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OpenArena Contributions => Maps => Topic started by: Akom74 on January 01, 2016, 12:50:55 PM



Title: [MAP] OA_Akomctf5
Post by: Akom74 on January 01, 2016, 12:50:55 PM
Hi all of you, members of OA Community !! :)

I'm working on a CTF map for Open Arena.

Here are some screenshots:

BLUE BASE

(http://i.imgur.com/Zh7vVi4.jpg)

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

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

PASSAGE BETWEEN BLUE AND RED BASE:

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

RED BASE

(http://i.imgur.com/j8g1Hz8.jpg)

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

(http://i.imgur.com/sXym1Al.jpg)

Soon will be downloadable a first Beta version.....stay tuned.... ;)

I hope you will enjoy this map and please give some suggestions.

;)


Title: Re: [MAP] OA_Akomctf5
Post by: Gig on January 01, 2016, 04:44:05 PM
Seems interesting...


Title: Re: [MAP] OA_Akomctf5
Post by: fromhell on January 01, 2016, 07:55:02 PM
CASTLES

I'd like to see it -dirty!


I'd also like to see a better sky that doesn't drown the map in urine lighting


Title: Re: [MAP] OA_Akomctf5
Post by: Akom74 on January 02, 2016, 12:46:54 AM
CASTLES

I'd like to see it -dirty!

I'm not sure of what you mean with -dirty....  (http://img.forumfree.net/html/emoticons/unsure.gif)

Quote from: fromhell
I'd also like to see a better sky that doesn't drown the map in urine lighting

So sad you don't like the new skybox maked with OA original texture....
...i will change a little bit (http://img.forumfree.net/html/emoticons/tongue.gif) ....

(http://i.imgur.com/lUMYmKk.gif)


Title: Re: [MAP] OA_Akomctf5
Post by: Gig on January 02, 2016, 03:10:31 AM
-dirty is a q3map2 option... it looks like it's related with light occlusion...
https://en.wikibooks.org/wiki/Q3Map2/Light#-dirty

About the sky, I can guess she wasn't referring to the texture, but to the color of the light the shader emits...


Title: Re: [MAP] OA_Akomctf5
Post by: Akom74 on January 02, 2016, 02:05:58 PM
-dirty is a q3map2 option... it looks like it's related with light occlusion...
https://en.wikibooks.org/wiki/Q3Map2/Light#-dirty

About the sky, I can guess she wasn't referring to the texture, but to the color of the light the shader emits...

With Q3Radiant i'm not able to do q3map2's stuff, but once the map is released, someone can re-compile it with NETradiant or GTKradiant.

I've changed the "yellow sky" and placed the same of the other base.

Here some other screenshots:

(http://i.imgur.com/6b52z5G.jpg)

(http://i.imgur.com/t2CsOkE.jpg)

(http://i.imgur.com/UfYDM4y.jpg)

Just a couple of editing and i can give to you (all) a beta version....
.....

;)


Title: Re: [MAP] OA_Akomctf5
Post by: carca55gr1nd3r on January 02, 2016, 02:40:30 PM
Looks awesome, can't wait to test the beta version. Looking forward to it ;D


Title: Re: [MAP] OA_Akomctf5
Post by: Akom74 on January 03, 2016, 01:57:07 PM
Hey guys, here i am with a playable version of OA_Akomctf5 (beta)

Here is the Download link to try it:
Code:
https://app.box.com/s/gus5h66w6v6ttkdxsgkv66q2we945wno

I hope you like the idea, but it's not a real big thing. It's just another ctf for OA :) :)

ALL textures are OA original's, except for the skybox and the red and blue stuff and a concrete (maybe i've to change it).

Enjoy it and tell me what you think.

I know that there is some light to fix and i don't know why a bug appear in a passage, i have to fix it.

;)


Title: Re: [MAP] OA_Akomctf5
Post by: carca55gr1nd3r on January 03, 2016, 03:41:29 PM
Hey same music theme like my bases reloaded  ;)

Well regarding the map ... it looks to be perfect.

Some that I would add is a stabilizer at the bridges ends (see shot) it looks more realistic to my but thats only my taste.   xD

One question not related to the map, just general from my side is on second picture  ;D


Oh and Edit: no jumppads, traps and secret places with power up items to increase the play fun?


Title: Re: [MAP] OA_Akomctf5
Post by: Akom74 on January 03, 2016, 04:07:19 PM
Thank you, but there is a lot of things to fix....

For the stabilizer i will insert something, but you (all) will see :)

For the second picture you are right, every time i start a new map, i place some brush with the texture i think to use :)

And you are right again, there's no jumppads, traps and secret places..... for now..... :P

;)


Title: Re: [MAP] OA_Akomctf5
Post by: Gig on January 03, 2016, 04:19:53 PM
I haven't tried the map yet (just surfing with the phone in these days)... however, about the "just another ctf map for OA"... well, in oacmp volume 1 we had only three ctf maps (and, until we release a fix, only two of them do work on windows clients)... Some more ctf maps in oacmp volume 2 seem a good idea.

Also, from screenshots it looks like an asymmetrical ctf map... something different from usual...

PS: I would like a mirror-like ctf map (symmetrical in a different way than usual)... like q3tourney6_ctf..


Title: Re: [MAP] OA_Akomctf5
Post by: Akom74 on January 03, 2016, 04:31:00 PM
Also, from screenshots it looks like an asymmetrical ctf map... something different from usual...

Yes, it's an idea taken from Suicizer words if you remember the other ctf topic :P

Quote from: Gig
PS: I would like a mirror-like ctf map (symmetrical in a different way than usual)... like q3tourney6_ctf..

Is that a request ? Could you explain better ?

;)


Title: Re: [MAP] OA_Akomctf5
Post by: Gig on January 04, 2016, 06:50:05 AM
Is that a request ? Could you explain better ?
About a new map... Idea, suggestion or request... take it as you prefer! :)

Often, symmetric ctf maps are made by replicating and 180degrees-rotating half map, right? So, the red and blue side are completely identical, right?  Example: if when looking from red base to the center of the map you see a lift on your right, also when looking from blue base to the center of the map you see a lift on your right.

IIRC are less common, but still ok ctf maps where the two halfs of the map are like in a mirror instead of rotated... in the previous example, from the red base you would see a lift on your right, while from the blue base you would see a lift on your left. Q3tourney6_ctf is the first example which comes in my mind of a such design in a ctf map, I'm not asking for a clone of that map.


Title: Re: [MAP] OA_Akomctf5
Post by: Akom74 on January 04, 2016, 08:33:15 AM
@Gig. Got it ! Maybe next map.  :)

Anyone notice some bug or anything wrong ? (or to be fixed)

;)


Title: Re: [MAP] OA_Akomctf5
Post by: Gig on January 04, 2016, 11:41:38 AM
Just done some wandering with cell phone (no bots).
Nice, however some more serious testing is required to be sure the map is balanced enough.
I will not be able to test on PC before next week.


Title: Re: [MAP] OA_Akomctf5
Post by: Gig on January 04, 2016, 04:19:47 PM
Uhm... maybe accesses to the tunnels on one side are a bit too small (too easy to defend)?

What about adding one or two links between the two tunnels, to make players path a little less predictable? If that does not completely ruin vis optimization...


Title: Re: [MAP] OA_Akomctf5
Post by: carca55gr1nd3r on January 04, 2016, 04:23:44 PM
I like the idea of a non mirrowed ctf map. It is like the UrT CTF maps. But I agree the balance need to fit. One think is regarding the weapons .... rail gun is only on one team base.

From the playground .... difficult for me to say if its balanced. This needs to test over a long periode.


Title: Re: [MAP] OA_Akomctf5
Post by: carca55gr1nd3r on January 04, 2016, 04:27:02 PM
Uhm... maybe accesses to the tunnels on one side are a bit too small (too easy to defend)?

What about adding one or two links between the two tunnels, to make players path a little less predictable? If that does not completely ruin vis optimization...

Agree, a link between the tunnels will bring more dynamic into the map.


Title: Re: [MAP] OA_Akomctf5
Post by: Akom74 on January 05, 2016, 02:40:24 AM
I can agree for the link between the tunnels, but as you know, bots tend to follow the shorter path and if i insert other passages shorter than tunnels, bots will follow only that path.

I dont know, this is the flying view of the map:

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

Maybe i can insert another tunnel below the terrain......

;)


Title: Re: [MAP] OA_Akomctf5
Post by: Gig on January 05, 2016, 03:01:50 AM
Well, a link between the tunnels may make the path longer, depending from how you make it...

PS: maybe you understood in my previous message I meant adding a third tunnel to connect the two bases directly... instead I meant a link from a tunnel to the other one...  linking tunnels, not bases.


Title: Re: [MAP] OA_Akomctf5
Post by: Akom74 on January 05, 2016, 03:08:44 AM
Muahahahaha !!! I've understand well, but now, thinking at UT, i will change "something", you will see.

I'm editing........ ....stay tuned.....

I'd like to hear Suicizer word about the map, and obviously some suggestion about gameplay item placement and other stuff like this. :) :P

;)


Title: Re: [MAP] OA_Akomctf5
Post by: carca55gr1nd3r on January 05, 2016, 04:49:38 PM
Hi Akom, hi Gig,

how about that change: bring a T connection directly at the tunnle entrys to connect the bases & the tunnels at the same time ... see the pic to understand my suggestion.
It needs to be a straight and small tunnel, myabe with some barrel or wooden boxes to disturbe the view and offer some snaky spots  8,

I guess that will bring a nice improvement to the map.
It will turn the simple "0-map layout" into a more advanced "8-map layout"


Title: Re: [MAP] OA_Akomctf5
Post by: Akom74 on January 06, 2016, 12:45:50 PM
Hi :)

After 2 hours, 54 minutes and 41 seconds of compiling time, the map is ready for another test.

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

(http://i.imgur.com/Xp0WMsn.jpg)

(http://i.imgur.com/KW7aWeE.jpg)

Here is the download link:
Code:
https://app.box.com/s/gus5h66w6v6ttkdxsgkv66q2we945wno

Now the PK3 is bigger than before, bot roam strangely....dont know why...

By the way ther's one or two graphic bug noticed by me now and i won't  re-compile it another time....  xD

I hope you enjoy this version and please tell me about gameplay item placement and whatever you notice.

The lights in the passages need to be fixed......don't know how, the lights are from an original texture, maybe i have to change with another....

;)


P.S.: Sorry carca55gr1nd3r, after a lot of work i have read your suggestion and i dont want to erase and rebuild all the job i've do...

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


Title: Re: [MAP] OA_Akomctf5
Post by: Gig on January 06, 2016, 02:42:43 PM
About compiling times, are you sure you are using multithreading?
Q3Radiant (at least version 202, IIRC) had this strange thing that the option for "final" compiling had "-threads 1" option, hence slowing down compiling on multicore systems... manually editing a file with a text editor was required to fix.

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


Title: Re: [MAP] OA_Akomctf5
Post by: Akom74 on January 06, 2016, 03:02:43 PM
About compiling times, are you sure you are using multithreading?
Q3Radiant (at least version 202, IIRC) had this strange thing that the option for "final" compiling had "-threads 1" option, hence slowing down compiling on multicore systems... manually editing a file with a text editor was required to fix.

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


I dont know what to tell you, all my 4 core were at 100% of full usage, in FULLVIS mode.

In FASTVIS mode it take about 7 minutes.

;)


Title: Re: [MAP] OA_Akomctf5
Post by: carca55gr1nd3r on January 06, 2016, 03:44:25 PM

P.S.: Sorry carca55gr1nd3r, after a lot of work i have read your suggestion and i dont want to erase and rebuild all the job i've do...


NP :) your solution brings the same effect to turn the map into a 8-layout. Good job btw.  ;D
Also nice brushwork on bridges ends

One more comment from my side, some parts of the map seams to me oversize. especially the hallways between the bases.
Also the way between the bases seams too far away to me.

Not sure if is just me but would be good to ask some more players/testers regarding that point.
Sorry for saying, I know to fix that would be a pain in the ass.



Title: Re: [MAP] OA_Akomctf5
Post by: Gig on January 07, 2016, 07:06:13 AM
About compiling times, are you sure you are using multithreading?
Q3Radiant (at least version 202, IIRC) had this strange thing that the option for "final" compiling had "-threads 1" option, hence slowing down compiling on multicore systems... manually editing a file with a text editor was required to fix.

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


I dont know what to tell you, all my 4 core were at 100% of full usage, in FULLVIS mode.

In FASTVIS mode it take about 7 minutes.

;)

If they all were 100%, I can guess you are using multithreading. In case, you can check baseq3/scripts/quake.qe4 with a text editor to be sure.

Then, I fear that for making compile faster, you may have to mark some brushes as "detail"... but this has the drawback to make less vis optimization... it should be done only for brushes which do not touch the outer "void" and that are not part of the walls of the rooms... I'm not an expert. In this map, I can think to a bridge and pillar in one base and battlements on the other one...

I haven't tried new version yet.


Title: Re: [MAP] OA_Akomctf5
Post by: Gig on January 07, 2016, 08:29:11 AM
Took a quick look to the new version from cell phone. Uhm... I will test from PC next week.
Maybe tunnels seem a bit too big and empty. I mean, also if there are many brushes at the sides, your path seems a bit empty. Maybe from PC I will be able to strafejump properly and will enjoy such part more. Otherwise, not sure about what to do to improve fun. Note: I tried without bots... maybe that's just that my problem: I was totally alone!

Also, maybe in one base from a plasma spawn point it is possible to defend both entrances too easily?

Gig from cell phone.


Title: Re: [MAP] OA_Akomctf5
Post by: Akom74 on January 07, 2016, 09:35:16 AM
.....i notice that i have to edit the map.
In fact, i'm not sure about a couple of things.....
......maybe tomorrow (italian time) i can give you another version to test.

@Gig: if you want to test both the versions, you can save the PK3 in another folder.

;)


Title: Re: [MAP] OA_Akomctf5
Post by: Gig on January 08, 2016, 07:57:56 AM
Tried with bots now, still from phone.
Plays better than I thought, although I still fear the railgun (which currently spawns in one base only) may be overpowered in these tunnels.

Not sure about the position of yellow armor in blue base... a bit difficult to take from phone, probably will be ok from pc...


Title: Re: [MAP] OA_Akomctf5
Post by: Akom74 on January 08, 2016, 11:25:45 AM
I'm sorry but today i'm not able to give you another version of the map.

I'm doing some changes and i think tomorrow (italian time) i can give you another test-map.

I have to place another railgun end some other items.......

.....please, wait.....

;)


Title: Re: [MAP] OA_Akomctf5
Post by: fromhell on January 08, 2016, 11:41:37 AM
I can't imagine why it would take 2 hours. q3map2 should be more optimized to compile with. It takes my PC 2 hours to compile all of the stock OA maps with -dirty lighting, light bounces, vis and etc with q3map2*













* - i did it for visual consistency testing, finding new common compile options for a better look lower specs could still work with


Title: Re: [MAP] OA_Akomctf5
Post by: Gig on January 08, 2016, 12:08:12 PM
Or maybe you may completely remove railgun...


Title: Re: [MAP] OA_Akomctf5
Post by: Akom74 on January 09, 2016, 10:53:08 AM
Hi everyone :)

Here is the last version of the map:
Code:
https://app.box.com/s/gus5h66w6v6ttkdxsgkv66q2we945wno

I don't know what to tell, but i have many ideas in the same time and i leaved one section similar to the old one, and remaked the other section qith another type of brushwork.

I hope you can enjoy this beta-release and please tell me whatever you think must be changed.

Updates:

- inserted the original .map file in the PK3 (so you can see)
- removed the railgun
- added a stair to take the yellow armor

Know bugs:

- Some lights need to be fixed (again)
- Bots don't use the new passage

;)


Title: Re: [MAP] OA_Akomctf5
Post by: Neon_Knight on January 09, 2016, 02:43:09 PM
Perhaps it may not be necessary to remove the railgun at all. Perhaps placing some kind of covers which obstruct the view of railpursuers? Perhaps bifurcating the passages in "8" or "0" shapes may work? Remember that, even with the Railgun out, there's still Instagib.


Title: Re: [MAP] OA_Akomctf5
Post by: Gig on January 10, 2016, 08:01:27 AM
Tried... nice, however I feel the lack of some more items (health and weapons) in one of the two main passages and in the central link passage.


Title: Re: [MAP] OA_Akomctf5
Post by: Gig on January 12, 2016, 04:00:09 AM
Finally tried on PC.

Strafejumping properly, the map is much more enjoyable.  :) Of course, this gives humans an advantage over bots, who do not stafejump... but the same applies to many maps, I can guess.

About balancing, it looks like the red base is lacking a shotgun, right?
Also, I hope the bigger size of blue base compensates the fact there are more weapon spawn points... however are you sure about having red armor in one base and yellow armor in the other one?

Bots do tend to use the shorter path only... maybe placing some other interesting items in the other tunnel and in the central passage could be good.

Also, placing some more red and blue stuff inside the two bases may be nice.

A small note, in the place of the screenshot attached, a small lighting fix may be nice.


Title: Re: [MAP] OA_Akomctf5
Post by: Akom74 on January 12, 2016, 11:33:18 AM
Unfortunately i'm busy at the moment, maybe this week i can do something.

;)


Title: Re: [MAP] OA_Akomctf5
Post by: carca55gr1nd3r on January 12, 2016, 02:49:40 PM
Unfortunately i'm busy at the moment, maybe this week i can do something.

;)

Nevermind :D same happens to me ... thats happen when real live stuff has tuned on   xD need to care my normal work.
I also stuck now at making progress on my ongoing projects here ... thats live ... some times it sucks  @_@ (but live is great )

hope can bring results till end of the month.

Some other words related to this:
Also to be creative is something you can not forced ... I am sometimes out of ideas to create new stuff or fix some issues.
Take your time and the solution will appear on your eye thats what I do. Making some other activities like sport (workout,running and so on) helps me
to get great ideas or solution to fix issues. (try it out it works ;) )


Title: Re: [MAP] OA_Akomctf5
Post by: fromhell on January 12, 2016, 03:05:56 PM
Also to be creative is something you can not forced ... I am sometimes out of ideas to create new stuff or fix some issues.
Affects me too :(

Most of the OA3 concepts up to this point have been women and with my creative block i'm still pondering whether I should just take the Skullgirls route of things


Title: Re: [MAP] OA_Akomctf5
Post by: carca55gr1nd3r on January 12, 2016, 04:17:57 PM
Also to be creative is something you can not forced ... I am sometimes out of ideas to create new stuff or fix some issues.
Affects me too :(

Most of the OA3 concepts up to this point have been women and with my creative block i'm still pondering whether I should just take the Skullgirls route of things

Yea I see. But to have that forum as a plattform for brainstorming with a good team can bring huge progress and nice concepts.  xD

Edit: LOL ... Sorry, Akom to screw up your thread and LOL ... Sorry, From Hell have no idea whats the Skullgirls route  :D :D :D

BTW: I do not know about the mainroad of OA3. Is there a core dev team to collect ideas, figure out concepts, defined standards, exchange knowledge, make thinks happend and so on?


Title: Re: [MAP] OA_Akomctf5
Post by: Gig on January 13, 2016, 01:52:45 AM
Sorry, From Hell have no idea whats the Skullgirls route  :D :D :D
I didn't know it, too. Googling made me discover Skullgirls is a fighting game with monster girls. (https://en.wikipedia.org/wiki/Skullgirls) You can find some videos on youtube, too.
So, "Skullgirls route" may mean using monster girls?

Quote
BTW: I do not know about the mainroad of OA3. Is there a core dev team to collect ideas, figure out concepts, defined standards, exchange knowledge, make thinks happend and so on?
About OA3, there are some infos on the wiki: (DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/OA3
But mostly, Fromhell shows some preview of her work (new characters, new weapons, etc.) in a "WIPWIPWIPWIPWIP" thread in the OA3 forum section, which is hidden. I have never understood if it becomes available after you have done a certain number of posts (how many?) or only if Fromhell manually grants you access.


Title: Re: [MAP] OA_Akomctf5
Post by: Neon_Knight on July 12, 2016, 06:39:15 PM
Skullgirls route = a female-exclusive character roster with some males/things being added later?


Title: Re: [MAP] OA_Akomctf5
Post by: Neon_Knight on July 12, 2016, 06:50:29 PM
Took the map for a ride. (heh)

Feedback based upon the latest version.

Awesome! An Asymmetric map! Now that's a pretty good risk to take! I love it.

You might want to consider add arrows and banners inside of the blue base. Arrows, at least, at the walls, in order to indicate where to enter to the base.

The layout is pretty much a 0-shape with a middle cut. Consider adding a third route, with that middle cut being intersected, so carriers have more options while returning to their bases with the flags.

Haven't seen yet if the map supports 1FCTF and Harvester (the obelisk in the middle area). You should add support for at least Overload, Elimination, eCTF and DD in the .arena file. I can see this map being played in Elimination.