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OpenArena Contributions => Maps => Topic started by: carca55gr1nd3r on December 06, 2015, 04:22:54 AM



Title: Dark Abbey OA Maps
Post by: carca55gr1nd3r on December 06, 2015, 04:22:54 AM
Hi OA community, I love OA because of the simple handling and reqirements of the game.
Also the id Tech 3 offers for a 16year aged nice results.

I have started to mapping 2 years ago with id Tech 3 and I want to provide some maps for the game.

Here my map The Dark Abbey.

- small DM map for 4-6 players

I would like to released an share this map as an alpha version. And the request to ya all to test it and drop some comments for improvements (if necessary).

Find some screen shots attached. 

Have also a video with bots:

https://youtu.be/UmhsNZUBTxg

Map file size is approx. 8MB how to upload it whitout hosting a server?

Cheers CG


Title: Re: Dark Abbey OA Maps
Post by: fromhell on December 06, 2015, 08:12:41 AM
That light around the stairs in picture 3 is begging for a greater samplesize (-samplesize 8 on q3map2 bsp and light compiling)


Title: Re: Dark Abbey OA Maps
Post by: Akom74 on December 06, 2015, 02:37:27 PM
Map file size is approx. 8MB how to upload it whitout hosting a server?

Hi, the post rules say this: Maximum attachment size allowed: 3082 KB, per post: 4

You can make an multiarchive with winRar or Winzip (or whatever you use as archive compressor).

For example you can make three .zip files of 2800 Kb and put them into a reply in this topic.

;)


Title: Re: Dark Abbey OA Maps
Post by: carca55gr1nd3r on December 06, 2015, 04:08:06 PM
That light around the stairs in picture 3 is begging for a greater samplesize (-samplesize 8 on q3map2 bsp and light compiling)

What? -samplesize 8 on q3map2? ... lol I have no clue ... I am a nooob  :o

Actually I am happy with the light ambient  arount that spot but I will give a try.

Maybe add two light spots around that place will fit the job.

See the shots with final result:
It works for me I will leave it like this (Thanks FromHell for the suggestion  ;) Hope it works for ya too)


Title: Re: Dark Abbey OA Maps
Post by: carca55gr1nd3r on December 06, 2015, 05:47:27 PM
Map file size is approx. 8MB how to upload it whitout hosting a server?

Hi, the post rules say this: Maximum attachment size allowed: 3082 KB, per post: 4

You can make an multiarchive with winRar or Winzip (or whatever you use as archive compressor).

For example you can make three .zip files of 2800 Kb and put them into a reply in this topic.

;)

Well I am lazy ya know. 8)

Have put away all files not belongs to the map and pack all to three pk3 packages.

just put these files to ya baseoa folder and search for the map at Skirmish

Have fun ;)


Title: Re: Dark Abbey OA Maps
Post by: carca55gr1nd3r on December 06, 2015, 06:04:41 PM
pack 2

btw it became 4 packs now ...  ;)


Title: Re: Dark Abbey OA Maps
Post by: carca55gr1nd3r on December 06, 2015, 06:10:59 PM
pack 3


Title: Re: Dark Abbey OA Maps
Post by: carca55gr1nd3r on December 06, 2015, 06:20:13 PM
PACK 4


Title: Re: Dark Abbey OA Maps
Post by: carca55gr1nd3r on December 06, 2015, 06:21:35 PM
well okay in the end its 5 packs  ;D


Title: Re: Dark Abbey OA Maps
Post by: carca55gr1nd3r on December 06, 2015, 06:23:07 PM
shot map at Skirmish:


Title: Re: Dark Abbey OA Maps
Post by: Akom74 on December 07, 2015, 02:39:19 AM
Hi, downloaded and will try it.  ;)

But you really don't need to write 5 post ......XD.....

You can insert 4 attachment per post, if i'm not wrong.....  ::)

;)


EDIT: here are some screenshot with my comments  :)

(http://i.imgur.com/22Wzoak.jpg)

(http://i.imgur.com/SnAI2Qq.jpg)

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

(http://i.imgur.com/uedXbh4.jpg)


Title: Re: Dark Abbey OA Maps
Post by: fromhell on December 07, 2015, 05:20:08 AM
Indeed that first screenshot is reminiscent of DM-Turbine and BASE3


Title: Re: Dark Abbey OA Maps
Post by: Gig on December 07, 2015, 05:40:25 AM
I will not be able to try the map before a few days.

However, having some storage somewhere (even dropbox) would be useful for you...

When the map will be 100% completed, you may upload its final version to MapRaider, of you wish.


Title: Re: Dark Abbey OA Maps
Post by: carca55gr1nd3r on December 07, 2015, 03:03:18 PM
Hi, downloaded and will try it.  ;)

But you really don't need to write 5 post ......XD.....

You can insert 4 attachment per post, if i'm not wrong.....  ::)

;)


EDIT: here are some screenshot with my comments  :)



Thanks for reply...
If ya don't mind my relpy below  ;)

(http://i.imgur.com/22Wzoak.jpg)
Wow ... I had not these games / maps in my mind when it comes up to me.
But I know these games and have play them yeas ago. Maybe it was hidden in my mind  :D

Actually I was faced to the "boring" connection way between the "fake door room" and the "jump up room".
So I decided to make a big pool to the map center side where a big space was available (I like water on maps especially with nice lightning as done here  B,)
Hope it will not disappoint you by picking up a idea from other maps. To be honest I take inspiration by other maps / games.

Sample: When ya whatch the video screen shader, the logo I have created was inspired by the Quake-Live logo.
Of course I have not do a one to one version. I want to make its own OpenArena version.
(http://cdn.akamai.steamstatic.com/steam/apps/282440/header.jpg?t=1446085336)
(shame to me  xD)  

Code:
Next

(http://i.imgur.com/SnAI2Qq.jpg)

Really? .... Open here? ...  that was the also the same that comes to my mind several times. The room has only one escape and an entry from the top or by the escape way.
In this point I was really struggle with me. The spot seams to me it works like a chokepoint but a alternative escape can improve the place too.

I will give a try but this means a lot of work and being creative ... that can take a while for me  @_@  

Code:
Next

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

Thanks for pointing that I had make that in the last step ... it was done quick and dirty  :P

Code:
Next

(http://i.imgur.com/uedXbh4.jpg)

Thats a "fake door" as you hopefully recognize I like details ... sorry for saying that but some default OA maps do not work for me just because they are done without nicely details
like oa_bases3, oa_bases3p3ta, oa_bases5  and some more (hope I have not hurt its mappers feelings ... big hugs)

So the fake door was make to let it looking nice. I also like none playable areas that looks awesome but you can pass these spots.  ;)

Code:
EOF

EDIT: I forgot .... yes 4 files are possible to attache but the file size limitation works in the total of the files.
thats the reason for the single packages posts ;)


Title: Re: Dark Abbey OA Maps
Post by: fromhell on December 07, 2015, 03:14:28 PM
I haven't tried the map yet but i'll mention this, the levelshot is way too large (1024x576) and is a non-power-of-two texture.

Levelshots are often small (~128x128) and get loaded into the menu in large amounts, having a large one would make the loading time worse and possibly set off memory allocation issues.



Title: Re: Dark Abbey OA Maps
Post by: carca55gr1nd3r on December 07, 2015, 03:20:18 PM
I haven't tried the map yet but i'll mention this, the levelshot is way too large (1024x576) and is a non-power-of-two texture.

Levelshots are often small (~128x128) and get loaded into the menu in large amounts, having a large one would make the loading time worse and possibly set off memory allocation issues.



Yea you right  ;) but I like high details preview shot while loading the map   :giggity:

Edit:
The current cpu power of general PCs should handle this. Don't you think so? To set it to power of two I can fix if necessary  ^-^


Title: Re: Dark Abbey OA Maps
Post by: fromhell on December 07, 2015, 09:15:08 PM
The current cpu power of general PCs should handle this. Don't you think so?
The engine is 16 years old and can get volatile at times if limits are often exceeded from its general 1999 technical direction - a thing i've learned the hard way :(


Title: Re: Dark Abbey OA Maps
Post by: Akom74 on December 08, 2015, 09:21:39 AM
My comments are only to take like suggestions, and not "you have to do what i want".... :P

By the way, i suggest to fix some lights, i some areas there's too much light.

For the levelshot you can use 256x256 resolution (JPG). :)

For file hosting, i use Box.com or Mega.nz, both Free (box.com give you 10 gb for free and Mega.nz give you 50 Gb for free).

;)


Title: Re: Dark Abbey OA Maps
Post by: carca55gr1nd3r on December 08, 2015, 12:58:00 PM
My comments are only to take like suggestions, and not "you have to do what i want".... :P

By the way, i suggest to fix some lights, i some areas there's too much light.

For the levelshot you can use 256x256 resolution (JPG). :)

For file hosting, i use Box.com or Mega.nz, both Free (box.com give you 10 gb for free and Mega.nz give you 50 Gb for free).

;)

Thanks for ya comments btw. have browse to the forum and I like the shots of your map OA_Suicizer. (Thats what I looking for good maps)
From the shots it looks also that it has a nice fast game flow....

oh yes light its like salt&pepper I like when a place is full of good ambient light. On the other hand I do not like too dark maps.
Some of the default OA maps really disappoint me in this subject.

However I am happy about comments and suggestion like that. For me the "please open here" area  ;D is a little to bright.

(http://i.imgur.com/SnAI2Qq.jpg)

Actually I have an OA server running where I could use for the upload of files.

https://app.box.com/embed/preview/v573xb5rlj3mwyqfbja6qzmy5vlc138d?theme=dark

But have test Box.com

New level shot in the attachements:

(https://app.box.com/representation/file_version_46925500765/image_2048/1.png?shared_name=sihqxio340ylfnaw0h30vi4ljtklx7iv)

https://app.box.com/embed/preview/sihqxio340ylfnaw0h30vi4ljtklx7iv?theme=dark


Title: Re: Dark Abbey OA Maps
Post by: carca55gr1nd3r on December 08, 2015, 06:55:24 PM
Please Open here  ;)
currently only quick & dirty ... need to work it out for more details.


(https://app.box.com/representation/file_version_46970383197/image_2048_jpg/1.jpg?shared_name=1jbyjmgqbixjkyhaaa81ms840lxwnapi)

https://app.box.com/embed/preview/1jbyjmgqbixjkyhaaa81ms840lxwnapi?theme=dark


(https://app.box.com/representation/file_version_46970374757/image_2048_jpg/1.jpg?shared_name=3c8q6dvmim6n5ejuiarmygcy084o2yzl)

https://app.box.com/embed/preview/3c8q6dvmim6n5ejuiarmygcy084o2yzl?theme=dark

(https://app.box.com/representation/file_version_46970363569/image_2048_jpg/1.jpg?shared_name=nig316q9yw5zhndc6z8qof5u02wmjh5d)

https://app.box.com/embed/preview/nig316q9yw5zhndc6z8qof5u02wmjh5d?theme=dark


Title: Re: Dark Abbey OA Maps
Post by: Akom74 on December 09, 2015, 12:33:27 AM
Good job, seems interesting.

I'll wait for the new release to try how it work ! :) :)

 ;)


Title: Re: Dark Abbey OA Maps
Post by: Neon_Knight on December 09, 2015, 06:57:50 AM
I see you're using box.com, why don't you upload your map there? Akom has hosted his past maps there, if I can recall correctly.


Title: Re: Dark Abbey OA Maps
Post by: carca55gr1nd3r on December 09, 2015, 10:28:51 AM
I see you're using box.com, why don't you upload your map there? Akom has hosted his past maps there, if I can recall correctly.

I use box.com since Akom has pointed me to this. For an upcomming version I will abuse box.com to do this dirty job for me. ;D. Mean while you can use the 5 piece download version. :P

And when I turn my high resulution gfx to a low one I can meet the size limitation of the forum. :o


Title: Re: Dark Abbey OA Maps
Post by: carca55gr1nd3r on December 09, 2015, 07:40:45 PM
Now I use box.com like obsessively :D

Update:

(https://app.box.com/representation/file_version_47113859001/image_2048/1.png?shared_name=ldnlqia0xqhm766c48anbrvzvzs8hl3n)

(https://app.box.com/representation/file_version_47113866893/image_2048/1.png?shared_name=ddos9ba5aivt5esvg44osi9u5e5x2un8)

(https://app.box.com/representation/file_version_47113877605/image_2048/1.png?shared_name=saak2ef1bgabqqq7dxujou7g9fb04sbc)

(https://app.box.com/representation/file_version_47113893941/image_2048/1.png?shared_name=pfgo92beju4790uyzncizmbhtd0l6e1a)

Thanks to Akom74, I really like the result of new lower room at the "open here please " area with new entry to the pool like hell. :giggity:

Before:
(http://i.imgur.com/SnAI2Qq.jpg)

After:
(https://app.box.com/representation/file_version_47116106637/image_2048/1.png?shared_name=8gh1o0mc0ddx7xbz3oe5w1p7idsjgbk2)


Title: Re: Dark Abbey OA Maps
Post by: Akom74 on December 10, 2015, 02:26:34 AM
Thank you for joking around at the "open here" stuff  :D :D

By the way, have you a new and fixed version to give us, as we can try it ?

 ;)


Title: Re: Dark Abbey OA Maps
Post by: Gig on December 10, 2015, 09:34:14 AM
Quickly tested the map (first version). Seems promising.  :)
In the place of the screenshot attached, there is some view glitch out of the window (see part of the map which should not be visible. Also, "classic" hall of mirrors effect when looking down, not shown in the screenshot).
Possible fixes I could think about (not sure they would work): 1) Using a sky shader which includes a skybox? 2) usage of hint brushes? 3) limiting access to the window with playerclip (to make it more difficult to look up/down)?


To make filesize smaller, you may use .jpg instead of .tga (of course, if you don't need the alpha channel!). IIRC, if you are using Q3Radiant/Q3MAP, you can apply it only to textures which are NOT used in shaders... if you are using GTKRadiant/NetRadiant/Q3MAP2, you can apply it also to textures used in shaders.

Also, IIRC it should be possible to enable some kind of compression in .tga files when saving them, although I don't know how much that would change pk3 size, considering pk3 is a zip.


Title: Re: Dark Abbey OA Maps
Post by: carca55gr1nd3r on December 10, 2015, 01:54:17 PM
Thank you for joking around at the "open here" stuff  :D :D

By the way, have you a new and fixed version to give us, as we can try it ?

 ;)

your welcome :D

... new version ?   Damn I have digging my own grave  xD

I currently on the road because of my real life job and try to workout the map while spare time.

current situation:

 - have some small texture issues that need to fixed,

 - my head its blow up because full of ideas that comes up .. ya know  to make the map awesome looking with details.
                 sample: was staying in Netherlands, in a old down town close to a ancient church, that makes me pregnant with a nice idea
                 to realize that I need to draw some textures with Gimp and write some shaders...

 - I have some make some other appointments to work on my Urban Terror maps

 :weep:   ... why there is no smilly that cries like hell? admin, moderator ... someone?

I also want to clean my brush work ... I am realy a messy while mapping first ideas.
The cleaning job is what I do later after I catched up my idea.  

On the other hand as mentioned I am a mapping nooob.
I still learning and have several questions to some issues I faced while mapping.

Hope I can find some answers here by abuse all mappers on that plattform :P


Title: Re: Dark Abbey OA Maps
Post by: carca55gr1nd3r on December 10, 2015, 02:06:53 PM
Quickly tested the map (first version). Seems promising.  :)
In the place of the screenshot attached, there is some view glitch out of the window (see part of the map which should not be visible. Also, "classic" hall of mirrors effect when looking down, not shown in the screenshot).
Possible fixes I could think about (not sure they would work): 1) Using a sky shader which includes a skybox? 2) usage of hint brushes? 3) limiting access to the window with playerclip (to make it more difficult to look up/down)?


To make filesize smaller, you may use .jpg instead of .tga (of course, if you don't need the alpha channel!). IIRC, if you are using Q3Radiant/Q3MAP, you can apply it only to textures which are NOT used in shaders... if you are using GTKRadiant/NetRadiant/Q3MAP2, you can apply it also to textures used in shaders.

Also, IIRC it should be possible to enable some kind of compression in .tga files when saving them, although I don't know how much that would change pk3 size, considering pk3 is a zip.

Hi Gig,

awesome thanks for your comment and that hints. ;)
I use a old style sky shader not an sky box. I love simple thinks I can make easy by myself, have failed to use a tool like Terragen.

I will try to figure out your recommentations.

Cheers  CG


Title: Re: Dark Abbey OA Maps
Post by: Gig on December 10, 2015, 04:25:11 PM
Maybe skybox is not the most apprpriate word. Maybe what I meant is named "farbox" in q3 shader manual.

Alternatively, maybe just an extra stage (in the right order and with the right parameters) may work as a non-transparent texture drawn behind the clouds, to hide that geometry which has not been hidden by vis?

It's just a guessing... I haven't yet tried if those shader tricks do fix that kind of glitch (in a q3 map I never released due to some issues, I somehow fixed that by helping vis via hint brushes on doors... I didn't know about farbox at that time).


Title: Re: Dark Abbey OA Maps
Post by: carca55gr1nd3r on December 10, 2015, 05:52:11 PM
Thank you for joking around at the "open here" stuff  :D :D

By the way, have you a new and fixed version to give us, as we can try it ?

 ;)

https://app.box.com/s/v668365a9k8142jui4rnw64q5fw6xc4y

Have fun dude ...

                  ... all other too  :P




Title: Re: Dark Abbey OA Maps
Post by: carca55gr1nd3r on December 10, 2015, 06:31:46 PM
A question: is that a problem?:
I mean the liquid brush pushing out to the void.

(https://app.box.com/representation/file_version_47249353357/image_2048/1.png?shared_name=wwi3tusa6leombdfle5c8gmywstdbma3)


Title: Re: Dark Abbey OA Maps
Post by: andrewj on December 11, 2015, 01:54:38 AM
Yes, liquid brushes should not touch the void, so surround with solid brushes.


Title: Re: Dark Abbey OA Maps
Post by: Akom74 on December 11, 2015, 04:31:30 AM
Hi, tryed it and here are some screenshots with comment:

(http://i.imgur.com/0iQLBCl.jpg)

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

(http://i.imgur.com/r3bQ21Z.jpg)

(http://i.imgur.com/sh5PGMQ.jpg)

(http://i.imgur.com/LzPcp9M.jpg)

(http://i.imgur.com/XV1xUyR.jpg)

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

By the way, you're not a real noob, you have some mapping skill, but need to be improved  ;)

Me too.....  xD

However here you can find some good suggestion (i mean in this forum).

EDIT: I've forgot to tell you to choose a music theme for this map, actually there's no sound, neither a sound effect...

;)


Title: Re: Dark Abbey OA Maps
Post by: carca55gr1nd3r on December 11, 2015, 09:57:54 AM
Wow, many thanks Akom74 ... after spending a lot of hours for mapping ya get blind for that details.
Actually I also aware about some other textures needs to rotate or fix.

I have not pay attention to it for now.
The map is also still in development status to me. But its good to get some help from you all to get all this issues in the end.

All fixes I want to do for the relaese candit.
Thats will also the time when I set the map sound. I will go for a ambient sound, if I will find a awesome music track with GNU licence I will maybe go for it.

Yea the easter egg the intention for that is for me to mark it as alpha status,  I will change that spot with an hidden supprise for player and in the long trail to other players. ;D.

Someone any comments regarding gameplay or gameflow to the map?
When the gameplay / gameflow is allright I stay with the general brushwork and spend some time to fix the details like wrong textures.

BTW I have add an aas file to get bots to the map and to proof the gameplay/flow. ;)


Title: Re: Dark Abbey OA Maps
Post by: Akom74 on December 11, 2015, 10:17:39 AM
Bot roam all the map, except for the place of the rocket launcher the megahealth and the quad damage.
(I've tested with Adry Bot)

In the next release i suggest you to insert the original .map file to let us to help you with everything is bad with mapping.

I'm sure that someone else give you much feedback about the map.   :) :)

 ;)


Title: Re: Dark Abbey OA Maps
Post by: carca55gr1nd3r on December 11, 2015, 11:37:41 AM
Bot roam all the map, except for the place of the rocket launcher the megahealth and the quad damage.
(I've tested with Adry Bot)

In the next release i suggest you to insert the original .map file to let us to help you with everything is bad with mapping.

I'm sure that someone else give you much feedback about the map.   :) :)

 ;)

Okay Bots are stupid ;D

The rocket launcher and megahealth should not be easy to receive. It is my intention that the player takes some effort. Even quad damage is only accessable by a rocket jump what I do not expect from a bot.

Mainlly I want to know about the moveflow for the human player around the map.
Bots are okay but I like to map for human players. I like combat maps for 1vs1 games thats should also dark abbey offer.

There are several handsome default maps that comes with OA version 0.88 but not all supports a nice smooth gameflow in my oppinion.

Cheers


Title: Re: Dark Abbey OA Maps
Post by: carca55gr1nd3r on December 11, 2015, 08:04:11 PM
I love this thread :D

(http://i.imgur.com/0iQLBCl.jpg)
top sky shader removed hope it is fixed now

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

(http://i.imgur.com/NRQoJqQ.jpg)
Texture adjusted but faced to new issue :(
(https://app.box.com/representation/file_version_47393599397/image_2048/1.png?shared_name=124fg1ge044d98e46e160pjhtt7uvmh6)

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

(http://i.imgur.com/sh5PGMQ.jpg)

(https://app.box.com/representation/file_version_47392565693/image_2048/1.png?shared_name=cyjylfyydehe3kgsispb1y64vyz46h6a)

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

(http://i.imgur.com/LzPcp9M.jpg)

(https://app.box.com/representation/file_version_47392528753/image_2048/1.png?shared_name=xnybtwwyt8pxnvnfvvhk0azoul5k3a6y)

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

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

(https://app.box.com/representation/file_version_47392555665/image_2048/1.png?shared_name=jpbvwegvncmwv7d2ro78n6p1uf8xdiqb)
(https://app.box.com/representation/file_version_47393612769/image_2048/1.png?shared_name=wsm4dwaoh50bwqusrtkydnoz9l7h6dni)

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

And here the Update:


Title: Re: Dark Abbey OA Maps
Post by: carca55gr1nd3r on December 11, 2015, 08:17:16 PM
Update

- changes from the note above  ::)
- add music theme from the default OA0.88 set  B,
- add new texture & shader:

(https://app.box.com/representation/file_version_47382335341/image_2048/1.png?shared_name=rj441h9y8olu4ww5reo0nqk49opgo7kc)

Code:
textures/carca55/OA_churchwindow01
{
qer_editorimage textures/carca55/OA_churchwindow01.tga
q3map_lightimage  textures/carca55/OA_churchwindow01.tga
q3map_surfacelight 400
{
map textures/carca55/OA_churchwindow01.tga
}

}

Simple one ... btw, everyone is wellcome to use the texture including shader. licence: "do what ever ya want with it"

(https://app.box.com/representation/file_version_47392538213/image_2048/1.png?shared_name=k3hs9p0fx4efep0is2zocrnlrda852rb)

get the pk3 file of the whole map now:

https://app.box.com/s/lypjgl1y0tr1ue87jpqnhxetv9m57ahp

 :giggity: @_@ xD


Title: Re: Dark Abbey OA Maps
Post by: Akom74 on December 12, 2015, 01:38:06 AM
Hi, i've found something.....
.....see screenshots....

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

(http://i.imgur.com/pGQrx47.jpg)

(http://i.imgur.com/Fy41OPz.jpg)

(http://i.imgur.com/wShfP6z.jpg)

(http://i.imgur.com/w23QxNh.jpg)

Thank you for fixing something, but ther's still a lot o fixes to do.... By the way it's a good "little" map. I think it will be played a lot once it's finished :)

This map will be released under GPLv3 license ?

In that case, you will insert in the PK3 the original .map file and the source of the textures you use.
I think GIG can explain this better than me.... :P

;)


Title: Re: Dark Abbey OA Maps
Post by: Gig on December 12, 2015, 02:50:55 AM
Important: GPLv2, not GPLv3!

Oa is released under gplv2+.... gplv3 stuff cannot be used in official oa releases or oacmp.

About bots rocket jumping, occasionally they do to reach specific upper places (bspc identifies a few "weapon jump areas"), but that's rare.

However, they go for "suspended" items ONLY if they can be reached by a jummpad (they would not jump off a platform to det one). Or if they are suspended in water, I would add.

Gig from cell phone.

Ps: Sorry, haven't tried your new versions yet.


Title: Re: Dark Abbey OA Maps
Post by: carca55gr1nd3r on December 12, 2015, 03:04:55 AM
Once again thanks for spending your time to improve the map I appreciated that.

Yes my intention is to release it under GNU but now I hope it will not screw the whole think.
Because I do not know if the used textures allow to do it.

The most textures I have take from the original OpenArena version 0.88 pack.
Cant say if there are all free to use. But would be a minor issue I can create own textures very fast.

The map file will also released, currently i prevent this because I want to build in some small idees yet.
And I want to avoid to get a confused by lot different version. I would offer to send the map somehow in a privat message till its released.

I have another issue you have not find yet, maybe with last release. There was some BFG ammo.
But no Big Fuking Gun in. My map file contains a BFG but it will not appear after build.

I remember to that issue while I have map some test maps but do not know how to fix it.

Yes there a lot of awesome big maps especialy from the map pack.
I miss some smaller maps thats why dark abbey exist :)


Title: Re: Dark Abbey OA Maps
Post by: Akom74 on December 12, 2015, 03:34:03 AM
I have another issue you have not find yet, maybe with last release. There was some BFG ammo.
But no Big Fuking Gun in. My map file contains a BFG but it will not appear after build.

I remember to that issue while I have map some test maps but do not know how to fix it.

(http://i.imgur.com/roeCYGK.png)

 ;)


Title: Re: Dark Abbey OA Maps
Post by: Gig on December 12, 2015, 03:37:14 AM
Textures taken from official OA package are GPL'd (v2), you can re-use and modify them, as long as you use the same license (you can just include Copying file from OA) and you provide "sources" (e.g. psd, xcf) for multi-layer images.

Textures found in third-party packs should be accurately checked instead.

Map and texture sources do not need to be in the pk3, you can package them separately if you want to keep pk3 size small (a common way is to package both pk3 and sources in a zip package)... of course this stuff is more about the final release.

About bfg issue, maybe it is trying to spawn in the floor? You may try moving it a few units up. If you search in console, you may find some warnings about items spawning
in solid (loading the map from deeicated server mode allows to find those lines more easiliy).

I don't know if this is the case, haven't tried your new versions yet. (Written before Akom's reply).


Title: Re: Dark Abbey OA Maps
Post by: Akom74 on December 12, 2015, 03:40:26 AM
Important: GPLv2, not GPLv3!

Sorry, my bad......  xD

 ;)


Title: Re: Dark Abbey OA Maps
Post by: fromhell on December 12, 2015, 06:20:25 AM
also i've noticed carca55's screens aren't overbright which could be throwing off suggestions

you may want to try compiling an engine from the git for some overbright workaround support (r_alternateBrightness 1) so you can see more proper volumes of lighting in your level.


I bring this up because there's some yellow lights in some places that give way too much light exposure causing the area to look flat.

Slowness testing (approximating p2-300 w/ v2) shows a consistent 27-40fps around the level. so that's good

also try -dirty to complement the Unreal-esque feel to the map with edged shadows :)


Title: Re: Dark Abbey OA Maps
Post by: Gig on December 12, 2015, 07:47:04 AM
Just tested third version on Android phone. Map has got a good enough framerate. Also, is well playable on the phone, except for the jumps required to get the rocket launcher and to the platform near it... can't those jumps be a bit more phone-friendly?
I still have to figure out how to reach quad... probably, horizontal rocket jumping is required... I fear I'm not capable of doing that from the phone... I will try from PC in some days.

A few other things:
- What about changing a few of the +25 health with +5 health?
- What about moving a few ammo boxes more distant from their own weapon spawn point?
- I can guess you placed that nice glass in the window to fix that vis problem... Good, but I think you should do the same also to the window next to it.
- I noticed a spawnpoint near the pool which makes you face a woody box..

However, I like this map.


Title: Re: Dark Abbey OA Maps
Post by: Akom74 on December 12, 2015, 08:32:01 AM
Here i am to suggest a little more thing :) :)

The BFG is an overpowered weapon, i think you don't need to give at the players BFG's ammo. Just leave the weapon and remove the ammoboxes.

;)


Title: Re: Dark Abbey OA Maps
Post by: carca55gr1nd3r on December 12, 2015, 02:28:13 PM
I have another issue you have not find yet, maybe with last release. There was some BFG ammo.
But no Big Fuking Gun in. My map file contains a BFG but it will not appear after build.

I remember to that issue while I have map some test maps but do not know how to fix it.

(http://i.imgur.com/roeCYGK.png)

 ;)

Thanks :)

(https://app.box.com/representation/file_version_47458766885/image_2048/1.png?shared_name=5eifeayw3lnfpao205c3gg54yjf5uheh)


Title: Re: Dark Abbey OA Maps
Post by: carca55gr1nd3r on December 12, 2015, 02:35:05 PM
Textures taken from official OA package are GPL'd (v2), you can re-use and modify them, as long as you use the same license (you can just include Copying file from OA) and you provide "sources" (e.g. psd, xcf) for multi-layer images.

Textures found in third-party packs should be accurately checked instead.

Map and texture sources do not need to be in the pk3, you can package them separately if you want to keep pk3 size small (a common way is to package both pk3 and sources in a zip package)... of course this stuff is more about the final release.

About bfg issue, maybe it is trying to spawn in the floor? You may try moving it a few units up. If you search in console, you may find some warnings about items spawning
in solid (loading the map from deeicated server mode allows to find those lines more easiliy).

I don't know if this is the case, haven't tried your new versions yet. (Written before Akom's reply).

Thanks for all that info I have used only the original 0.88 pack and the Community Map pack was also installed... do not know if textures was taken from there.
Guess I will contact you when the time is comming to bring the beta and release candidate out.



Title: Re: Dark Abbey OA Maps
Post by: Neon_Knight on December 12, 2015, 03:46:15 PM
"I have used only the original 0.88 pack and the Community Map pack was also installed"

You may want to add to the Readme file of your map that the CMP may be recommended as a requirement.


Title: Re: Dark Abbey OA Maps
Post by: carca55gr1nd3r on December 12, 2015, 03:47:43 PM
also i've noticed carca55's screens aren't overbright which could be throwing off suggestions

you may want to try compiling an engine from the git for some overbright workaround support (r_alternateBrightness 1) so you can see more proper volumes of lighting in your level.


I bring this up because there's some yellow lights in some places that give way too much light exposure causing the area to look flat.

Slowness testing (approximating p2-300 w/ v2) shows a consistent 27-40fps around the level. so that's good

also try -dirty to complement the Unreal-esque feel to the map with edged shadows :)

Fromhell ... whata hell screenshots are that different HUD and unknown weapon on it  ???  @_@


Title: Re: Dark Abbey OA Maps
Post by: Gig on December 12, 2015, 04:31:18 PM
I have not understood if you mean you took some oacmp textures and edited them to create your own textures, or if you mean that the map may contain some oacmp textures/shaders which are not replicated in your own pk3.
When mapping, it is a good idea to use a "clean" baseoa installation (clean in both basepath and homepath), with just stick oa 088 pk3s and nothing else.


Title: Re: Dark Abbey OA Maps
Post by: carca55gr1nd3r on December 12, 2015, 04:46:50 PM
Just tested third version on Android phone. Map has got a good enough framerate. Also, is well playable on the phone, except for the jumps required to get the rocket launcher and to the platform near it... can't those jumps be a bit more phone-friendly?
I still have to figure out how to reach quad... probably, horizontal rocket jumping is required... I fear I'm not capable of doing that from the phone... I will try from PC in some days.

A few other things:
- What about changing a few of the +25 health with +5 health?
- What about moving a few ammo boxes more distant from their own weapon spawn point?
- I can guess you placed that nice glass in the window to fix that vis problem... Good, but I think you should do the same also to the window next to it.
- I noticed a spawnpoint near the pool which makes you face a woody box..

However, I like this map.

I have also that version on my android celler .... will never understand how to manage the controll  xD
You want a phone friendly version  :D get a bloody bluetooth mouse and keyboard to fix it  :P

Sorry dude I don't want to instult you, but please understand I have make my self study to build fun making maps while playing.  :no:
I am still in that process of learning and I am right now to realize something that is close to that.
These jumps should take some effort for the gameplays sake.

I can do in the end a cellar phone edition of it and add just simply a connection way between the plattforms.  ^-^

To ya other points:

- What about changing a few of the +25 health with +5 health?
good idea .... done for the next release

- What about moving a few ammo boxes more distant from their own weapon spawn point?
consider about that from now I leave it like it is. maybe some more suggestion will come about that

- I can guess you placed that nice glass in the window to fix that vis problem... Good, but I think you should do the same also to the window next to it.
yes looks nicer .. done for the next release

- I noticed a spawnpoint near the pool which makes you face a woody box..
??? realy  :o I can't belief

(https://app.box.com/representation/file_version_47465803737/image_2048/1.png?shared_name=pj9pwdiajils8tasl4yqul7q9jfh3axu)

someone has an explain for that issue?


Title: Re: Dark Abbey OA Maps
Post by: carca55gr1nd3r on December 12, 2015, 05:02:03 PM
I have not understood if you mean you took some oacmp textures and edited them to create your own textures, or if you mean that the map may contain some oacmp textures/shaders which are not replicated in your own pk3.
When mapping, it is a good idea to use a "clean" baseoa installation (clean in both basepath and homepath), with just stick oa 088 pk3s and nothing else.

Why not use my brand new box.com cloud for that ;D

Here the blue marked files I have on my map development environment installed:
The 0.8.8 release and the oacmp-volume1-v3

(https://app.box.com/representation/file_version_47467165473/image_2048/1.png?shared_name=txhrjcglxnuqhy51jejo9s38h53scmxk)

Have take the textures randomly, from now can't say if there was from 0.8.8 pack only.
Test would be to run the map with an 0.8.8 only installation .... may I try later  :P

All other textures / shaders are done by myself.


Title: Re: Dark Abbey OA Maps
Post by: carca55gr1nd3r on December 12, 2015, 07:15:28 PM
Breaking Release with some fixes and suggestions added.

https://app.box.com/s/410tqufrjrdnniij3u9119580gydu0qi

Demo from my gameplay with bots:
https://app.box.com/s/410tqufrjrdnniij3u9119580gydu0qi

Post also your demos from the current release  :giggity:

and leave your comments :P


Title: Re: Dark Abbey OA Maps
Post by: fromhell on December 12, 2015, 10:36:39 PM
They're both the demo file.


Title: Re: Dark Abbey OA Maps
Post by: carca55gr1nd3r on December 13, 2015, 02:07:10 AM
They're both the demo file.

 :D copy&paste issue

2nd try:

https://app.box.com/s/f1esenaeoeswne1n76t8az0bd3ue85rr


Title: Re: Dark Abbey OA Maps
Post by: Gig on December 13, 2015, 05:31:48 AM
About screenshots from Fromhell, she's working on the OA3 content reboot. In her screenshots you can see previews of stuff which will be in OA3.

About the spawn point, maybe it's an Android-specific bug (I thought Pelya already fixed a similar problem....), or maybe it was my fault. I will have to do some more testing to see if that happens angain and if happens on Android only.

About the glass, I said that because also in the second window the glitch was visible, although less than in the first one.

About source/licensing of textures/shaders used... it is important if you want to follow gpl compliance (required if you wish your map included in future official oa/oacmp releases)... Easier to track while working than in a second time...

Gig from cell phone.

UPDATE: Yes, I think the spawning problem is just an Android version bug...


Title: Re: Dark Abbey OA Maps
Post by: carca55gr1nd3r on December 13, 2015, 09:53:41 AM
About screenshots from Fromhell, she's working on the OA3 content reboot. In her screenshots you can see previews of stuff which will be in OA3.

About the spawn point, maybe it's an Android-specific bug (I thought Pelya already fixed a similar problem....), or maybe it was my fault. I will have to do some more testing to see if that happens angain and if happens on Android only.

Gig from cell phone.

UPDATE: Yes, I think the spawning problem is just an Android version bug...

Have try the map with android version by myself. I was faced to that issue to all spawn points was srewed direction. Once it was turning fast after respawn and I guess thats was happen. After spawn the controll to turn around is locked and cause that mess.


Title: Re: Dark Abbey OA Maps
Post by: Gig on December 13, 2015, 11:51:22 AM
Just pointed out the problem in Android port thread... :-)


Title: Re: Dark Abbey OA Maps
Post by: Gig on December 14, 2015, 03:30:23 AM
Back to the map...
- From PC, I did the horizontal rocket jump to get the quad.  :) However, I noticed there are plasmagun and plasma ammo near... maybe it may be possible to reach the quad also by lateral plasmaclimb? I really suck at plasmaclimb, but maybe skilled people could do (I'm not sure, the distance is really long!)... however, due to the woody girtel at the right of the quad platform, I suppose it would be impossible to reach the platform anyway. So, I don't know whether to suggest you to modify the quad platform to make it possible to reach it by lateral plasmaclimb, or not (due to the distance being quite long, it may be impossible anyway).

- In the area where there are the nice glass windows (and the four "guard" runes, if one has g_runes enabled), bots go very rarely (first screenshot). I can suggest you to try placing some item_botroam (don't forget the "weight" key) in the path that brings there, in the hope they would reach that part of the map.

- It is still possible to spectate too high (second screenshot), hence showing some glitches. I think you should place a big "common/clip" (player clip) roof brush on the top of the map, to avoid going too high. A few infos about clip brushes here: (DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Mapping_manual/Bot_play#Clip_brushes:_bot_clip.2C_player_clip_and_weapon_clip

UPDATE: It looks like there are 6 armor shards which do not spawn due to starting in solid:
Quote from: OA_DED (dedicated server console)
------------ Map Loading ------------
trying to load maps/darkabbey_a3e.aas
loaded maps/darkabbey_a3e.aas
item_armor_shard in solid at (-144.0 -720.0 -344.0)
item_armor_shard in solid at (-168.0 -720.0 -344.0)
item_armor_shard in solid at (-264.0 -720.0 -344.0)
item_armor_shard in solid at (-240.0 -720.0 -344.0)
item_armor_shard in solid at (-216.0 -720.0 -344.0)
item_armor_shard in solid at (-192.0 -720.0 -344.0)
found 73 level items
-------------------------------------
37 bots parsed
157 arenas parsed
AAS initialized.
FinishSpawningItem: item_armor_shard startsolid at (-144 -720 -344)
FinishSpawningItem: item_armor_shard startsolid at (-168 -720 -344)
FinishSpawningItem: item_armor_shard startsolid at (-264 -720 -344)
FinishSpawningItem: item_armor_shard startsolid at (-240 -720 -344)
FinishSpawningItem: item_armor_shard startsolid at (-216 -720 -344)
FinishSpawningItem: item_armor_shard startsolid at (-192 -720 -344)

You can find them in the editor following X Y Z coordinates.


Title: Re: Dark Abbey OA Maps
Post by: carca55gr1nd3r on December 14, 2015, 01:27:32 PM
Back to the map...
- From PC, I did the horizontal rocket jump to get the quad.  :) However, I noticed there are plasmagun and plasma ammo near... maybe it may be possible to reach the quad also by lateral plasmaclimb? I really suck at plasmaclimb, but maybe skilled people could do (I'm not sure, the distance is really long!)... however, due to the woody girtel at the right of the quad platform, I suppose it would be impossible to reach the platform anyway. So, I don't know whether to suggest you to modify the quad platform to make it possible to reach it by lateral plasmaclimb, or not (due to the distance being quite long, it may be impossible anyway).

- In the area where there are the nice glass windows (and the four "guard" runes, if one has g_runes enabled), bots go very rarely (first screenshot). I can suggest you to try placing some item_botroam (don't forget the "weight" key) in the path that brings there, in the hope they would reach that part of the map.

- It is still possible to spectate too high (second screenshot), hence showing some glitches. I think you should place a big "common/clip" (player clip) roof brush on the top of the map, to avoid going too high. A few infos about clip brushes here: (DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Mapping_manual/Bot_play#Clip_brushes:_bot_clip.2C_player_clip_and_weapon_clip

UPDATE: It looks like there are 6 armor shards which do not spawn due to starting in solid:
Quote from: OA_DED (dedicated server console)
------------ Map Loading ------------
trying to load maps/darkabbey_a3e.aas
loaded maps/darkabbey_a3e.aas
item_armor_shard in solid at (-144.0 -720.0 -344.0)
item_armor_shard in solid at (-168.0 -720.0 -344.0)
item_armor_shard in solid at (-264.0 -720.0 -344.0)
item_armor_shard in solid at (-240.0 -720.0 -344.0)
item_armor_shard in solid at (-216.0 -720.0 -344.0)
item_armor_shard in solid at (-192.0 -720.0 -344.0)
found 73 level items
-------------------------------------
37 bots parsed
157 arenas parsed
AAS initialized.
FinishSpawningItem: item_armor_shard startsolid at (-144 -720 -344)
FinishSpawningItem: item_armor_shard startsolid at (-168 -720 -344)
FinishSpawningItem: item_armor_shard startsolid at (-264 -720 -344)
FinishSpawningItem: item_armor_shard startsolid at (-240 -720 -344)
FinishSpawningItem: item_armor_shard startsolid at (-216 -720 -344)
FinishSpawningItem: item_armor_shard startsolid at (-192 -720 -344)

You can find them in the editor following X Y Z coordinates.

Gig awesome thank you your tips help me a lot. I will change the quad damage spot to close the gap to make that jump more possible.
And to use the log to find issues is what I have learned now by you  :)

Also the clip is a good idea.

I also think about to change the entry to the secret area its seams too easy to reach the access.
What do ya think about. Maybe you have some suggestions also to make it more edvanced?


Title: Re: Dark Abbey OA Maps
Post by: carca55gr1nd3r on December 14, 2015, 06:05:40 PM
Hi All poste more demos from map current release please  :giggity:  https://app.box.com/s/f1esenaeoeswne1n76t8az0bd3ue85rr

Another demo from me:  x(
https://app.box.com/s/6a38466wbt1gy7r1aul4w81z8ofkg7yu


Title: Re: Dark Abbey OA Maps
Post by: Gig on December 15, 2015, 02:30:03 AM
I also think about to change the entry to the secret area its seams too easy to reach the access.
What do ya think about. Maybe you have some suggestions also to make it more edvanced?

Not sure, maybe you may make the BFG appear more rarely (default respawn time for weapons is 5 seconds for all modes, except TDM where it is 30, IIRC) by setting the "wait" key.
Or you may give it fewer ammo (by setting the "count" key, IIRC).
In general, both things are not recommended (due to altering default gameplay), but however they are things a mapper can do if he thinks they are good for balancing or just because he likes (and in this case, we are talking about the BFG, not a standard weapon).

PS: Checking console output to search for "startsolid" errors is a "good practice" which should be done every time you added/moved multiple items in a map, before publishing the new version. It can be done by scrolling up the console also in normal play... but doing it from dedicated server console allows to identify those lines more quickly, because there is much less stuff shown during map loading (there is not the "client" part).  ;)


Title: Re: Dark Abbey OA Maps
Post by: carca55gr1nd3r on December 15, 2015, 03:40:52 PM
I also think about to change the entry to the secret area its seams too easy to reach the access.
What do ya think about. Maybe you have some suggestions also to make it more edvanced?

Not sure, maybe you may make the BFG appear more rarely (default respawn time for weapons is 5 seconds for all modes, except TDM where it is 30, IIRC) by setting the "wait" key.
Or you may give it fewer ammo (by setting the "count" key, IIRC).
In general, both things are not recommended (due to altering default gameplay), but however they are things a mapper can do if he thinks they are good for balancing or just because he likes (and in this case, we are talking about the BFG, not a standard weapon).

PS: Checking console output to search for "startsolid" errors is a "good practice" which should be done every time you added/moved multiple items in a map, before publishing the new version. It can be done by scrolling up the console also in normal play... but doing it from dedicated server console allows to identify those lines more quickly, because there is much less stuff shown during map loading (there is not the "client" part).  ;)

okay, I guess this

Code:
Carca55Gr1nd3r entered the game
]\condump trace_darkabbey.txt
Dumped console text to trace_darkabbey.txt.

is also doing the job ;D

Currently I have not find time to map on. As soon I have made some updates I come up with breaking news xD
Regarding OA3 ... is there help wanted? I can offer some more mapping progress and small gfx stuff like textures :)




Title: Re: Dark Abbey OA Maps
Post by: Gig on December 15, 2015, 04:44:35 PM
General infos about OA3:
(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/OA3

OA3 forum section is restricted and hidden... I don't know exactly requirements to enter such section (time of registration, number of posts, manual permission by Fromhell?).

Maybe someone with enough spare time, good will and knowledge of shaders may complete the famous q3 texture replacement...


Title: Re: Dark Abbey OA Maps
Post by: carca55gr1nd3r on December 22, 2015, 04:33:25 AM
Latest Release of Dark Abbey

https://app.box.com/s/3v1pip7o3gksou2ohb3e5shs10w3pdgg

Changes:

(https://app.box.com/representation/file_version_48553143473/image_2048_jpg/1.jpg?shared_name=q5z6x4w4qcle52h3mkbojog3hvm89aqf)

(https://app.box.com/representation/file_version_48553146785/image_2048_jpg/1.jpg?shared_name=fhxaxglmjislsdipf2oukbkgy96ggn46)

- player clip add on roof
- enlarge spawn time for BFG to 3min
- add OA flaggs


pk3 file cames with map file now



Title: Re: Dark Abbey OA Maps
Post by: Neon_Knight on December 22, 2015, 08:34:10 AM
I don't recommend messing around with the items' timing. It's better to place the BFG in a riskier place. Remember the "risk vs. reward" concept.


Title: Re: Dark Abbey OA Maps
Post by: Gig on December 22, 2015, 11:52:30 AM
Quickly tested version "h" now, seems good.

I also noticed you changed "guard" runes with +5 armor. It also seems bots go to that part of the map somehow more often. :-)

I've actually been able to do the lateral plasmaclimb some times.

It is possible to rockejump to where I am in the two screenshots attached... (as a sort of shortcut, maybe?). I don't know if this passage is intentional or not (if not, maybe lowering a little the playclip ceiling and/or making the walls a bit higher may stop users from going up there)... however from that place it is possible to notice a (very small) glitch: the upper part of the secret door appears out from the wall, when the door is open.



Title: Re: Dark Abbey OA Maps
Post by: carca55gr1nd3r on December 22, 2015, 01:13:55 PM

I've actually been able to do the lateral plasmaclimb some times.


really  ???  send me a demo, wana see it  ;)



Title: Re: Dark Abbey OA Maps
Post by: Gig on December 22, 2015, 02:59:59 PM
As I told, I really suck at plasmaclimb. I did it two-three times out of about 20 tries or similar...
Anyone really capable of plasmaclibing should do easily enough (the starting point with the wall beginning after the end of the platform maybe makes it somehow more difficult, however it's definitely possible, if even I did it).


Title: Re: Dark Abbey OA Maps
Post by: carca55gr1nd3r on December 22, 2015, 04:57:38 PM
I don't recommend messing around with the items' timing. It's better to place the BFG in a riskier place. Remember the "risk vs. reward" concept.

More risky spot? Okay how about a platform over lava pool? See screenshot.

 


Title: Re: Dark Abbey OA Maps
Post by: Neon_Knight on December 23, 2015, 08:48:35 AM
Way much better.


Title: Re: Dark Abbey OA Maps
Post by: Akom74 on December 23, 2015, 09:34:16 AM
I don't recommend messing around with the items' timing. It's better to place the BFG in a riskier place. Remember the "risk vs. reward" concept.

More risky spot? Okay how about a platform over lava pool? See screenshot.

 

The lava pool maybe a good idea, but not in the same place as it is now.

Build it on the first floor. :)

;)


Title: Re: Dark Abbey OA Maps
Post by: carca55gr1nd3r on December 23, 2015, 02:46:51 PM
I don't recommend messing around with the items' timing. It's better to place the BFG in a riskier place. Remember the "risk vs. reward" concept.

More risky spot? Okay how about a platform over lava pool? See screenshot.

 

The lava pool maybe a good idea, but not in the same place as it is now.

Build it on the first floor. :)

;)

My initial idea was to build it next to the secret room. Now by your suggestion to put it on first floor I got that idea:

That lava BFG room will be placed below first floor (hope ya mean ground floor) with a grid roof so that it is visible at the top ground floor. And the access to that room over portal only. The portal placed inside the secret room.


Title: Re: Dark Abbey OA Maps
Post by: Akom74 on December 23, 2015, 04:17:11 PM
I don't recommend messing around with the items' timing. It's better to place the BFG in a riskier place. Remember the "risk vs. reward" concept.

More risky spot? Okay how about a platform over lava pool? See screenshot.

 

The lava pool maybe a good idea, but not in the same place as it is now.

Build it on the first floor. :)

;)

My initial idea was to build it next to the secret room. Now by your suggestion to put it on first floor I got that idea:

That lava BFG room will be placed below first floor (hope ya mean ground floor) with a grid roof so that it is visible at the top ground floor. And the access to that room over portal only. The portal placed inside the secret room.


Maybe a good idea, can't wait to see what you can do about the portal :)

(...and yes, i was meaning the ground floor... :P ...)

;)


Title: Re: Dark Abbey OA Maps
Post by: Neon_Knight on December 24, 2015, 08:47:51 AM
I don't think it's necessary to lower the platform. The BFG is an overpowered weapon (or a superweapon, if you prefer), and as such, it should be placed in a place where it should be hard to get. (I.E. in am_lavaarena and derivative maps it's inside of the central lava pool) so players must work their way to get it, unlike the other weapons.

There's this little principle called "risk vs. reward" where the powerfulness of an item should be directly proportional to its difficult to reach such item. It's a safe bet to place the Shotgun near a spawnpoint because it's a weak weapon, although a bit stronger than the Machinegun. The Rocket Launcher has tons of utilities, so it can be placed in both risky or not risky places, depending on the design choices of a mapper.

Risk isn't exactly a harmful place for the player, it could very well mean an exposed place (example: the Big Keg O' Health in Unreal Tournament's CTF-Face, where it's placed in the middle of the asteroid).


Title: Re: Dark Abbey OA Maps
Post by: Neon_Knight on July 12, 2016, 07:40:10 PM
One more taken for a ride (lalalala-lalalala)

Consider using the unconnected platforms for something else other than weapons, the Rocket Launcher is an important weapon in OA gameplay, so it should be easily accessible to everyone, bots included. Perhaps another powerup? The Quad is already overused, try something else, IDK, perhaps Haste or Regeneration?

The Shotgun should be near a spawnpoint, as it's a better weapon than the Machinegun. Since water is already an environmental feature (and should be classified under hazard as there is a risk of dying) what about placing something else here? The Lightning Gun, for example.

Finally, the lighting should be reworked. Try deleting all of the lights from your map and compile it only with the lighting emitted from the shaders and start working from there.


Title: Re: Dark Abbey OA Maps
Post by: carca55gr1nd3r on September 02, 2016, 09:08:13 AM
One more taken for a ride (lalalala-lalalala)

Consider using the unconnected platforms for something else other than weapons, the Rocket Launcher is an important weapon in OA gameplay, so it should be easily accessible to everyone, bots included. Perhaps another powerup? The Quad is already overused, try something else, IDK, perhaps Haste or Regeneration?

The Shotgun should be near a spawnpoint, as it's a better weapon than the Machinegun. Since water is already an environmental feature (and should be classified under hazard as there is a risk of dying) what about placing something else here? The Lightning Gun, for example.

Finally, the lighting should be reworked. Try deleting all of the lights from your map and compile it only with the lighting emitted from the shaders and start working from there.

Thanks for these comments, sounds nice will use to change some based on your comments.   :)