia . com/wiki/NOTTODO]development[/url] DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/DeveloperFAQ]rules (http://([b) DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/GoodPractices]for OA (http://([b)[/b] itself, is still able to contribute to the game by sending their stuff to the SVN Commits (http://openarena.ws/board/index.php?topic=1945.0) thread. I have done many maps for OA (the am_* maps) and they were included in either the SVN or official releases or both. And even the times where my stuff hasn't made the cut, I was told what they needed to be changed in order to be compliant. The thing with OA3, though, is that we want to stop being FOSS gaming's favorite punchbag. And for that to be a reality we need to stop a bit with the "throw everything you can find as long as it's free" mentality which made the 0.x versions a "mess" (a past contributor with commit access who isn't anymore in these forums is the one to blame for that, not fromhell).

Back to OACMP, the objective is not only to have something extra for GPLv2 servers but also to get something close to an official release while waiting for OA3 to be done and to atract people in order to collaborate.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Suicizer on February 09, 2014, 07:49:24 AM
Copypaste from the Wiki:

Quote
OpenArena Community Mappack (also called OACMP) is a series of mappacks containing GPL'd maps made by the community itself. The idea is to give GPL servers something else to play aside of the official maps and the already GPLv2'd maps.

(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/OACMP
R
Perhaps because I'm used to the including model of Cube Engine 2 I still don't get it.
So maps of the community have a lower (to none) chance to be included as they need to be in the community pack first?
You're getting the wrong idea.

It was NEVER (and it will NEVER be) a request to add a map to OACMP in order for it to be added to an official OA release. Anyone, as long as they respect the DO NOT LINK (http://([b)) h t t p s : / / openarena . wikia . com/wiki/NOTTODO]development[/url] DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/DeveloperFAQ]rules (http://([b) DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/GoodPractices]for OA (http://([b)[/b] itself, is still able to contribute to the game by sending their stuff to the SVN Commits (http://openarena.ws/board/index.php?topic=1945.0) thread. I have done many maps for OA (the am_* maps) and they were included in either the SVN or official releases or both. And even the times where my stuff hasn't made the cut, I was told what they needed to be changed in order to be compliant. The thing with OA3, though, is that we want to stop being FOSS gaming's favorite punchbag. And for that to be a reality we need to stop a bit with the "throw everything you can find as long as it's free" mentality which made the 0.x versions a "mess" (a past contributor with commit access who isn't anymore in these forums is the one to blame for that, not fromhell).

Back to OACMP, the objective is not only to have something extra for GPLv2 servers but also to get something close to an official release while waiting for OA3 to be done and to atract people in order to collaborate.

What's the point then of being included in the mappack when you can also be included in official OA ???


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: pelya on February 09, 2014, 07:57:07 AM
Because mappack is an easier way to organize mappers and testers effort (and get at least some legal audit), it allows players to use new maps right now, instead of waiting indefinitely long amount of time for OA3 release, and it made bigger news than just releasing individual maps one-by-one.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on February 09, 2014, 01:24:23 PM
Also, OA3 will have even more strict quality standards than OACMP.

Oacmp recommends using good techinques, while OA3 requires more strict performance and filesize requirements (I don't remember details at the moment).

Update: More, OA3 will not include quake-series-remakes in the main package anymore.

So maps of the community have a lower (to none) chance to be included as they need to be in the community pack first?
OACMP and OA3 are two independent things, however nothing prevents a map first released in one pack to later be "adapted" into an "improved" version in the other one. However:
- OA3 has got more strict requirements.
- In both cases, the maps have to be GPL-compliant and the author has to clearly state his will to include it in a certain pack (well, anyone can "fork" a GPL map -after being sure it was really GPL-, make changes, and then submit it).
- I can guess that having absolutely identical maps in OACMP and OA3 would have little sense. In case of double release, I suppose maps should be somehow "remixed".
- The final word about what goes to official OA releases stands to Fromhell only. Well, in case Fromhell would state something about a certain OACMP map, I suppose we would follow that indication anyway... but in case of official OA stuff, it's Fromhell in person who actually places the files into the SVN repository.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on February 11, 2014, 07:04:42 PM
Considering how things evolved with OACMP vol. 1, I'm very tempted to enforce good building techniques as well. Especially when how to reach those good building techniques isn't THAT hard to achieve, yet it's very overlooked.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on February 12, 2014, 02:33:22 AM
Good mapping techniques are of course an advisable thing.

However, OA3 map requirements ((DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/OA3#Maps) include a few ones that may be impossible to fit even following as much as possible all good mapping techiniques, depending from the map you are going to create.
Quote
- The game will be shipped only with unique, non-knockoff maps. Tributes and remakes of commercial games' maps enter the third-party territory.
- Might not exceed 5mb uncompressed.
- Must reach 30fps on Pentium II 233MHz computer with simple items.
I think maps not fitting these three items (hence, not being adapt for OA3 main package) may still fit OACMPs. This is not meant as an encouragement for using bad mapping techniques, I just want to say that "tribute/complex/large/open" maps may find place in OACMPs instead of OA3.

PS: I do not know how it is possible for mappers/testers to actually perform the "Pentium II test". Who has got a Pentium II available nowadays? And which graphic card? And using which graphic settings? With or without bots?
If that would be a test Fromhell would personally do, I can guess will do for "official" OA3 maps, not for "unofficial" OACMP maps, which development Fromhell follows (relatively) little.

By the way, it's not clear if the "5 MB limit" refers to .bsp or .map... I can guess it refers to .bsp, but I'm not sure...


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Akom74 on February 16, 2014, 03:49:26 PM
Quote
- Might not exceed 5mb uncompressed.

.... it's not clear if the "5 MB limit" refers to .bsp or .map... I can guess it refers to .bsp, but I'm not sure...

I think that little but optimized map are welcome for OA3.
Oa_Suicizer, tiny map but detailed it's 2,14 MB (2.252.800 byte)
Udestruction (from V4_fixed), large ambient but not filled with polygons it's 5,00 MB (5.251.072 byte)

Just for example :P

;)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on February 17, 2014, 12:41:18 AM
Do not be angry with me...  ;D
Just another reminder to do not publish completely untested heavy changes: (...) I hope for Volume 2 there will not be so big "last minute" changes (in Volume 1, I fear a few maps have been altered too much after RC2...).
Note taken.

I'm going to give you a reminder, as well. When I, or someone else, says that something "it's not going to be fixed", stop insisting. Major things such as BSP holes and entities not working correctly have a MAJOR priority than minor things such as "this weapon is 4 pixels out of place?".

Also a reminder to everyone: PLEASE, FOR THE LOVE OF ALL THAT IS RIGHT, USE GOOD BRUSHWORK!!! And also use the latest versions of q3map2/bspc!!! Remember that not everyone who plays OA will have a powerful computer which can handle tons of polygons at the same time. Bad brushwork increases needlessly the amount of polygons rendered at the same time. Not to mention the amount of unnecessary headaches. Time and efforts can be saved if everything is thought from the principle.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on February 17, 2014, 02:39:34 AM
Just for example :P
Did you notice oacmpdm7 (plan 9 from outer space) is 5 MB, or even a bit more?
That's a very small map (but with a skybox)... I don't know the reason of its size. I don't know what may cause a such small map to have a such bsp.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on February 18, 2014, 02:13:02 AM
I'm going to give you a reminder, as well. When I, or someone else, says that something "it's not going to be fixed", stop insisting.
Okay, but don't confuse "list" and "recap" with "insist".  ;)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on February 24, 2014, 04:33:23 AM
Searching for a small help...

I started working on my OACMP volume 2 map, using GTKRadiant 1.5 (I used Q3Radiant for my previous map)...
There is a thing I don't understand...
I do something that should "group" some brushes (selecting more brushes, then "N", and select something like "func_bobbing" or "func_group")... but then, when I later I select (shift-click) one of the brushes, it immediately selects only it... how to select all the previously "grouped" brushes at once?

Are there other ways to "group" brushes?


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on February 24, 2014, 05:05:48 AM
Ctrl + Alt + E. Try that.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on February 24, 2014, 05:20:11 AM
Ctrl + Alt + E. Try that.
Works! Thank you!  ;)

I will need some time to get used to the changes from Q3Radiant... (in Q3Radiant, when you shift-click on a brush whish is part of a group, all those brushes are selected at the same time at first, and then you have to press tab key to cicle between them. In GTKRadiant, instead, shift-click selects only one brush, and you have to ctrl+alt+e to have also all other brushes of the group selected).

Just for the record, GTK Radiant "shortcuts list" mentions that command as "Expand selection to entities".


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on February 25, 2014, 04:46:07 AM
Another issue with GTKRadiant 1.5.

When I do some change to grouped brushes (e.g. "func_bobbing" brushes), for example to add more brushes to the group... or to move some brushes which are part of the group... it causes some error. Everything seems normal in the editor, but when I compile the map and try to load it, OpenArena fails and returns this error message: "sv_setbrushmodel: null".

This seems to be because gtkradiant has somehow "duplicated" the entity, instead of just updating it...
if I open the .map file with a text editor, I can see something like this:
Quote
// entity 25
{
"classname" "func_bobbing"
"height" "10"
}
// entity 26
{
"classname" "func_bobbing"
"height" "10"
// brush 0
{
( 888 864 346 ) ( 888 848 346 ) ( 872 848 346 ) sfx/b_flame-oasago 64 167.3720703125 180 0.125 0.0725445747 0 0 0
( 872 848 322 ) ( 888 848 322 ) ( 888 864 322 ) sfx/b_flame-oasago 64 167.3720703125 180 0.125 0.0725445747 0 0 0
( 888 856 322 ) ( 888 856 346 ) ( 888 864 346 ) sfx/b_flame-oasago 71.732421875 170.6665039063 180 0.0736608505 0.09375 0 0 0
( 884 863 322 ) ( 884 863 346 ) ( 877 867 346 ) sfx/b_flame-oasago 0 170.6665039063 180 0.0625 0.09375 0 0 0
( 876 863 322 ) ( 876 863 346 ) ( 869 859 346 ) sfx/b_flame-oasago 0 170.6665039063 180 0.0625 0.09375 0 0 0
( 872 856 322 ) ( 872 856 346 ) ( 872 848 346 ) sfx/b_flame-oasago 71.732421875 170.6665039063 180 0.0736608505 0.09375 0 0 0
( 876 849 322 ) ( 876 849 346 ) ( 883 845 346 ) sfx/b_flame-oasago 0 170.6665039063 180 0.0625 0.09375 0 0 0
( 884 849 322 ) ( 884 849 346 ) ( 891 853 346 ) sfx/b_flame-oasago 0 170.6665039063 180 0.0625 0.09375 0 0 0
}
// brush 1
{
( 888 1008 346 ) ( 888 992 346 ) ( 872 992 346 ) sfx/b_flame-oasago 64 167.3720703125 180 0.125 0.0725445747 0 0 0
( 872 992 322 ) ( 888 992 322 ) ( 888 1008 322 ) sfx/b_flame-oasago 64 167.3720703125 180 0.125 0.0725445747 0 0 0
( 888 1000 322 ) ( 888 1000 346 ) ( 888 1008 346 ) sfx/b_flame-oasago 71.732421875 170.6665039063 180 0.0736608505 0.09375 0 0 0
( 884 1007 322 ) ( 884 1007 346 ) ( 877 1011 346 ) sfx/b_flame-oasago 0 170.6665039063 180 0.0625 0.09375 0 0 0
( 876 1007 322 ) ( 876 1007 346 ) ( 869 1003 346 ) sfx/b_flame-oasago 0 170.6665039063 180 0.0625 0.09375 0 0 0
( 872 1000 322 ) ( 872 1000 346 ) ( 872 992 346 ) sfx/b_flame-oasago 71.732421875 170.6665039063 180 0.0736608505 0.09375 0 0 0
( 876 993 322 ) ( 876 993 346 ) ( 883 989 346 ) sfx/b_flame-oasago 0 170.6665039063 180 0.0625 0.09375 0 0 0
( 884 993 322 ) ( 884 993 346 ) ( 891 997 346 ) sfx/b_flame-oasago 0 170.6665039063 180 0.0625 0.09375 0 0 0
}
[...]
Do you notice? It somehow "duplicated" the group. Entity 26 is the "correct" group (includes brushes), while Entity 25 is a "ghost" group: it has got no brushes, so the game does not know how to manage it.
To solve the issue, I have to locate and manually delete the lines about the ghost group with the text editor. Then I can re-open the map in Radiant.

This is very annoying even now that the map has got very few entities. Does anyone know some solution/workaround to prevent this from happening?


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on February 25, 2014, 05:25:47 AM
AFAIC, Setbrushmodel Null is normally caused by an empty brush-based entity, normally func_*.

In that part of yours, the first func_bobbing is empty. If you want to duplicate the func_bobbing, you have to select the brushes manually, either by selecting them at hand in a 2D view or by using the Entity list. If you use Ctrl+Alt+E it also selects the func_bobbing entity. It shouldn't be selected.


Title: Themeless map, looking for a new owner
Post by: jangroothuijse on February 25, 2014, 01:22:24 PM
I've made something; i can't promise i'll finish it anytime soon; but its basically a floor plan that needs a theme (now consists of 3 textures and a sky...). I don't know if this is wanted here, but i'm basically inviting anyone who feels like it to try and theme it. Perhaps a way for people to start mapping?

It already has most items (but lacks ammo) and has bot support (decent bot support even). So please, if you have a nice idea, finish it. If you need some support (it has many patches...if you want me to change them, split them, etc..), please PM me.

In the meantime, its playable.

http://jan.groothuijse.net/img/jx1b1-13q.pk3 (http://jan.groothuijse.net/img/jx1b1-13q.pk3)
(http://jan.groothuijse.net/img/shot0061.jpg)

edit: no it does not have a dead-end, it has an unmarked teleporter: just walk into the wall...


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on February 25, 2014, 01:43:21 PM
I've made something; i can't promise i'll finish it anytime soon; but its basically a floor plan that needs a theme (now consists of 3 textures and a sky...). I don't know if this is wanted here, but i'm basically inviting anyone who feels like it to try and theme it. Perhaps a way for people to start mapping?

It already has most items (but lacks ammo) and has bot support (decent bot support even). So please, if you have a nice idea, finish it. If you need some support (it has many patches...if you want me to change them, split them, etc..), please PM me.

In the meantime, its playable.

http://jan.groothuijse.net/img/jx1b1-13q.pk3 (http://jan.groothuijse.net/img/jx1b1-13q.pk3)
(http://jan.groothuijse.net/img/shot0061.jpg)

edit: no it does not have a dead-end, it has an unmarked teleporter: just walk into the wall...
if you don't mind, I'll do. The three maps I'm making will take some time to get a good look and a proper item placement. In the meantime, I will texture this. What do you think?


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: jangroothuijse on February 25, 2014, 02:17:51 PM
if you don't mind, I'll do. The three maps I'm making will take some time to get a good look and a proper item placement. In the meantime, I will texture this. What do you think?

Unless you're being sarcastic, cool! I've tried to make better brushwork, no more overlap nor using subtract and all non-visible (with curves off) faces are caulked. If there still are issues, please let me know...


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on February 25, 2014, 02:34:27 PM
NOT AT ALL! It wasn't sarcasm at all.
I really feel that I haven't really contributed anything to the previous pack.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Akom74 on February 25, 2014, 03:03:30 PM
NOT AT ALL! It wasn't sarcasm at all.
I really feel that I haven't really contributed anything to the previous pack.

You don't have to blame yourself, time is our big enemy  :P
I think you don't have to change or modify other maps, but you have to make your map as all we do.

By the way, map's optimization is welcome  ;D

;)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: jangroothuijse on February 25, 2014, 04:07:33 PM
NOT AT ALL! It wasn't sarcasm at all.
I really feel that I haven't really contributed anything to the previous pack.

You're being an IT project leader, whose personnel is unpaid, not formally trained for the job and generally unreachable; yet somehow you manage to ship a product, you should be proud, you contributed more than enough.

It would be awesome if you did something with this map, but please don't let it take away time from your other maps.



Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on February 26, 2014, 03:34:34 AM
Jan's map looks nice. I quickly tired it, and it has got that "Jan's style"... It looks like oajgdm3 with a little of oajgdm2.
I suppose this can work.  :)


Title: A few ideas for potential OACMP Volume 2 map
Post by: Gig on February 26, 2014, 03:52:58 AM
A few ideas for potential OACMP Volume 2 maps (if someone else is able to do them...):

- A "cockroach" map, where you are small and you are in a giant room with normal-but-enormous tools (example: reqkitchen (http://lvlworld.com/review/id:1868))
- A "cell-shaded" (cartoon style) map, like 13island (http://lvlworld.com/review/id:1991). (I don't know how, but they even managed to change the rocket explosion into cartoon style -see attached screenshot-... only when playing on that map!)
- A pirate ships-themed map (example screenshot from a Moixie's post (http://openarena.ws/board/index.php?topic=4679.msg46621#msg46621)).
- A rooftops map where it is easy to fall down, but in that case you don't die, you just are teleported elsewhere.


Title: Re: A few ideas for potential OACMP Volume 2 map
Post by: grey matter on February 26, 2014, 08:39:40 AM
- A "cockroach" map, where you are small and you are in a giant room normal-but-enormous tools (example: reqkitchen (http://lvlworld.com/review/id:1868))
There's also reqbath (http://lvlworld.com/review/id:1526) and most of the World of Padman maps (http://worldofpadman.net/website/gallery/album/11/wop-maps.html) (unfortunately there's a lack of proper official screenshots).


Title: Re: A few ideas for potential OACMP Volume 2 map
Post by: Akom74 on February 26, 2014, 11:49:25 AM
A few ideas for potential OACMP Volume 2 maps (if someone else is able to do them...):

- A "cockroach" map, where you are small and you are in a giant room with normal-but-enormous tools (example: reqkitchen (http://lvlworld.com/review/id:1868))
- A "cell-shaded" (cartoon style) map, like 13island (http://lvlworld.com/review/id:1991). (I don't know how, but they even managed to change the rocket explosion into cartoon style -see attached screenshot-... only when playing on that map!)
- A pirate ships-themed map (example screenshot from a Moixie's post (http://openarena.ws/board/index.php?topic=4679.msg46621#msg46621)).
- A rooftops map where it is easy to fall down, but in that case you don't die, you just are teleported elsewhere.

Gig, map's ideas are listed here :P
http://openarena.ws/board/index.php?topic=4646.0

By the way, the mappack will be created from mapper chioces and creativity, imho.

;)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: fromhell on February 26, 2014, 01:22:37 PM
If there's going to be a 'rats'/'runtfest' style map there could be some care taken into texture switching, for example make all the books use the same texture image and carefully use scale/align values to match each book cover and etc...  usually the #1 complaint is the performance because of the vast areas required to be rendered, though there definitely is room for optimization without much loss, even compared to those old 2000/2001 era maps.  

also we'd have to avoid brands or even parody of brands. so if there's ,for example a cereal box...... it should be just text of "CEREAL #1" and "CEREAL #2" etc. You get the idea.

and finally, anyone ever played Battle Bugs?  100% of that game was just area domination over food, so doing such a map to support domination would be a shoutout in itself



I think the pirate ship stuff could turn into airships still, the helicopter airship variety rather than the zeppelin type, so there's more vertical air room and less curves to render..


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Akom74 on February 27, 2014, 09:42:37 AM
If i'm not wrong, tomorrow it's the final date for the release of Volume 1.
In the meantime the official topic for Volume 2 will be opened ?

;)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on February 27, 2014, 10:03:33 AM
This is the official topic for OACMPv2.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Akom74 on February 27, 2014, 10:16:03 AM
This is the official topic for OACMPv2.

"Gauging interest"  ??? ???

Ok, no problem.... :P.....

;)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on February 27, 2014, 10:24:16 AM
I had the dame dubt up to some days ago. Now I suppose NK will update the title of the thread when we will pass from a phase to the next one.

About V1, I hope for another test version.

Ps: about a potential Cockroach map, of course we would have the additional problem of not being able to use pictures of existing products, because they are copyrighted.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on February 27, 2014, 10:25:58 AM
It's the same procedure as with OACMP1. Once the first beta is released, the title of the topic will be changed.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Akom74 on February 27, 2014, 10:33:50 AM
It's the same procedure as with OACMP1. Once the first beta is released, the title of the topic will be changed.

It's ok for me, but please delete (if you want or can) the stuff that not involve the "Testing the maps for Volume 2".

;)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on February 27, 2014, 10:40:25 AM
It's ok for me, but please delete (if you want or can) the stuff that not involve the "Testing the maps for Volume 2".

What? I do not understand...


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on February 27, 2014, 10:43:12 AM
Sorry, I don't have deleting rights. :/


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Akom74 on February 27, 2014, 10:55:47 AM
It's ok for me, but please delete (if you want or can) the stuff that not involve the "Testing the maps for Volume 2".

What? I do not understand...

Nevermind......... :P

 ;)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on February 27, 2014, 11:10:10 AM
IIUC, Akom means to delete thread derailments, i.e. anything which isn't related to the OACMP2.
In this case, I agree with him. Thuogh I don't have such permissions to delete posts as I'm not a mod, global mod or admin.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on March 03, 2014, 01:23:22 AM
A request for who is going to make CTF maps for OACMP Volume 2: what about using the "runes"? They have been underused until now...

Reminder: "classic" runes usage is to place one set of them in each base, using "spawnflags" to allow players of a team to get only those in their own base.

Note: Runes are available in baseoa only if you set \g_runes 1.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Akom74 on March 03, 2014, 10:52:12 AM
A request for who is going to make CTF maps for OACMP Volume 2: what about using the "runes"? They have been underused until now...

Remider: "classic" runes usage is to place one set of them in each base, using "spawnflags" to allow players of a team to get only those in their own base.

Note: Runes are available in baseoa only if you set \g_runes 1.

Excuse me, but runes are not for the missionpack "mod" only ?? (like Team Arena for Q3A)
If i can use it in any ctf map i'll do it for next maps.

;)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on March 03, 2014, 11:03:10 AM
They were integrated with OA since 0.8.5. You must have g_runes 1 to see them.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on March 03, 2014, 11:23:59 AM
OACMPDM10 has got them, but (unlike their standard usage) they are not team-limited there, intentionally.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on March 07, 2014, 05:23:52 AM
Excuse me, another tech question.
I noticed that any surface which uses a shader which contains a flare effect (by either having "light 1" or "q3map_flare [flareshader_name]"), causes various "WARNING: ProjectSurfaceLightmap: Chose a 0 valued axis" to be shown by q3map2 while computing lighting. Does that represent a problem? If I would have many flares around, a would get a wall of these errors during compiling. I tried to google, but I have not found useful infos.

I have q3map2 version 2.5.17.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: jangroothuijse on March 23, 2014, 01:31:33 PM
I do not know if this is the place for it, but i'm developing a map for oacmpv2 and i could use some input from others:
http://jan.groothuijse.net/img/jx3.pk3 (http://jan.groothuijse.net/img/jx3.pk3) (depends on oacpmv1 (http://openarena.ws/board/index.php?topic=4905.0) and dsiv2 by neon_knight (http://openarena.ws/board/index.php?topic=664.msg50522#msg50522))

I guess if you can notice whats off about it, you should get a virtual cookie.

Still todo:
  • lighting
  • perhaps switch color scheme? I like the dsi pack but the tri-color thing was perhaps a mistake
  • markings for teleporters
  • bot optimization

I could use input on:
  • Item placement
  • Any ideas on marking the teleporters
  • Other suggestions


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on March 24, 2014, 01:52:54 AM
Uhm... for the moment, there is not so much to comment. That's just a small alpha (the map isn't "closed", so it's not so easy to guess what will be its final size or shape). Are you sure you attached the right version of the map?

I have not understood if you wish to strictly follow the Dsi mappack idea (http://openarena.ws/board/index.php?topic=664.0) (using a VERY restricted set of textures only), or not...

If not, what's about the cool teleporter from "five steps ahead" map (DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Maps/pul1duel-oa]pul1duel-oa (http://([b)), changing its color if you prefer? Just an idea...


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: jangroothuijse on March 24, 2014, 02:44:08 AM
Well, it should contain some intermediate products,for fun and because the version without trimming is easier to edit. I included a .arena file with a section for the latest version: jx3f.

Like any modern dev, i forgot about the poweruser...sorry gig...just do /map jx3f...


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on March 24, 2014, 03:13:28 AM
Okay, this way I see the right map!  :)

Not bad... A bit maze-like, reminds me a bit about your oacmpdm6 map.

Well, it should contain some intermediate products
Uh?  ???


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: jangroothuijse on March 24, 2014, 04:05:23 AM
Well, it should contain some intermediate products
Uh?  ???

Not that important really, but it also contains jx3b up to jx3e....if someone wants to use the basic geometric shapes you probably want it free of trimming..or just finissh it in some alternative way..anyways...

If not, what's about the cool teleporter from "five steps ahead" map (DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Maps/pul1duel-oa]pul1duel-oa (http://([b)), changing its color if you prefer? Just an idea...

I always liked those! I should try to find out how it works, but that should not be too hard.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on March 24, 2014, 04:26:17 AM
Small note: that sky's "farbox" is nice, but you already used that in four maps. What about making some change to it? I would suggest using a different (darker?) tone of blue, and adding a few (rare?) clouds slowly moving in front of it... just to do not make it exactly the same as your previous maps.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: fromhell on March 31, 2014, 03:38:23 AM
More on that rats map idea.... i think it could be a bedroom





an otaku's bedroom

- Shelves full of DVDs, manga, and low poly figurines of OA models.
- A bright window for room amassing radiant sunlight. Maybe a OA curtain?
- Floor littered with a few stuffies (chibi OA characters?) and some mangas open with their pages turned and curled (as beziers/curves) to make nice jumping ramps from the floor
- A computer with a slightly open case - But this computer is an anachronism stew - being a modern case with a turbo button, that when pressed, sends a bunch of plasma everywhere inside the case and causes a blue screen on its monitor (tiny trains being triggered?)
- "Squishy" mousepad, that serves as a jumppad of course.
- Bed in center.  Bed has body pillows - which are bouncable. They would be pinched and angled so they'd be allowing access to the other side of the map better
- Maybe a few hastes and teleporter items since getting lost could be possible.
- Some more jumppads for mobility, maybe even cords acting as access ramps (like from computer to monitor, and the from monitor to a console on a different shelf). The #1 problem with these room maps tends to be mobility so there could be experimental ways to help that. Jumppads could be stuffies, the said mousepad, disks and discs sticking out of covers at various angles from shelves....
- Some stacks of manga or VHS cases acting as tower platforms and cover.
- a CAT under the door reaching in, swatting players as they approach. Possibly with crushing damage, acting as a hook against a clipbrush


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on April 01, 2014, 01:11:49 AM
About this version (http://openarena.ws/board/index.php?topic=4948.msg50853#msg50853) of oajgdm4:
Nice  :), but the teleporters:
- have a shader which is not animated
- do bring you too near to edges.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: jangroothuijse on April 01, 2014, 06:55:10 AM
About this version (http://openarena.ws/board/index.php?topic=4948.msg50853#msg50853) of oajgdm4:
Nice  :), but the teleporters:
- have a shader which is not animated

I was actually pleased with this minimalistic design...Is it a convention to have them animated?

Quote
- do bring you too near to edges.

You mean on the end points is not ok?


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on April 01, 2014, 07:18:51 AM
About this version (http://openarena.ws/board/index.php?topic=4948.msg50853#msg50853) of oajgdm4:
Nice  :), but the teleporters:
- have a shader which is not animated

I was actually pleased with this minimalistic design...Is it a convention to have them animated?
It's just my personal impression that a wall made of stars seems a bit strange...

Quote
Quote
- do bring you too near to edges.
You mean on the end points is not ok?

I would suggest to make teleporters make you re-appear without the risk of falling down from the platform...


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: jangroothuijse on April 01, 2014, 07:57:07 AM
About this version (http://openarena.ws/board/index.php?topic=4948.msg50853#msg50853) of oajgdm4:
Nice  :), but the teleporters:
- have a shader which is not animated

I was actually pleased with this minimalistic design...Is it a convention to have them animated?
It's just my personal impression that a wall made of stars seems a bit strange...

I've tried the pulchr teleporter, i still have version of those textures matching this color-theme, but it looked really out of place.

Now its a glowing white rectangle hovering a few inches from a wall of stars (i like the stars because quake(1)); i suppose i could animate the stars, but then the hovering effect (Which is very subtle as it is) will be even less noticable.

Quote
Quote
- do bring you too near to edges.
You mean on the end points is not ok?

I would suggest to make teleporters make you re-appear without the risk of falling down from the platform...
[/quote]

You are right, the teleporter should exit somewhere safer. Easy enough to fix though.

Thanks for the feedback, thanks for giving this map a try.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on April 01, 2014, 08:29:46 AM
Now its a glowing white rectangle hovering a few inches from a wall of stars (i like the stars because quake(1)); i suppose i could animate the stars, but then the hovering effect (Which is very subtle as it is) will be even less noticable.
What about a try placing the stars inside a smaller square brush (a bit bigger than the white rectangle), and use something different for the rest of the wall? Just an idea...


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: wing0 on April 01, 2014, 11:21:29 AM
Just for example :P
Did you notice oacmpdm7 (plan 9 from outer space) is 5 MB, or even a bit more?
That's a very small map (but with a skybox)... I don't know the reason of its size. I don't know what may cause a such small map to have a such bsp.

q3map2 switches!
Lighting for textures is precalculated and must be stored somewhere.
Play with the switches and you will see.
I get very different results with
-approx 64 -samples 3 -bounce 4                                                                                                                                                                         
and
-samples 3 -bounce 8                                                                                                                               



Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: fromhell on April 16, 2014, 03:33:41 AM
...


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: pelya on April 16, 2014, 03:48:29 AM
You forgot dirty socks under bed and a trashcan with used tissue paper. Probably it's female otaku room.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: fromhell on April 22, 2014, 06:51:30 AM
I've started the map BTW, making mapobjects where I can.  The ase exporter is working nicely so the rate is pretty fast

So far:

- a room!
- a bed with simple bezier blanket
- a crt tv with a crt-esque shader playing a videomap (which will be some anime sequence i'll make later)
- a 16:9 lcd monitor with an lcd-esque shader including viewing angle effect
- a mousepad that's a jumpad to the top of the desk
- two body pillow meshes, one bent, has simple clipping brushes
- two stuffies, six planned
- New detail textures: d_fabric, d_carpet, d_carpet2, d_lcd, d_crt, d_plush

I had to compile lighting with q3map_urt for it to not crash though :(


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on April 23, 2014, 01:00:41 AM
Interesting. I'm curious to see some screenshot of it when it will be possible!  :)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: son_goku2 on April 24, 2014, 02:05:52 PM
Just for the record: lego textures are open, not proprietary.

For now I'm retired from q3map2, it's slow and "rustic / primitive". I'm killing my time scanning books.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: fromhell on April 24, 2014, 05:58:51 PM
Just for the record: lego textures are open, not proprietary.
No they're not.   They're legally encumbered by name.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: son_goku2 on April 24, 2014, 08:16:45 PM
Just for the record: lego textures are open, not proprietary.
No they're not.   They're legally encumbered by name.

Then rename map to ABCDeck and ABCurse. Oh, wait! There is ABC news. Use BrickDeck or BlockDeck.

Legoland -> Bricks or Blocks


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Akom74 on May 04, 2014, 02:20:57 PM
I'm (slowly) working on my maps for this volume two.

Actually i'm working on oa_akomctf5  ;D

(http://i55.servimg.com/u/f55/13/33/70/40/th/shot0069.jpg) (http://www.servimg.com/image_preview.php?i=2170&u=13337040)   (http://i55.servimg.com/u/f55/13/33/70/40/th/shot0070.jpg) (http://www.servimg.com/image_preview.php?i=2171&u=13337040)

As you can see, Red and Blue bases are totally different.

Some other maps are available in this forum and can be tested, i mean oa_akomctf2 - ctf3 - ctf4.
See also some images in my site: http://akom74.forumattivo.com/t195-oa-community-mappack-volume-2


Maybe soon i can give you a second akompack with some corrections.

;)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on May 04, 2014, 02:50:21 PM
I'm going back to mapping near end of June/beginning of July.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: fromhell on May 04, 2014, 06:27:01 PM
I'm mapping right now.  I might do some 'interim' maps for this which would probably serve for OA3 later.         I want to do a bunch of themes.

- An airship FFA
- A train FFA
- A Japanese bathhouse CTF
- A beach duplex resort CTF
- An elf village FFA
- An otaku's room FFA DOM (WIP!)



Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on May 05, 2014, 08:59:32 AM
My map is a good percentage of completion, at least in its "base" form, although don't expect an awesome map (I will explain more about it later).
But in this period, real life does not allow me to work a lot on it, so I can't tell exactly in how many weeks I will give you the first beta (I hope a couple of weeks).

PS: Akom, is it a problem of my browser, or the thumbnails in the page you linked of your site are not clickable/enlargeable?


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Akom74 on May 05, 2014, 11:42:33 AM
I'm mapping right now.  I might do some 'interim' maps for this which would probably serve for OA3 later.         I want to do a bunch of themes.

- An airship FFA
- A train FFA
- A Japanese bathhouse CTF
- A beach duplex resort CTF
- An elf village FFA
- An otaku's room FFA DOM (WIP!)


Good !! Can't wait to see (and play) your map(s) !!

 ;D ;D ;D

@Gig: Don't know, maybe it's a temporary problem of the host. All images are working and clickable.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Akom74 on May 06, 2014, 11:44:16 AM

Just an idea for the Blue base  ;D ;D

(http://www.actionfigurepics.com/wp-content/uploads/2012/09/Icon-Heroes-Castle-Grayskull-Front-150x190.jpg)

Remember it ?  :P 8)

 ;)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on May 07, 2014, 12:50:08 AM
About images here (http://akom74.forumattivo.com/t195-oa-community-mappack-volume-2) not enlargeable....
@Gig: Don't know, maybe it's a temporary problem of the host. All images are working and clickable.
Now I got it. In your forum, if one is logged in, hyperlinks in posts do work. If one is not logged in, hyperlinks in posts do NOT work at all... this applies not only to images, but also to "standard text" links...
I don't know if you have some admin panel that may allow you to change this behavior... I fear that may be a platform's choice...


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on May 07, 2014, 07:28:27 AM
I shall remind you all to upload the stuff you make for OACMP2 in this thread:
http://openarena.ws/board/index.php?topic=4948.0


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: fromhell on May 22, 2014, 01:51:52 PM
Unfortunately my attempt at making terrain has been shaded really blocky, even with phong and shadeangle 179. Having a lightmap doesn't make anything better either.


I did make the snow terrain textures in Gimp through thorough "nature>flame" and resynthesize passes, and the rocks with voronoi and blur and texture transfer :P


(also bonus cakes to who can recognize what I was inspired by in this)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on May 22, 2014, 04:33:50 PM
Something from UT2004?


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: asmanel on May 22, 2014, 05:30:29 PM
It look like one of the AC snowy textures.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: fromhell on May 23, 2014, 03:22:26 PM
Something from UT2004?
Almost, but earlier....


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on May 23, 2014, 05:11:46 PM
The first UT?
(Remember that my gaming historial isn't as broad as yours, I may not even know the game)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: fromhell on May 23, 2014, 06:06:56 PM
Give up? (https://www.youtube.com/watch?v=ctBBPDkYoZc)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on May 23, 2014, 07:11:27 PM
Oh, well, I wasn't that much into those demos.
I stand corrected.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on May 24, 2014, 02:08:52 AM
Wow, I remember I saw that demo, many years ago!!!

How long!

(I admit, not very useful post)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: fromhell on May 24, 2014, 12:55:17 PM
Trying to get the hang of curves, too


Right now it's a domination map.  It's not really tight enough for FFA


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: fromhell on June 23, 2014, 02:40:30 PM
.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Akom74 on July 09, 2014, 03:05:32 PM
@Fromhell: I remember this "resort" map  :P . I don't have leave it, i'm busy with some things, but i have it in my Hardisk, i can send to you the .map file if you want to finish it.

 ;)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on July 09, 2014, 03:29:57 PM
Oh, yeah, I've promised that I would return to mapping once my studies are over. Well, I'll just say, until the World Cup ends. ;D Then I'll have until half of August for mapping.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Akom74 on July 09, 2014, 04:04:14 PM
Oh, yeah, I've promised that I would return to mapping once my studies are over. Well, I'll just say, until the World Cup ends. ;D Then I'll have until half of August for mapping.

First of all, remember to finish to fix the OACMP1 and release the v4, all the world is waiting for this......
....muahahahaha !!!!  ;D ;D

 ;)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on July 10, 2014, 12:07:13 AM
About me, I hoped to have some spare time in July... but I haven't had, instead. Maybe a few days in August...


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: fromhell on July 10, 2014, 01:34:01 AM
I tried roughing out the pool area though i'm not great at making it curved :(


did a few shaders to set the mood though.  The water is a simple deformVertex normal environmentmap thing which looks sort of cool in motion


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: pelya on July 10, 2014, 03:23:46 AM
Hey, what about no-swords (http://openarena.ws/board/index.php?topic=4271.0) rule?
Now you'll say it's machete, and non-functional, and just a part of the model.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on July 11, 2014, 07:14:04 AM
Sorry for posting an almost useless post.... just to say it's time for holidays, so probably I will be mostly offline in the next two weeks (may look from cell phone if possible).
See you later, guys (and gals)!


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on July 27, 2014, 07:59:08 AM
Two news from my side, one good and one bad.

The bad news is that there were problems in my house and I'm moving on. The PC I was using for mapping isn't going to be here anymore. The person who owns it is going to take it to her house. (About all the work I did don't worry, it's safe. =) )
The good news is that in this semester, once I'm finished, I'll have some more time for mapping, just like old times. =)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Akom74 on July 28, 2014, 03:25:43 AM
Two news from my side, one good and one bad.

The bad news is that there were problems in my house and I'm moving on. The PC I was using for mapping isn't going to be here anymore. The person who owns it is going to take it to her house. (About all the work I did don't worry, it's safe. =) )
The good news is that in this semester, once I'm finished, I'll have some more time for mapping, just like old times. =)

Sadly news......
.....but....
Will you repack the first release in the official V4 ?
(fixed i mean)

;)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on July 28, 2014, 07:47:25 AM
That's one of the first things I'll do. And once it's released, there will be no more BUT's to be taken. =)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on July 28, 2014, 11:17:26 AM
The bad news is that there were problems in my house and I'm moving on. The PC I was using for mapping isn't going to be here anymore. The person who owns it is going to take it to her house.
From your words, it seems you have a bad time for your personal life. I'm sorry about that.
We are friends here, and it's sad to hear someone has got problems in real life. If someone loses an OA map, he can redo it from scratch (with some patience), better than before... real life problems are worse.
There is no need to tell us details... I just wish things will go the best way for you.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: special on September 03, 2014, 07:43:29 PM
there is no interest. because open arena is dead.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: jangroothuijse on September 10, 2014, 05:55:27 AM
I'm not sure if it shoud be shown yet, pre-alpha version, and its a big map so its got much wrong with it.

http://jan.groothuijse.net/img/jx2.pk3 (http://jan.groothuijse.net/img/jx2.pk3)
It depends on the first mappack (or there are some missing textures)
start with /map jx2c

Note the trailing c, dont do /map jx2.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Suicizer on September 10, 2014, 11:10:54 AM
I'm not sure if it shoud be shown yet, pre-alpha version, and its a big map so its got much wrong with it.

http://jan.groothuijse.net/img/jx2.pk3 (http://jan.groothuijse.net/img/jx2.pk3)
It depends on the first mappack (or there are some missing textures)
start with /map jx2c

Note the trailing c, dont do /map jx2.

A pre-alpha version? That sounds like you only started up a radiant, started with a few brushes and saved it right away.
Make sure people actually have something to see when releasing anything (so like a solid alpha version; nearly towards beta). If there's nothing to see, then why should they be interested?
So be sure the layout is clear, about half of the map is textured and lighted. Then you've got something to promote and use ideas from the input of others (which will show off more attention as they see you've invested some time in the project already).


P.S.
I'm not going to check out the map especially when no screenshots are provided.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: jangroothuijse on September 10, 2014, 11:22:47 AM
P.S.
I'm not going to check out the map especially when no screenshots are provided.

I can tell.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: fromhell on September 10, 2014, 04:28:09 PM
I do like the terrain so far though it feels a bit 'bumpy' with the clipping. Dunno if having it less detailed (larger terrain brush size) would contribute for that, or less height variation. Make sure you run BSPC to keep check it'll still compile for it.

The terrain could be vertex only too because it's not doing much use with the lightmap stage.  It'll also compile faster for that

Do like the 'fish' ship and the skyfog :)

P.S.
I'm not going to check out the map especially when no screenshots are provided.

Could you have contributed more toward that "OA is full of assholes" stigma?  It never hurts to show a work in progress, and unconstructive people like you are why I hardly show stuff in progress, leading to less progress

Perhaps many aren't registering anymore because they're reading your posts and getting the impression that everyone's a destructive asshole which definitely isn't true



Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: jangroothuijse on September 10, 2014, 05:08:56 PM
I do like the terrain so far though it feels a bit 'bumpy' with the clipping. Dunno if having it less detailed (larger terrain brush size) would contribute for that, or less height variation. Make sure you run BSPC to keep check it'll still compile for it.
Some parts don't feel as bumpy, so i guess its just aligning them better. Less height would also help indeed, but the gameplay has to remain in tact.

Quote
The terrain could be vertex only too because it's not doing much use with the lightmap stage.  It'll also compile faster for that
OK, compile times are a bit high so, how would i flag it to be vertex only?
The lights should be very much smoothes, in gradients to hide the edges of the structure, so i'm not sure there is no contribution of the lightmap...

Thanks for the feedback! I'm not done by a long shot but wanted to show i was actually working on something. Ship was indeed inspired by whales :P


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: fromhell on September 10, 2014, 06:14:38 PM
My snow map's terrain has this shader:

Code:
textures/oa_snowy/snower
{
q3map_nonplanar
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
q3map_shadeAngle 179
q3map_forcemeta
surfaceparm pointlight
surfaceparm nolightmap

{
map textures/oa_snowy/snowrock1.tga
rgbGen vertex
alphaGen vertex
}
{
map textures/oa_snowy/snowrock2.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen vertex
alphaGen vertex
}
{
map gfx/fx/detail/d_stone.tga
blendfunc gl_dst_color gl_src_color
rgbGen identity
tcMod scale 32 32
detail
}
}

nolightmap and forcemeta are important for it, as are rgbGen vertex for the terrain texture stages, also dropping the lightmap allows for a detail texture stage that could be turned off.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on September 11, 2014, 12:02:50 AM
In my WIP map I used "terrain" (rgbGen vertex) to achieve a "fade out" at long distance effect without using fog. But it has got the side effect of appearing completely black (pitch black) if playing the map in Vertex light mode... do you think it is possible to avoid that problem?

Uhm.. maybe it's related to the fact it fades to black, so it shows only the black stage instead of the texture stage? Maybe when I will finally publish its first beta (I can't tell exactly when), someone may help me with its shader...

Okay, I will ask when it will be the right time...


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on September 11, 2014, 12:15:52 AM
I'm not sure if it shoud be shown yet, pre-alpha version, and its a big map so its got much wrong with it.

http://jan.groothuijse.net/img/jx2.pk3 (http://jan.groothuijse.net/img/jx2.pk3)
It depends on the first mappack (or there are some missing textures)
start with /map jx2c

Note the trailing c, dont do /map jx2.

Tried. Interesting concept.  :) Good, Jan.
I suppose it may -in a certain sense- take the place of the currently "dummied out" DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Cut_Content/islanddm]islanddm (http://([b)/DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Cut_Content/islandctf]islandctf (http://([b) maps.
Maybe it may result more a "fun map" than a "pro map", but maybe it's too early to say that (and I have nothing against "fun maps". Also mine will be one.).

Attached, some screenshots of Jan's alpha.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Suicizer on September 11, 2014, 04:16:25 AM

P.S.
I'm not going to check out the map especially when no screenshots are provided.

Could you have contributed more toward that "OA is full of assholes" stigma?  It never hurts to show a work in progress, and unconstructive people like you are why I hardly show stuff in progress, leading to less progress

Perhaps many aren't registering anymore because they're reading your posts and getting the impression that everyone's a destructive asshole which definitely isn't true



If there's nothing to see then there just is nothing to see (so uninteresting for most people). By providing screenshots, you show off the stage of progress way easier and are people quicker interested in the project (as they get served it hot instead of needing to warm it up by their selves).
There shouldn't be anything discouraging about to give such advice as eventually it pays off in support from others).


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: fromhell on September 13, 2014, 04:32:58 AM
(http://leileilol.mancubus.net/crap/babbyssecondnegativebrushes.jpg)

Trying to map with QuArK's negative brushes for most things, seems to work faster for my process  though my results appears rather Unreal due to my curve-less habits



Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on September 13, 2014, 11:47:49 AM
That does look pretty Unreal I. It reminds me of the Chizra/temple levels, in fact. Pretty cool.
Might I suggest some kind of trims for those windows, though?


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: fromhell on September 23, 2014, 03:32:28 AM
don't know if i'll do this ctf map design all the way through


Also during the creation of this map, I reallzed there's a huge lack of 'tech panels' textures, so all my walls look like some blank clouds thing right now and I'm not sure what to do about details on the curves


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on September 24, 2014, 01:05:29 AM
It looks nice.  :)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: fromhell on September 24, 2014, 06:22:08 AM
I don't think so, but i'm trying to produce some wall textures to spice it up a bit


i love how the city skyroom turned out so far


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on September 24, 2014, 07:12:11 AM
The place of the last screenshot looks very good.  :)


Title: OpenArena Community Mappack Volume 2 reopened!
Post by: Neon_Knight on October 05, 2017, 08:18:27 PM
I declare officially reopened the OACMP Vol. 2.

First with the official repo for the pack: https://github.com/NeonKnightOA/oacmpvol2

It has two maps (oajgdm4 from jangroothuijse, and my first contribution), plus a source (of what will be my second conribution).

Here's my first contribution to OACMP: Underground Temple (codename: oacmp2_utemple)

It's a small Tourney map. It also supports the Possession gametype. It also includes a remixed version I did a long time ago of an official OA song. The unfortunate part is that I've lost the source, so it may not get included in the final release. :'(

As always, testing is needed. And more importantly, this is an Alpha version, so layout first, visuals later.

The map is uploaded to the OACMP2 repo, but if you want to play it without downloading the pack, here's a link (https://www.dropbox.com/s/7gbu1x7d06xkxp5/z_oacmp2dm1.pk3?dl=0).

(https://i.imgur.com/k2IXokKl.jpg)
(https://i.imgur.com/Ah1d8YCl.jpg)
(https://i.imgur.com/JBNe3Ldl.jpg)
(https://i.imgur.com/xIt87Ndl.jpg)
(https://i.imgur.com/xAtQBzvl.jpg)
(https://i.imgur.com/43KDcb1l.jpg)
(https://i.imgur.com/Ja0CaNZl.jpg)
(https://i.imgur.com/zQ3llNSl.jpg)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on October 06, 2017, 01:09:14 AM
Quickly tried oacmp2_utemple! Nice!  :)

A few thoughs:
- You need to push "jump" in order to get out of the water, on both the jumppad and the ramps. Maybe adding a small step? O changing water height, maybe?
- Maybe it's a bit too dark, directly under the "spiral staircase", at the lower level?

You mentioned this as a "small Tourney map". This makes me think about a thing we didn't do in Volume 1: using "oacmptourneyX" names for tournament maps (volume 1 did actually have various small maps, but we did name everything just "dm" -except ctf ones, of course-). Do you think we may/should add this distinction in Volume 2?

PS: I didn't expect to see the sky in an "underground temple"   :D

@Fromhell: I did try to attach some screenshots, but the forum says the upload folder is full...


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on October 13, 2017, 09:19:56 AM
I think Akom has got various maps adapt for this gamepack which are already 90% finished.

The problem is that, since oacmp2, Neon Knight added the rule that the maps should compile with a certain q3map2 version. I hope that there is no so much difference between q3map2 versions... but IFAIK he's still using his tweaked Q3Radiant package to map. And switching from q3map to q3map2 changes a lot of things, especially lighting...

While I agree that this allows better maintenance, this makes things complicated with Akom's maps...

I do have a couple of small wip maps, and they are done with NetRadiant, unlike my oacmp volume 1 map.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on October 13, 2017, 10:36:23 AM
You don't need to switch editors. Just replace q3map(2) and bspc with the versions provided and it should work as well.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on October 13, 2017, 11:02:40 AM
You don't need to switch editors. Just replace q3map(2) and bspc with the versions provided and it should work as well.
Uhm... maybe, but I wouldn't be so sure. I mean about going from q3map to q3map2... I don't know what would happen if jsut renaming q3map2 to q3map and putting it into Q3Randiant folder.
If course, testing does not cost anything (as long as one cares to keep a copy of original files)..


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on October 13, 2017, 08:34:07 PM
I did that test a long time ago. It worked without problems, since the editor just calls the compiler, doesn't seem to check anything else. And it's a logical thing: why would Radiant check for the compiler if it's only needed to compile the map?

The only bad side is the libraries required for it to work. Those must be placed on the same folder, otherwise q3map2/bspc won't work.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on October 14, 2017, 01:33:30 AM
I did that test a long time ago. It worked without problems, since the editor just calls the compiler, doesn't seem to check anything else. And it's a logical thing: why would Radiant check for the compiler if it's only needed to compile the map?
I was not thinking that Radiant would "check" for a certain compiler version, but that q3map (used by Q3Radiant) may have been too much different from q3map2 (used by GTKRadiant and NetRadiant). Q3map2 has got tons of additional switches, and AFAIK it is suggested to use slightly different made sky shaders for q3map2 (see here (http://q3map2.robotrenegade.com/docs/shader_manual/light-emitting-shaders.html))...

These are the "final" compile settings from Stock Q3Radiant 202 (taken from "quake.qe4" file)
Quote
"bsp_FullVis (light -extra)" "! __QERPATHq3map $ && ! __QERPATHq3map -vis -threads 1 $ && ! __QERPATHq3map -light -extra -threads 1 $"
Side note: as you can see, that has got those stupid "-threads 1" options which slow down compiling a lot, because they make the compiler use only one thread even on multiprocessor PCs. See also DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Multithreaded_map_compiling#Q3Radiant]this wiki page (http://([b).
[/size]

While this is from NetRadiant 1.5.0 "oa.game" package (taken from "default_build_menu.xml" file)
Quote
<build name="Q3Map2: (simulate old style -light -extra) BSP -meta, -vis, -light -super 2">
<command>[q3map2] -meta "[MapFile]"</command>
<command>[q3map2] -vis -saveprt "[MapFile]"</command>
<command>[q3map2] -light -super 2 "[MapFile]"</command>
</build>
Theoretically, that option should be the NetRadiant one to give the most similar results to Q3Radiant... But I tried it a few times (from NetRadiant) and the lighting wasn't really the same. (Note: for my new NetRadiant map I'm not using that compile option). Other differences I noticed when I tried to re-compile my old Q3Radiant Map from NetRadiant included some textures which had a small "scale" which appeared "enlarged" after the new compile.

However, the parameters don't exactly seem the same (q3radiant script didn't include that "saveprt" switch), I don't know what would happen if just renaming q3map2 to q3map and placing it into Q3Radiant folder...
But if you already tried that...


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on October 14, 2017, 05:56:00 AM
It should keep using the same switches. AFAIC, there were new options such as flares and DotProduct2 terrain shader (http://simonoc.com/pages/articles/terrain1_1.htm) (i.e. smooth terrain, terrain blending) support which regular q3map didn't support.

Anyways, weren't those compile settings configurable?


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on October 14, 2017, 09:11:13 AM
Anyways, weren't those compile settings configurable?

In theory, from "File" -> "Project settings" menu ->"Menu commands" section. But in reality, that was badly broken and editing an entry from there caused the compile commands to be truncated and ruined. So, the only way is to manually edit quake.q4e file from an external text editor, as I explained in that wiki page about multhreaded compiling. At least, the Q3Radiant version I have... I do not know if there are also some versions without that bug.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on October 17, 2017, 08:31:34 AM
So, if we try to take a few of the options from NetRadiant 1.5.0 oa.game "default_build_menu.xml"
Quote
<build name="Q3Map2: (single) BSP -meta -flares">
<command>[q3map2] -meta -flares "[MapFile]"</command>
</build>
<build name="Q3Map2: (final) BSP -meta, -vis, -light -fast -filter -super 2">
<command>[q3map2] -meta "[MapFile]"</command>
<command>[q3map2] -vis -saveprt "[MapFile]"</command>
<command>[q3map2] -light -fast -filter -super 2 "[MapFile]"</command>
</build>
<build name="Q3Map2: (final) BSP -meta -flares, -vis, -light -fast -filter -super 2 -bounce 20">
<command>[q3map2] -meta -flares "[MapFile]"</command>
<command>[q3map2] -vis -saveprt "[MapFile]"</command>
<command>[q3map2] -light -fast -super 2 -filter -bounce 20 "[MapFile]"</command>
</build>
and manually convert to Q3Radiant menu format...
Quote
"Q3Map2: (single) BSP -meta -flares" "! __QERPATHq3map2 -meta -flares $"
"Q3Map2: (final) BSP -meta, -vis, -light -fast -filter -super 2" "! __QERPATHq3map2 -meta $ && ! __QERPATHq3map2 -vis -saveprt $ && ! __QERPATHq3map2 -light -fast -filter -super 2 $"
"Q3Map2: (final) BSP -meta -flares, -vis, -light -fast -filter -super 2 -bounce 20" "! __QERPATHq3map2 -meta -flares $ && ! __QERPATHq3map2 -vis -saveprt $ && ! __QERPATHq3map2 -light -fast -super 2 -filter -bounce 20 $"
and then manually adding them to quake.qe4 file by editing that file with a text editor. (Make a backup of it first!)
(Note: I kept the reference "q3map2" executable name, so one can just place a copy of q3map2.exe in the same folder of q3radiant original qmap.exe without overwriting the original file: old menu items will use q3map, the new menu items will use q3map2.)

I HAVEN'T ACTUALLY TESTED THIS.
Akom, do you wish to give it a try?

Otherwise... I can remember there was an external Q2MAP2 GUI tool, to launch map compile from outside of NetRadiant, with easily customizable options. I do recall myself re-packaging it to add some dll files which were missing for I do not remember which reason (taking them from some GTKRadiant/NetRadiant package). But at the moment I can't recall its name and the forum thread containing it. Some tip?
PS: Vaguely remembering the work of adding dll files to that GUI package, makes me think that probably you can't just put q3map2.exer in Q3radiant folder, because it will also search for those .dll files which come with NetRadiant/GTK Radiant!!!!


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on October 17, 2017, 11:09:07 AM
The program you're searching for is q3map2build. The original D/L link is lost, so I've uploaded it to Dropbox (https://www.dropbox.com/s/6x2syvk25fh0zbx/Q3Map2Build.zip?dl=0).


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Akom74 on October 17, 2017, 12:02:09 PM
Akom, do you wish to give it a try?

No, i'm not. Actually i'm very busy with my new job, start from 06.00 am and finish at 18.30 pm.

In the short time remaining before sleep at 22.00 pm, i'm trying to make another map for forum's users.

;)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on October 17, 2017, 02:25:13 PM
Akom, do you wish to give it a try?

No, i'm not. Actually i'm very busy with my new job, start from 06.00 am and finish at 18.30 pm.

In the short time remaining before sleep at 22.00 pm, i'm trying to make another map for forum's users.

;)
Oh. I don't know if I should tell you "congratulations for your new job" or not, then.

So, should we consider that probably you will not partecipate to oacmp2 with new maps?
But would you be okay to partecipate with those cool maps from yours you did in the past years, such as suicizer, cargo, the one of four worlds, a ctf map on sky buildings...? Maybe if there is some need to make some fixes to make them compile with q3map2 or to add support for more gametypea, would it be okay for you if Neon Knight does them? (In case Neon Knight wishes so, of course).
I do know that you are used to say "these maps are gpl, anyone can do as he wishes"... but a thing I recall of oacmp1 was that map authors had to expressly say they wanted their maps in the package, as oacmp does not want to simply be a re-packaging of third party maps, but a team work instead.

PS: I think there will be some months before oacmp2 development enters an high activity state, we still have to do some other things before that.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Akom74 on October 17, 2017, 02:33:11 PM
So, should we consider that probably you will not partecipate to oacmp2 with new maps?

I want to :)

For the final compiling with q3map2, we have Neon_Knight as supervisor  ;)

Quote
PS: I think there will be some months before oacmp2 development enters an high activity state, we still have to do some other things before that.

BTW, Who are the mappers this time ?

;)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on October 17, 2017, 03:21:52 PM
Nice to hear you will be with us also in this adventure!
And of course for me it's okay that NK recompiles your maps before the pack release... just the important thing is to do not do it only at the last moment before the release without previous testing (IIRC, something bad happened with oacmp1 version 2 or 3)...

About your question:
For the moment, we have a map that Jangroothoose posted to the oacmp2 commits thread some years ago, and a couple of maps from Neon Knight.

Maybe I may contribute with a map or two, but I don't know because:
The first map is mostly finished... but even if I did spend a lot of effort on it back then, I fear the final look may nit be professional enough for the mappack (side note: I never thought about it as a "pro" map, but a "fun" experimental small map).
The second map (also paused since years) is still at the first, although large, room. And I'm slow at mapping, probably forgot a lot of radiant commands, and haven't a lot of time to spend on it.

Nitpicking PS: if you use 24h format, you don't need to specify "a.m./p.m.", which are required for 12h format instead. ;)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on October 17, 2017, 03:33:58 PM
Next week I'll try to finish the second map of mine.
Akom, feel free to choose any of your past contributions. Since all of them are GPLd, they can go, of course.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on October 18, 2017, 02:32:17 AM
The program you're searching for is q3map2build. The original D/L link is lost, so I've uploaded it to Dropbox (https://www.dropbox.com/s/6x2syvk25fh0zbx/Q3Map2Build.zip?dl=0).
Thank you!
Thanks to its name, I found the post where I published my own re-packaged version of q3map2build, where years ago I did add some files which were required to use it as a "standalone" tool on Windows (adding bspc and some dlls, taken from some GTKRadiant and NetRadiant packages):
http://openarena.ws/board/index.php?topic=2722.msg47955#msg47955
Direct download link: http://digilander.iol.it/flagraiders/files/tools/q3map2build1_0_25_withDLL_BSPC.zip


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on October 18, 2017, 02:39:30 AM
About other partecipants to the mappack...

I was wondering if we may ask Adriano if he would like to have his oa_ctf4ish Evolution (http://openarena.ws/board/index.php?topic=5275.0) map to be included into "OACMP2" instead of "tribute mappack" (considering how much "Evolution" version changed from the original map, I feel it may be better to place a more "classic" version of it in the tribute mappack, don't you think?).


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on October 18, 2017, 05:36:52 AM
Well, unless people don't have time to create their own maps and still want to participate, I would prefer if they can create maps specifically from the pack. I know what happens when the request of "put this map/put that map" gets out of hand. Besides, what about the preference for original maps made by the pack?


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on October 18, 2017, 08:27:54 AM
Well, unless people don't have time to create their own maps and still want to participate, I would prefer if they can create maps specifically from the pack.
I also hope we will have most maps specifically created for the mappack... however also leaving out good maps such as Suicizer and Cargo would be a waste. And for the moment, unfortunately noone answered to your OACMP2 post on Discord some time ago, IIRC... :-(
Quote
I know what happens when the request of "put this map/put that map" gets out of hand.
What happens?
Quote
Besides, what about the preference for original maps made by the pack?
"The preference" does not mean that *all* maps have to be original. I loved oacmpdm4. And that ctf4 Evolution map just seems to me a bit too much remixed for the tribute mappack... IMHO of course, I would prefer to find a more classic version of that map in that package...


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on October 18, 2017, 11:52:56 AM
Instead of a mappack (with maps created especially for the pack) we end up with a compilation pack (with already made maps taken from other places). That's NOT the point.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on October 18, 2017, 02:49:14 PM
Instead of a mappack (with maps created especially for the pack) we end up with a compilation pack (with already made maps taken from other places). That's NOT the point.
Wait a minute... we would NOT be scavenging third party maps found across the net. I'm NOT suggesting that.
And also I'm not suggesting to take "as they are" maps already well known among players... But at maximum, a few yet-unknown remakes or remixes of "well known" maps, like Oacmp1 had 2 out of 13, IIRC.

We would just use -under author's permission and collaborating with him for further enanchements- some maps which have actually been developed on this forum (to which we have given feedback during their development), and that probably a very small number of players apart from the few of us who actually follow this forum have ever seen or heard of. Maps which are (more or less) not "officially" published, although their author may consider them "complete".

And oacmp2 started right after the final selection of 13 maps of oacmp1*: it's possibe that Akom made his maps already with oacmp2 in mind (he may confirm this or not)... I don't know if he already published them on known sites such as MapRaider or not... but probably not... Do you get what I mean?

A very good map such as oa_suicizer is worth of being made popular by a mappack (or even oa3, but that's sooo far in time), instead of remaining in the oblivion of a forum thread forever...
NOTE: I'm writing this "IMHO", of course. This is just my opinion, which counts for one.

*As proved by the presence of that map from Jan, the first added to oacmp2 years ago.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: carca55gr1nd3r on December 10, 2017, 04:21:10 PM
Hi fellows,

I have not read the complet thread, but how about a set of maps for that Mappack where all mappers developing on?

My idea is to go on a roadmap and work together to a handfull of maps.

It could run like these steps:

1. decision how many maps, and types of maps, like: 10 dm, 6 ctf, 4 tourney ... and so on
2. start with design simple layouts: everyone brings map layout ideas or just some layout fragments .
3. After all take the ideas and fire up the radiant to build raw the outcome based on the ideas, while build some defined standards shall be used (high of rooms; wide of tunnle etc.)
4. Every one can work on each map decisions will be made in the group.
5. Testing the maps is also important ;)
6. Finish the maps for a release

I know the agenda sounds hard even I am busy like hell: job, family, house building


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on December 11, 2017, 04:23:36 AM
The problem with that approach is that you depend on the other mappers' availability in order to create your layout. In the past pack every mapper had freedom to create their own map/layout. I don't want to break this in this or other future volumes.

Not to mention the inherent problem with the whole "design by committee" (http://www.tvtropes.org/pmwiki/pmwiki.php/Main/TooManyCooksSpoilTheSoup) thing.

Aaaaaaaaaand, we still have to gather people and most importantly: if a date is set, then everyone (including myself) should respect those dates. The past pack was delayed for several months in part because of insistence on minor bugs and glitches.

And last, but not least, yeah, we need testers, but incredibly enough there aren't many around.

I could set a date, but we need people first.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Akom74 on December 11, 2017, 12:59:07 PM
The problem with that approach is that you depend on the other mappers' availability in order to create your layout. In the past pack every mapper had freedom to create their own map/layout. I don't want to break this in this or other future volumes.

Not to mention the inherent problem with the whole "design by committee" (http://www.tvtropes.org/pmwiki/pmwiki.php/Main/TooManyCooksSpoilTheSoup) thing.

Aaaaaaaaaand, we still have to gather people and most importantly: if a date is set, then everyone (including myself) should respect those dates. The past pack was delayed for several months in part because of insistence on minor bugs and glitches.

And last, but not least, yeah, we need testers, but incredibly enough there aren't many around.

I could set a date, but we need people first.

We also need more texture-pack :D :D
...and soundtraks...

;)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on December 11, 2017, 04:04:35 PM

We also need more texture-pack :D :D
...and soundtraks...

About soundtracks, oacmp packs can add their own music files, as long as they are truly gpl compliant and come with "source"...

About stock musics, in oa3 there will be a major change, as Fromhell plans to migrate stock musics from .ogg to tracker format (for easier editing and as workaround for the annoying problem of the game hitch every time .ogg music track restarts). So, I can't tell how many stock music files OA3 will have and how different they will sound than the current ones. I don't even know if they will keep the same naming format (I hope yes, to do not lose backgound music in oacmp vol 1 maps). However, for oacmp vol2 we have to work with "current" oa version, which currently is 088, so tracker format isn't officially supported yet.

PS: Akom, did you know about this page? (DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Texture_packs


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Akom74 on December 12, 2017, 12:50:34 PM
PS: Akom, did you know about this page? (DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Texture_packs

Yes i do, what do you mean ??  xD


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on December 12, 2017, 02:23:16 PM
PS: Akom, did you know about this page? (DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Texture_packs

Yes i do, what do you mean ??  xD
I meant that probably in the future we will have more textures, but in the meanwhile, we have those of OA 088. Within what we currently have, that page may give a little help to find the textures adapt for a certain "theme"...


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on December 12, 2017, 03:51:40 PM
If only we could have texture artists... :'(


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Akom74 on December 13, 2017, 01:40:38 PM
At every new map start, i select from all the textures (OA 0.8.8) about 10/20 textures to use.

;)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: carca55gr1nd3r on December 14, 2017, 05:10:52 PM
If only we could have texture artists... :'(

Is it so difficult to make textures? I make alot of textures by myself.
What kind of texture is needed?


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on December 15, 2017, 04:29:53 AM
Well, first of all the missing CTF variants of some default packages would be a good starting point.
Then completing the base and gothic texture sets with the proper replacements.

If you prefer, though, a complete single-theme package (walls, ceilings, floors, trims, lights, fx...) with red, blue and neutral designs (for both regular and CTF) is more than welcome.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: carca55gr1nd3r on December 16, 2017, 04:29:40 AM
Well, first of all the missing CTF variants of some default packages would be a good starting point.
Then completing the base and gothic texture sets with the proper replacements.

If you prefer, though, a complete single-theme package (walls, ceilings, floors, trims, lights, fx...) with red, blue and neutral designs (for both regular and CTF) is more than welcome.

base and gothic texture set is it refering to replace the original Q3A textures? I guess you do not want a 1to1 remake. It shall be some OA originals or?


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on December 16, 2017, 05:33:52 AM
Well, those replacements shoudn't be 100% accurate (we might be entering into plagiarism), but loose adaptations.

Right now it would be a better idea to have red, blue and neutral textures for the current OA original sets. Seems to be the most easier thing to do.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: carca55gr1nd3r on April 08, 2018, 02:08:13 PM
Sorry I have not yet started by a texture package  :-[

Still not push myself to get in progress with that. Instead I have worked on another map project for OA (if you like as a candidate for a upcoming Mappack)

I would like to introduce "Dome of Doom":

(https://public.boxcloud.com/api/2.0/internal_files/287155552407/versions/302173278135/representations/jpg_paged_2048x2048/content/1.jpg?access_token=1!M35xd7JkfWiqoIEAQFuAVKCI0PmUQ5tHqvS6GYhpZhCDLRl2U02zIoTdzufMKIhFoTDtzV9RWFBC_MIGu0peBYglS6mHNTX3t1pbGBd7CC145iXc8-rxg8SSDDi9ppQi1-oXXJxWfcao9a0Unmjdg9P1fcEObkscbGM3r8T71iTWG1UjkXbVL8-oNTERimeDbWLYR3bJY_pwzh_VIM5iSux0M9soLBuL_H1FzpfpoGO9cZlKsAatRNo-Fu4uf_L0Uec9KEMr84_6llYfKQQKjoVnYVeyeIG_12fyIscyqbSgspmhNeFBsVqoLpawLznX6BSXKUG0OvB8ytjUOO0KPlRJMtlAb5IE5aoSTOur7RhVdP36Gx_gp3TXaGirMOtfed73JW_PMKok5Lvv9g..&box_client_name=box-content-preview&box_client_version=1.37.1)

(https://public.boxcloud.com/api/2.0/internal_files/287150956526/versions/302168671022/representations/jpg_paged_2048x2048/content/1.jpg?access_token=1!tdgJIiUskh4EgcKDFmg47a2f_SH235SUa9I0Okk_QPQm_uz5c0ct_PxH-zAwbZd51Nz_xNJzeIbTw2UAhOWJlRzQZeSgNPcJbi1lCaw9uO41jccrwEiGpkeatFCWoHNiBMroZHCoPEfnB4t39mltinPcp9WswmCixuE-1Wa60OLCYYXJQcpd9cST0I7unih3_WkoK2JavGysknBDIAnkkTTaAIHZtGjVqK6u-N3ptjcUVtlvprlL3R-tWrYVHHXizyn7scOgomBdqx45KjejPBb4kySaJApv7eEKN_b2iIv_LSm4PcW1nLHnFa4NYAV9kWbw5K-i9Z8POOV5oxaSeQfifyG8423c6-eZ9FEdpQcw_gH_clZMvv84YNI1Hk6Z9afduqD4BfujPG8fjA..&box_client_name=box-content-preview&box_client_version=1.37.1)

(https://public.boxcloud.com/api/2.0/internal_files/287151201529/versions/302168926393/representations/jpg_paged_2048x2048/content/1.jpg?access_token=1!BgHM7nKCN6OErnboKAD8PDWMkcmgCtOgikxriKAaVa41mmYn14sSi361_Mn3IG-3-6USE8Y-v3oOp63x9-JqoRtdbBurUvLht68D3Z2jpvbq4ghoP3U4KOyoCeT9bXs91YoHgPsgeQpiGB6TKAHzp2EPqiZWNeEnQo6zR9rUNp0OwpSXJcidDBQFMtR6Vm5tRvd-yG-LAH8H_uIpXqLKkSpt4INTTM-LmrJpGn85fALeCZF0k6O1SGj1qI27pT9Q8qrtR2YSbBR8qNbfvomayFmUWp2uUyvegTd29oxNFlxRwu0LX8rhZfaHS-ldbgghjtfafC-j2aJSlJJOJ8frORkzQqVkpyt9AA8IqKfC-g74IhJ_IqzHHBRH6A5gzSFVh6xs7hG71QQ96KT5Cg..&box_client_name=box-content-preview&box_client_version=1.37.1)

(https://public.boxcloud.com/api/2.0/internal_files/287150784651/versions/302168512971/representations/jpg_paged_2048x2048/content/1.jpg?access_token=1!3to2fx6bYKW2HD-MsvZ4ZUXG7twWbOXGMeCRpW88zxB8EyeKtdXWwhko1Affck_pRriIZPOl0467krGWes56dPFcMMVKWBwIL0jDt8m_3SV31qMADq58O7w_WS5_H-sP7jfQhc9cY7pancakeseh5n1hogtAnk8EFQxKo-2yJRwhnckVPk8rnzucCLdZIG3IKdugrS1RU3LP1U2jO8EAp-pn-NMt-pqdeSynShSSORqkF6qCSuhCxAsFfK4GBcOvGTCVhUA5svkAft61fJHI0R-zOwvccLARBLNtKjOkObR_0seFyXhdjuquQ2WA5QJnaHsd_CJupcqOGsMtRs5rBRmjfFVCviQ9HUp2DGOld61eVmETSKW_sCzQ-CEcoM4XEyqxdBjw35Z4BVVEWW1vLw..&box_client_name=box-content-preview&box_client_version=1.37.1)

(https://public.boxcloud.com/api/2.0/internal_files/287150918605/versions/302168651245/representations/jpg_paged_2048x2048/content/1.jpg?access_token=1!sPpQkMx6HsCkme1GUsDI0wkePYx0Pcq7wZftbfH7BC4hPhq6C_BYxMevc9gSbYvkMGoDqdJiYtwKCpyo7t6yViajp-YRNC89oP63n_OoCuJ_FSud8LsXYtZ5vPzcF2xEVnaK6qUbEYGjAV21de68Ew3fYx_1_WnjVWqMAgZdDkRQCpwVYH9mZUueZmaJXlatUck5P6ms66Rvg_76-U2K9v11zY6wFExM3DqieDNfQWYW5RzZ_Pf90qXrGX-PEjpyLJTSjc2ILlen2lH94hEieNZF35Zu_gnjbZbvd-hN4hm2YRnFz5sfyETgspbarA79_aire4Vr_hZmCENZJfKgzr8bV2S_Iu1Ggg3WUOTSntJQwpCRCyb19yO4nGhWyDQFg9qZ4rTwS0xF3MkXNA..&box_client_name=box-content-preview&box_client_version=1.37.1)

(https://public.boxcloud.com/api/2.0/internal_files/287155615023/versions/302173332543/representations/jpg_paged_2048x2048/content/1.jpg?access_token=1!j9BxKXe6uKUIwrtbMJZxEkNqWHMlR_3vKH8TC7Ob067ySBkmREt6Kj8CY6AYMbjNsH5FZr59v7OqMn50yF98E6SRM58WPfcx24iOuZoF2OAkEyDCEFlMp3xgDT2GvCbr42FhdVw5JES5Apj9MApGkoGOjLH2rlSxBaZlxo37gMolF5i2HFgYML4yWBBtAkIFnB0xvRdUdApuR3utH9Oy_rFmWVK6uCVvydyHUYK8hW0eRYvG8aAhpaiVmyDyBYyC8L5ebhqlQXGz6bTOOrE2L3ln77fDXGR7b5-wuZHe5OjX6U9yvbyXvYJcF8owp9O-cuBIzb4F40pOegBNDVKMUlM2W9Oj8jLbjkf4SL2oVOVqz9VTNSPjioeLppMScp9iBZPLvQGRHzpPMucwzw..&box_client_name=box-content-preview&box_client_version=1.37.1)

(https://public.boxcloud.com/api/2.0/internal_files/287155643848/versions/302173370872/representations/jpg_paged_2048x2048/content/1.jpg?access_token=1!rzxiNwiUYH3GTnOq1xgSxcA9shYxvkM86BII2birsoflJHdjYQrx4XuiM1Qa-p8VBYEFX0P0Ql21X6vlomA1sOIi2S5gMaIPIs-5fPdLd3iuCnHg9f7U8gMdZCBUQYjQqIUdOb_i8VD-IAkmLILij-hoHOa1C6g-Ye2u7aTI6mIvcb2L4-Agld6d5tZ4jlnTOW_XAkxlGweLt8rX-SJMTGU6Gr7pLDCKe19_f_yWra71Ymm1FFNunFrKvetlWRm0e0UNfyjnXe_Eg-bl58tuXJ3EFlxiL3UQOl8HNUHvCYyQAaKCiTI0a1ZIQ6SyuWksfwy3DNbU4gQawMRT_szv7Inhl2bFAM571UusbZTyaSO4_I9WDnrP0_Qw6uhjB7mAUcDl4xvkQCqG_-S6hQ..&box_client_name=box-content-preview&box_client_version=1.37.1)

Here the link to the pk3 file:
https://app.box.com/s/fvkyjbvqe8itvddogcypv4h1karw5car (https://app.box.com/s/fvkyjbvqe8itvddogcypv4h1karw5car)

Map is:
    - playable with bots
    - still not optimized (take fps drops in account)
    - weapon and entries are also not optimized
    - includes a stolen idea from q3dm17
    - includes some surprise I also worked on (hope you will find it and post it  :giggity: )

I think the map has also the potential for a CTF version (What do ya think about it?)
Also all other comments are welcome :)

Have fun with the alpha version, maybe it is closer to be a beta version I guess  xD

Sorry for beeing not so fequencly on at that forum and to bring more output.
I deal with other real life projects. And yes I know I need to bring all my maps to a final state  @_@

Cheers CG


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on April 11, 2018, 09:59:18 AM
Sorry for making you wait.
I quickly tried cgdome_2018_a02.
I find it good enough, good job.

Some things I noticed:
- The fog under the arena causes some glitches when you fall down.
- Some "light" textures seem missing (see first screenshot attached). Maybe it's due to my OA install not being "clean"...
- The accelerator pad to reach the 17-ish platform doesn't yet have an accelerator pad texture.
- I find the "return" from the 17-ish platform good, however maybe it may give some less health bonuses (e.g. just one +50 or two +25... at the moment it gives two +50, IIRC... which may be too much for someone which has just grabbed the quad).
- I found it a bit strange that the megahealth is easier to reach than the red armor. Inverting their places, maybe? Just an idea...
- Maybe I felt the lack of a jumppad or staircase to reach the upper floor more near to the "front" part of the map. (considering "back" the part with the megahealth).
- Using "noclip" to search for your secret (which I haven't found!), I noticed the small glitch you can see in the second screenshot.
- Maybe differentiating textures for floor and walls...


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: carca55gr1nd3r on April 11, 2018, 11:20:20 AM
Sorry for making you wait.
I quickly tried cgdome_2018_a02.
I find it good enough, good job.
You serious Gig? You was superfast compared to me  :) (also without not delivery of the announced texture pack  xD)

Some things I noticed:
- The fog under the arena causes some glitches when you fall down.
Ya right I also not happy with that also the surrounding area sucks (it was a dirty and fast solution I want to figure out in the next progress)


- Some "light" textures seem missing (see first screenshot attached). Maybe it's due to my OA install not being "clean"...


Strange it works for me with a clean OA 0.88 installation.


- The accelerator pad to reach the 17-ish platform doesn't yet have an accelerator pad texture.


okay for me that works too, maybe also try it with a new different OA installation


- I find the "return" from the 17-ish platform good, however maybe it may give some less health bonuses (e.g. just one +50 or two +25... at the moment it gives two +50, IIRC... which may be too much for someone which has just grabbed the quad).

Ya damn right. Thank for that hint, I totaly agree with that. That the input I need to bring more balance to the map.  :) 


- I found it a bit strange that the megahealth is easier to reach than the red armor. Inverting their places, maybe? Just an idea...

Okay yes I will just try to exchange each one to there palce.


- Maybe I felt the lack of a jumppad or staircase to reach the upper floor more near to the "front" part of the map. (considering "back" the part with the megahealth).
Yes thats something I also noted. I just will try some solution for it.


- Using "noclip" to search for your secret (which I haven't found!), I noticed the small glitch you can see in the second screenshot.
You guess the secret at the wrong place, its not a secret its more a replacement of some OA elements.
Try to earn some awards  :P


- Maybe differentiating textures for floor and walls...



Yes that will be a good reason for me to push me to do my announced job for a texture pack :)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on April 11, 2018, 12:00:55 PM
You serious Gig? You was superfast compared to me  :) (also without not delivery of the announced texture pack  xD)
Well, you had to create the map, I only had to give it a try! ^_^
Quote
okay for me that works too, maybe also try it with a new different OA installation
Then I'll try it with a cleaner install when I will have some time (don't know when).
Quote
Okay yes I will just try to exchange each one to there palce.
Maybe the risk then will be of having yellow and red armor too near each other? But however on two different levels, maybe it's ok...
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You guess the secret at the wrong place, its not a secret its more a replacement of some OA elements.
Try to earn some awards  :P
Uh?


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: carca55gr1nd3r on April 12, 2018, 04:01:30 PM
Okay maybe I shall open a new thread for the map and return to the main subject of here:

Have looked to my OA projects I want to offer for the map pack and have count up to 6 maps.

01_my very first OP map_shot0010.jpg
02_darkabbey_shot0013.jpg
03_oa_basesre_pa01_shot0008.jpg
04_temple of heros_shot0003.jpg
05_oa_dm17_q3redux_version_shot0005.jpg  //  If Q3A Redux works are allowed
06_proj02_redux_OAdm1_shot0002.jpg         // not yet introduced here
07_oa_tourney_project_shot0007.jpg
08_dome of doom_shot0004.jpg

some of them are close to final version, some need still put work on it


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on April 12, 2018, 08:27:08 PM
We could add your map to the repo, carca55gr1nder, yeah. I might need to give you the permission to upload the map to the repo.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on April 13, 2018, 01:33:08 AM
Have looked to my OA projects I want to offer for the map pack and have count up to 6 maps.
// If Q3A Redux works are allowed
Remakes and tributes are allowed in the mappack ((DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/OACMP/DeveloperFAQ), however I would suggest do to dot exceed in their number, as "original" maps are preferred.
What do you mean with "Q3A Redux"?


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: carca55gr1nd3r on April 13, 2018, 02:03:40 PM
We could add your map to the repo, carca55gr1nder, yeah. I might need to give you the permission to upload the map to the repo.

Thanks Neon Knight sound nice, but I am a little concerned because there is a lot not finished yet.
And I ain't want to upload left unfinished projects for the map pack.

Here my coal I want to do till releasing:

01_my very first OP map ===============> do some layout change and improve some parts with stuff I have learned with my other projects
02_darkabbey =======================> do some small improvements of layout
03_oa_basesre_pa01 ==================> add some new map floor areas, have a vision of it in my mind but not yet get to do it
04_temple of heros ====================> close to finished version, but there is also a vision of new map floor areas in my mind I have not done yet
05_oa_dm17_q3redux_version ============> it is done like it is I just want to enlarge the space area (Skybox)
06_proj02_redux_OAdm1 ===============> approx. 20% done of the whole map layout of the original oa_dm1
07_oa_tourney_project =================> needs a main layout change of the floorplan
08_dome of doom ====================> some items and performance improvements (may be also convert to a CTF version)

I will try to finish now these issues step by step and do focus to these 6 map selections (I have still some more in the pipe but the list is long enought)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: carca55gr1nd3r on April 13, 2018, 02:14:45 PM
Have looked to my OA projects I want to offer for the map pack and have count up to 6 maps.
// If Q3A Redux works are allowed
Remakes and tributes are allowed in the mappack ((DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/OACMP/DeveloperFAQ), however I would suggest do to dot exceed in their number, as "original" maps are preferred.
What do you mean with "Q3A Redux"?

Redux is meaning redo or new version, that is related to that is my version of q3dm17: I have try to rebuild it new from the scratch. That was an experiment to me to learn some mapping techniques that ends into a result I don't want put into the trashcan.

But of course the layout is stolen from the original one and I have tried to be close as possible to the original one.

So in the end that map is q3dm17 ...


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on May 25, 2018, 09:29:28 AM
Q3A Reduxes have their own project with their own repo.

It's located here: http://openarena.ws/board/index.php?topic=4425.0