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OpenArena Contributions => Maps => Topic started by: Neon_Knight on August 09, 2016, 10:37:33 PM



Title: oa_dm2ish: Claustrophobia
Post by: Neon_Knight on August 09, 2016, 10:37:33 PM
I was a bit bored, so I thought on converting some map into an OA map. I picked up Aardappel's dm2ish and retexturized it. I've also added several curves, because idTech3. It supports FFA, LMS, 1on1 and Possession. Beware the Railgun area trap. :P

There are MANY known issues, some of them include:
- Some walls being lit from below or the sides when they shouldn't be.
- The size of the map being small.
- Some texture misalignments, especially those connecting walls with curves.
- The lighting may need some extra work.
- The teleporter shader needs some extra work.

NOTE: THIS WILL NOT BE AN OFFICIAL OPENARENA MAP. It's just a port of a Quake I map with new weapon/item placement.

Download Link (https://www.dropbox.com/s/2cpsfkjmc2oi841/z_oa_dm2ish.pk3?dl=0)

(http://i.imgur.com/hSVmk9Gl.jpg)

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

(http://i.imgur.com/G3dQ7tBl.jpg)

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

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

(http://i.imgur.com/78PByqzl.jpg)

(http://i.imgur.com/qIN2Ro2l.jpg)

(http://i.imgur.com/4A7PAZFl.jpg)

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


Title: Re: oa_dm2ish: Claustrophobia
Post by: fromhell on August 15, 2016, 10:48:09 PM
This is a VERY crampy level that still seemps cramped with g_enableQ on (a debug setting to view in Q1's proportions). You can get snagged by the door frames, the trap gun, etc.  it's not a fun level to navigate


Title: Re: oa_dm2ish: Claustrophobia
Post by: Gig on September 01, 2016, 01:08:05 AM
Given a quick look to it.
- First screenshot: for some reason, my view flickers while that lift is going up. I have no idea of the reason...
- Second screenshot: what's the purpose of those stairs? Are you supposed to rocketjump/plasmaclimb to go up then?
- Third screenshot: "hall of mirros" effect there.
- The plasma shooter trap may have the shooter emitter too near, because I don't see the plasma orbs flying at all (well, in this game plasma balls start appearing quite far from their emitter in general). Maybe it's not a real problem.

PS:
This is a VERY crampy level that still seemps cramped with g_enableQ on (a debug setting to view in Q1's proportions). You can get snagged by the door frames, the trap gun, etc.  it's not a fun level to navigate
Does g_enableQ affect only VIEW/LOOK of characters or does it really shrink also their hitboxes (allowing them to pass through smaller passages and requiring enemies to hit a smaller area)?