OpenArena Message Boards

OpenArena Contributions => Maps => Topic started by: Akom74 on May 30, 2017, 11:59:33 AM



Title: [MAP] Morgan's Blood
Post by: Akom74 on May 30, 2017, 11:59:33 AM
Hi everyone.

Here i am with my last creation. I don't know why i'm doing this stuff again...i've started with a simple brush try... XD...

(http://imgur.com/OHWfaN1.jpg)

(http://imgur.com/DIwPI72.jpg)

(http://imgur.com/YAC6PDD.jpg)

(http://imgur.com/byrP1UG.jpg)

(http://imgur.com/JwE8MCp.jpg)

I've worked on it for a week and it's not finished yet, but i want to know what do you think about it.

And some suggestion will be welcome.... :P

;)

Know Issue:

1) The map Theme maybe boring...
2) Only 2 ammobox (for now...)
3) Only 3 weapons

...


Title: Re: [MAP] Morgan's Blood
Post by: Neon_Knight on May 30, 2017, 12:03:09 PM
The ancient temple theme is mostly unexplored in OA, so I welcome any map with that theme. :D
It reminds me of the first Unreal.

I'll download it later. :)


Title: Re: [MAP] Morgan's Blood
Post by: Gig on May 30, 2017, 12:56:50 PM
I don't know why i'm doing this stuff again...

Why do you say that? I always found your maps very enjoyable, since the old q3a days.

I'll try this one in the next days. ;-)


Title: Re: [MAP] Morgan's Blood
Post by: Neon_Knight on May 30, 2017, 07:37:59 PM
I know that feeling of Akom. It's called burnout. I've suffered for it during a long time.


Title: Re: [MAP] Morgan's Blood
Post by: Akom74 on May 30, 2017, 11:59:01 PM
@Gig & Neon Knight:

Quake Editing it's a part of me, i think.... :P

;)


P.S.: Here is the first shoot of the same map with a different texture set (and some brush work)...

(http://imgur.com/sf2DWRU.jpg)


Title: Re: [MAP] Morgan's Blood
Post by: Gig on May 31, 2017, 01:28:19 AM
Quickly tried it. I like it a lot!
I think that with a bit more of eye candy, it may be a very nice map!

Just a few ideas:
- Maybe some corridors may be somewhat wider?
- Do you think a grenade launcher may fit?
- What about adding "something" (reachable or just graphical) in the wall of the attached screenshot?
- Small note: coordinates 0,0,0 are in solid, so you encounter that "very first spawn in solid" glitch in Elimination mode.


Title: Re: [MAP] Morgan's Blood
Post by: Neon_Knight on May 31, 2017, 07:43:18 AM
Your implementation of the ancient temple theme (at least for an alpha/beta) was well done, judging by the screenshots, I wish we could had a more varied set of textures and models for it, though. :/

P.S: Of course, I meant our own textures, not evillair or simonoc's Nexuiz-nicked sets.


Title: Re: [MAP] Morgan's Blood
Post by: Akom74 on May 31, 2017, 01:54:49 PM
Update !

1) Added the Grenade Launcher.
2) Added some ammobox.
3) Removed the two 50 Health and replaced with 25 health.
4) Modified the central roof and added more lights.
5) Added an Easter Egg :D :P
6) Some other minor things...

(http://imgur.com/mHmxoS0.jpg)

(http://imgur.com/unBATd7.jpg)

Download and tell me.

;)


Title: Re: [MAP] Morgan's Blood
Post by: Neon_Knight on May 31, 2017, 04:53:24 PM
Wait at least a week before posting new versions, we all love constant updating, but give us some time to test the map. xD

Downloading your latest version, when I come home I'll give you my feedback. :)


Title: Re: [MAP] Morgan's Blood
Post by: Akom74 on May 31, 2017, 11:14:05 PM
Wait at least a week before posting new versions, we all love constant updating, but give us some time to test the map. xD

Sorry...  xD xD

Quote
Downloading your latest version, when I come home I'll give you my feedback. :)

In the meantime i'll do something else...

;)


Title: Re: [MAP] Morgan's Blood
Post by: Gig on June 01, 2017, 03:19:49 AM
Quickly tried.

I like it... also, a few places do even give "Q3DM6 vibes", while I guess the map isn't a dm6 remake.

I haven't found the easter egg yet. I'll try it again later.


Title: Re: [MAP] Morgan's Blood
Post by: fromhell on June 01, 2017, 03:53:46 AM
For less procrastinated feedback i'd suggest the Discord :)

Will check when I have time (oh how ironic)


Title: Re: [MAP] Morgan's Blood
Post by: fromhell on June 02, 2017, 06:32:19 AM
OK Playing it a bit, yeah it's a bit dull and could use some decor

like plants coming off the edges outside with the sky, going down the unreachable parts of the wall

maybe -dirty could help with shading around corners/edges as well, give it more of that unreal feeling


Title: Re: [MAP] Morgan's Blood
Post by: Akom74 on June 02, 2017, 07:29:43 AM
I'll see what i can do.

Monday i'll give you a better version, i hope.... :P

@Fromhell: give to the map a minor Unreal feel will be hard to do... by the way i try to insert more details.

;)


Title: Re: [MAP] Morgan's Blood
Post by: adriano on June 02, 2017, 07:36:53 AM
Well, the base is pretty good. Good structure. I had the same thoughts as Gig and FH for "Q3DM6 vibes" and decor. Some more weapon or ammo wouldn't be bad. What about adding LG? Also in terms of fast gameplay I would redesign the passage here (look down), because you can get stuck at the thin boarder of the arc


Title: Re: [MAP] Morgan's Blood
Post by: Neon_Knight on June 02, 2017, 07:39:58 AM
I'll see what i can do.

Monday i'll give you a better version, i hope.... :P

@Fromhell: give to the map a minor Unreal feel will be hard to do... by the way i try to insert more details.

;)
I think it's early for the detail phase. Better focus on the layout first, details later.


Title: Re: [MAP] Morgan's Blood
Post by: Akom74 on June 02, 2017, 07:50:11 AM
@Adriano: i'll see what i can do.

@Neon_knight: The layout is almost done, some trim will be apreciated... i think. For sure i have to do something for the boring walls.

;)


Title: Re: [MAP] Morgan's Blood
Post by: Akom74 on June 04, 2017, 07:27:11 AM
Update !

(http://imgur.com/oCof48u.jpg)

(http://imgur.com/JUcsLAp.jpg)

(http://imgur.com/x3saGiL.jpg)

1) Changed Ambient Sky and Light
2) Added some trims
3) Added one ammobox of bullets
4) Changed the easteregg, tell me if you like it.
5) Some other minor things
6) Inserted the original .map file in source's folder.

;)


Title: Re: [MAP] Morgan's Blood
Post by: Gig on June 05, 2017, 01:13:41 AM
Good. The red light gives better the "Blood" in the map name :), however a few details (just fussiness  ;))...:

- The red light comes from the sky, but the sky texture itself is more "orange" than "red", so that's a bit odd.
- The effect of the change of color from the light emitted by lights and the one emitted by the sky, just under the roof, isn't beautiful (see first screenshot), it's like a plain line where the color changes. However I have to say that I don't know how to "fix" it (apart from making also the lights red, which maybe may be excessive)... Maybe making those lights work in spotlight mode, or just playing with their light value?
- Also, the OA logo on that wall is a bit too thin, it resembles more the "old" logo than the current one... what about making it bolder?
- Second screenshot: I'm not sure about the texture on that specific detail (thin inner border) of the jumppad. Also, on the opposite side of the jumppad (external part), maybe it's a bit too dark?
- Third screenshot. When you take the jumppad (coming from the opposite side than the one I took the screenshot from!), if you run you miss the plasmagun, so you have to slow down in order to get it. Is this intentional? If it's not, maybe you may tweak the jumppad arc or move the plasmagun farther (although in that case you may need to move also that armor in the corner, to do not make the two items too near).


Title: Re: [MAP] Morgan's Blood
Post by: Akom74 on June 05, 2017, 09:45:47 AM
@Gig: Thanks for your feedback. I'll do something.

Anyone else ?

Have you noticed where is the easteregg ?  :giggity:

 ;)


Title: Re: [MAP] Morgan's Blood
Post by: Gig on June 05, 2017, 12:05:10 PM
Have you noticed where is the easteregg ?  :giggity:

 ;)
Not yet...


Title: Re: [MAP] Morgan's Blood
Post by: fromhell on June 05, 2017, 06:51:58 PM
I'm guessing the "egg" is that secret megahealth room which isn't really an egg.


Title: Re: [MAP] Morgan's Blood
Post by: Akom74 on June 05, 2017, 11:57:17 PM
I'm guessing the "egg" is that secret megahealth room which isn't really an egg.

Yes, maybe it's to consider a secret room instead of a real easteregg....

:P


Title: Re: [MAP] Morgan's Blood
Post by: Gig on June 06, 2017, 12:10:00 AM
Yes, maybe it's to consider a secret room instead of a real easteregg....
True.
Found, that wasn't exactly easy. ^_^

A small idea, see attached image:
What about placing a protruding edge (as shown in yellow, or in yellow+green in the image) there (preferably placing "something" there, even just a +5 health or whatever you like), to allow people to relatively easily strafe jump from there directly to the opposite side of the room?


Title: Re: [MAP] Morgan's Blood
Post by: Gig on June 06, 2017, 12:17:55 AM
Look at this other screenshot, what about placing another ammo box (or anything you prefer) on the opposite side of the jumppad, for more symmetry?


Title: Re: [MAP] Morgan's Blood
Post by: Akom74 on June 06, 2017, 01:12:55 AM
Maybe those are good ideas, i'll do something...

;)


Title: Re: [MAP] Morgan's Blood
Post by: Neon_Knight on June 09, 2017, 06:18:02 AM
Just a simple and quick run, I'll later check the easter egg/secret. The map is enjoyable, congrats! :)

Some areas could benefit from an extra level of height, remember that arena shooters have a strong emphasis on vertical fighting.

If you don't plan on adding another level, then Quad Damage could be a bit too much in this map, try switching MH with Quad.

Nice secret. :) I was going to suggest using a teleporter instead of making the secret one-way, but considering that the MH is already a strong item, making the secret one-way could be a good idea. The Quad might fit it better than MH.


Title: Re: [MAP] Morgan's Blood
Post by: Gig on June 09, 2017, 06:30:59 AM
I was going to suggest using a teleporter instead of making the secret one-way, but considering that the MH is already a strong item, making the secret one-way could be a good idea.
Excuse me, what do you mean with "making the secret one-way"?  :-\


Title: Re: [MAP] Morgan's Blood
Post by: Akom74 on June 09, 2017, 06:46:32 AM
I was going to suggest using a teleporter instead of making the secret one-way, but considering that the MH is already a strong item, making the secret one-way could be a good idea.
Excuse me, what do you mean with "making the secret one-way"?  :-\

I think he means that it's one entrance and one exit in the secret area.

By the way, i'll do something about Neon_Knight suggestions... :P

;)


Title: Re: [MAP] Morgan's Blood
Post by: Neon_Knight on June 10, 2017, 07:25:57 AM
Exactly.

For a one-way secret the Quad Damage is a better choice than Megahealth. It's riskier to get an item in a one-way only area (example: the RL in oa_dm5).


Title: Re: [MAP] Morgan's Blood
Post by: carca55gr1nd3r on June 12, 2017, 03:56:30 PM
wow the shots looks awesome. Hope I get some sparetime to jump into it  B,. good work Akom.  :)


Title: Re: [MAP] Morgan's Blood
Post by: Akom74 on June 13, 2017, 12:55:05 AM
wow the shots looks awesome. Hope I get some sparetime to jump into it  B,. good work Akom.  :)

I'm doing some work in the map, soon a new version.

I think i'm inspired by some video of Quake Champions' maps, my mind start to fly....XD...

;)


Title: Re: [MAP] Morgan's Blood
Post by: Akom74 on June 15, 2017, 11:40:49 PM
UPDATE !

New Version here (same of the attachment):
Code:
https://app.box.com/s/jw1m5o2sas2xwkssymqayvhqeo90t65o

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

(http://imgur.com/UnlSBJB.jpg)

(http://imgur.com/NIlyr1m.jpg)

(http://imgur.com/r3WKW25.jpg)

I hope you enjoy this final version.
;)



Title: Re: [MAP] Morgan's Blood
Post by: Gig on June 16, 2017, 01:29:55 AM
Very good, I like it!  :)
(I still hope someday we may make OACMP Volume 2 and put there all these great maps from yours!)

If I have to be nitpicking, I may say:
- What about adding common/nodrop just above the launchpads? In the first screenshot, you can see a shotgun stuck there.
- The passage shown in the second screenshot may be a bit wider IMHO.
- Maybe a bit more lighting may be useful? I played it in TDM and it wasn't always easy to recognize team colors.
- I see in your .arena file that the map only lists ffa-team-elimination-lms. What about DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Mapping_manual/Additional_gametype_support]adding support for Domination and Double Domination (http://([b)? And why not, even Possession (http://openarena.ws/board/index.php?topic=3995.0) (IIRC, adding support for Possession simply requires to add a neutral flag with "gametype" key set to "pos" -of course, you need to use OAX beta mod (http://files.poulsander.com/~poul19/public_files/oa/dev088/gamecode_nightly/) for testing gametype 13-)? Also, maybe the map may also be good for Tournament mode, or do you think that after the last room addition it's a bit too large for that? Maybe it may still fit...


Title: Re: [MAP] Morgan's Blood
Post by: Akom74 on June 16, 2017, 03:19:12 AM
Ok, i've done some change at the map.

I like Double Domination mode, in the next Release you can play it :)

;)


Title: Re: [MAP] Morgan's Blood
Post by: Neon_Knight on June 16, 2017, 06:40:38 AM
I've read once (in a G4TV article about what do the best multiplayer maps have in common) that a LD team made maps with one gametype in mind, and then, if they were adequate for such modes, they added the rest. As long as the gametypes can fit the map well, I'm all for extra gametype support.

For DD you might want to take the UT200X approach and create separate spawn rooms with teleporters and a few starting/weak weapons (SG-GL-RL-PG, but only two of them max) so teams can enter the arena without worrying for being fragged without finding any weapon at all.


Title: Re: [MAP] Morgan's Blood
Post by: Neon_Knight on June 16, 2017, 06:56:51 AM
Downloaded and gave it a quick run.

I'm not sure about the secret area in this version. The one-way-out approach was a good thing for a place which was supposed to hold a strong item. You're supposed to suffer a bit if you really want a strong item, it shouldn't be safe to get strong items in general unless the strong item is required for a certain kind of gameplay.

I'm not sure what is the intention either behind the Lightning Gun area. The map was well without that weapon (it is small enough and the loadout was already good without it).


Title: Re: [MAP] Morgan's Blood
Post by: Akom74 on June 16, 2017, 07:05:29 AM
Mmmh... maybe the LG can be changed with another RL ?

By the way, some changes are made in another version:

1) Some brush work in the LG room.
2) Added the "nodrop" texture in the jumppad zone.
3) Added support for DD mode.

(http://imgur.com/7gg3Kad.jpg)

;)


Title: Re: [MAP] Morgan's Blood
Post by: Neon_Knight on June 16, 2017, 07:33:55 AM
That can also work, yes. Also switch the Megahealth and the Quad Damage. Quad is a stronger item than Megahealth.


Title: Re: [MAP] Morgan's Blood
Post by: Gig on June 16, 2017, 08:54:00 AM
That can also work, yes. Also switch the Megahealth and the Quad Damage. Quad is a stronger item than Megahealth.
But on the other hand, maybe it's not very probable that the bots will use the secret button to find it, maybe giving an unfair advantage to human players?


Title: Re: [MAP] Morgan's Blood
Post by: Gig on June 16, 2017, 11:00:58 AM
That can also work, yes. Also switch the Megahealth and the Quad Damage. Quad is a stronger item than Megahealth.
But on the other hand, maybe it's not very probable that the bots will use the secret button to find it, maybe giving an unfair advantage to human players?
But again, a lot of maps do place very strong items in risky/hard to reach places, where bots rarely go or never go...


Title: Re: [MAP] Morgan's Blood
Post by: Neon_Knight on June 17, 2017, 10:34:47 AM
There are ways to make bots to reach that kind of items, there was even a tutorial. Right now however, the priority is to get both layout and weapon/item placement right. Botplay and details should come later.


Title: Re: [MAP] Morgan's Blood
Post by: Akom74 on June 19, 2017, 07:15:11 AM
UPDATE:

The LG room is changed a lot. I've added a new corridor some pillars and Double Domination mode work very well, even with BOTs.

(http://imgur.com/0jvRM5v.jpg)

 I've changed the Megahealth with the Kamikaze item.
Don't mess with the Akom....  xD :D

(http://imgur.com/vbTJbrK.jpg)

 ;)


Title: Re: [MAP] Morgan's Blood
Post by: Gig on June 20, 2017, 05:38:07 AM
I've changed the Megahealth with the Kamikaze item.
Reminder: being the Kamikaze a Team Arena item, it doesn't spawn while playing the map with old mods.
Are you sure you want to use it as the secret? Maybe you may place it in "team" (spawn alternately) with another item?


Title: Re: [MAP] Morgan's Blood
Post by: Akom74 on June 20, 2017, 08:14:26 AM
You're right, in other mod the item don't spawn.... :(

I'll think at something else....  xD

;)


Title: Re: [MAP] Morgan's Blood
Post by: Akom74 on June 22, 2017, 07:18:44 AM
Ok guys, Final Version of the map here:
Code:
https://app.box.com/s/jw1m5o2sas2xwkssymqayvhqeo90t65o

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

Update:

-Changed kamikaze item with the Regeneration Item.
-Some minor brush work.
-Optimized DD mode, try it and tell me.

;)

P.S.: I've tryed to attach the PK3 file but it gives me an error of "folder full".... don't know why...


Title: Re: [MAP] Morgan's Blood
Post by: Gig on June 22, 2017, 07:48:15 AM
Quickly tried in DD mode.. it looks like it's not very easy to score...
Maybe the spawn point too near to the DD points should be disabled while playing in that mode ("!gametype" key)?


Title: Re: [MAP] Morgan's Blood
Post by: Akom74 on June 22, 2017, 08:14:29 AM
Quickly tried in DD mode.. it looks like it's not very easy to score...
Maybe the spawn point too near to the DD points should be disabled while playing in that mode ("!gametype" key)?

The spawnpoint near the B point are normal "player_deathmatch" entity and are used one time on three.
Normally red and blue spawnpoint are used.

You can load the .map file in the editor and see it.

;)


Title: Re: [MAP] Morgan's Blood
Post by: Gig on June 22, 2017, 10:30:11 AM
Well, I just opened your .map file with a plain text editor and I cannot find any "info_player_dd*"  inside it.
IIRC, Double Domination mode does NOT search for team_ctf_(red/blue)(player/spawn)... instead it does search for:
1) info_player_dd_blue/info_player_dd_red
if none found, then:
2) info_player_dd
if none found, then:
3) info_player_deathmatch or info_player_start (not sure about the order of the two)

See also:
(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Mapping_manual/Additional_gametype_support
(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Mapping_manual/Additional_gametype_support#Per-gametype_entity_support

PS: your .arena file now says "ffa dd tourney lms". What happened to "team" and "elimination"? :-/


Title: Re: [MAP] Morgan's Blood
Post by: Akom74 on June 22, 2017, 11:55:46 AM
Do you remember that i'm not using a regular editor to make my maps ?

By the way, probably i was wrong thinking at the info_blue/red_spawn can do the same job of info_player_dd_red/blue...

However, anyone with the right editor can insert the needed entity and recompile the map.

;)


Title: Re: [MAP] Morgan's Blood
Post by: sago007 on June 22, 2017, 02:27:28 PM
Well, I just opened your .map file with a plain text editor and I cannot find any "info_player_dd*"  inside it.
There is nothing wrong with not having info_player_dd* as long as no ordinary spawnpoints are near the points. Just because it's an option does not mean that you must use them. I tried a quick game and found nothing wrong with the current spawnpoint.

I liked the map. Perhaps the default bot count was 1 or 2 too high.


Title: Re: [MAP] Morgan's Blood
Post by: Gig on June 22, 2017, 02:53:19 PM
Do you remember that i'm not using a regular editor to make my maps ?
IIRC, it is possible to place baseq3 items or spawn points and then manually modify them to become the "ta/oa" item or spawn point... However you don't need the DD specific points, you can just use the deathmatch spawn points, and use "!gametype" key to prevent one from being used in DD mode, in case it is too near to a DD point. :)


Title: Re: [MAP] Morgan's Blood
Post by: Gig on June 22, 2017, 02:59:06 PM
Well, I just opened your .map file with a plain text editor and I cannot find any "info_player_dd*"  inside it.
There is nothing wrong with not having info_player_dd* as long as no ordinary spawnpoints are near the points. Just because it's an option does not mean that you must use them. I tried a quick game and found nothing wrong with the current spawnpoint.

I liked the map. Perhaps the default bot count was 1 or 2 too high.
If you read carefully, intially I said to Akom he could disable the (generic) spawnpoint too near to the dd point, and he replied that it was used rarely, alternated with the (ctf) red/blue ones, and so I explained to him that it wasn't the case. DD does not use ctf spawn points, and since the map does not contain dd-specifc spawn points, those "red" and "blue" he mentioned had to be the ctf ones...

I'm perfectly ok with using deathmatch spawn points in DD, just keeping an eye to their distance from the points. :)


It was just that a quick try gave me the impression of being quite hard to defend the DD points, and once I saw a bot spawning directly in the LG room, where I already had a bad time trying to defend the B point. But maybe it's just me that still have to find the right way to defend it... I repeat it was a quick try.


Title: Re: [MAP] Morgan's Blood
Post by: Gig on June 23, 2017, 12:55:32 AM
Akom, I don't remember if I asked before...

Just for curiosity, why a map called "Morgan's Blood" is named "oa_torq"? And who is Morgan?


Title: Re: [MAP] Morgan's Blood
Post by: fromhell on June 23, 2017, 02:18:09 PM
*cough*beret/macho*cough*


Title: Re: [MAP] Morgan's Blood
Post by: Neon_Knight on June 23, 2017, 03:24:27 PM
HE HE

xD


Title: Re: [MAP] Morgan's Blood
Post by: Akom74 on June 24, 2017, 04:48:32 AM
@Gig: "Morgan's Blood" is the long name of the map. Also in Q3A tha map's names are different from the Long Name.

@Fromhell: What ??  :o

;)


Title: Re: [MAP] Morgan's Blood
Post by: Neon_Knight on June 24, 2017, 06:23:14 AM
One of the default bots in OA is called Morgan, and uses the "beret/macho" skin.


Title: Re: [MAP] Morgan's Blood
Post by: Akom74 on June 24, 2017, 07:32:43 AM
One of the default bots in OA is called Morgan, and uses the "beret/macho" skin.

Ah, now it's clear. Don't noticed that....  xD

 ;)


Title: Re: [MAP] Morgan's Blood
Post by: Gig on June 24, 2017, 04:07:48 PM
@Gig: "Morgan's Blood" is the long name of the map. Also in Q3A tha map's names are different from the Long Name.
I know that. :)  But usually the short name is either a code with a meaning (q3dm17, oacmpctf3) or a short version of the map name (to be easily recognizable). So I was wondering where did that "torq" come from...


Title: Re: [MAP] Morgan's Blood
Post by: carca55gr1nd3r on July 12, 2017, 04:14:43 AM
have try it out ... Nice one  :-*

love the layout and the design ... thats how oa maps shall be  ;D


Title: Re: [MAP] Morgan's Blood
Post by: Akom74 on July 14, 2017, 06:09:01 AM
have try it out ... Nice one  :-*

love the layout and the design ... thats how oa maps shall be  ;D

Thank you !

 :) :)


Title: Re: [MAP] Morgan's Blood
Post by: carca55gr1nd3r on July 30, 2017, 04:31:48 AM
Hi Akom

one small issue want to share:

I noted that glitchy border at the used beam shader. Not sure if that is wanted because I have seen this glitch at almost every map that use these shaders.
And it always seems to me like a bug.

(https://public.boxcloud.com/api/2.0/internal_files/204100352384/versions/215933725568/representations/jpg_paged_2048x2048/content/1.jpg?access_token=1!d7UyxqjlqLj5PDwy3BT2dkUI_HLdanRU-rrS8HC6X3_JQCGr9nbY-A0xJ78bzcCU3jpMfP262Fry1RQH-RGsIWiHaQXMDRcnFFs0QWosnPQfICZ6HmQRuVaqaWmI1eqGmBpOnVzaD14HWhFM6CT8MV38AC4NZNfCjoVEPLFeo27qjO615j7ZzZOC2oQrGCS_9eeUf1snwOs1L1bhzLGk1w5o5GYYJtHkjjwNo_uaV08rwkhqBYwXJhXqu8SpDgZc1GwHs-xmQh2tc0FGqUC1TZqcI8pf2MlHxCYkd8BSWf9I1itKN6ThVCL_1l4Vsr00rlUzeS_a3nDwXMDqGY0Y7p-y3ZbkBRaZXEIETbUGzD76qjTeuUcuBzIY3Y6Gg5-00CBVp5fNPxKQNCKSFutPyX119tHHHvUyS3gIM-AzME2PDnYSvBUtxsMt5l8Ym-SWEvNwzf-QvlgAIEu6pg..&shared_link=https://app.box.com/s/qbpudskld4lfgandfwdj0h4wly3bvhhx&box_client_name=box-content-preview&box_client_version=1.2.1)

https://app.box.com/s/qbpudskld4lfgandfwdj0h4wly3bvhhx

As far as I see it, that is a issue caused by the textuer used at these shader.
But to change it would mean loose the pureness of the gamepack.

Here my hotfix for this one:

(https://public.boxcloud.com/api/2.0/internal_files/204100372289/versions/215933745985/representations/jpg_paged_2048x2048/content/1.jpg?access_token=1!qRXRE5aqA9LpeFmb2OYYuiSoaJ5HGj2Yi__mT2L0HtCH-YMcb1V-GpUk4JhbGPIVZcelCorIvzfVoGfMiNoWEEobl6lIeFCwnNRskQc1HBfvpZqeX-aontkDreju1I3NMk2GIt3RmXnUOvQqqHk6MjDlVuaD5b9ZTx_UfY06m8lKg94DyB5Li4OfZsP2ISdo7yFAiWHUJ9gnfT4dr9xjWx0LsbL1eB0F2wk3OQw371iBD_WhWqjezyHfr3WWLopTEeoBRepuibhE1WHxrzAc7yTI0x87y9ulRlFhLYA2yJZocS0rl1-dOXNbA-f6tWi6b1B-weC9BOiZniH2Wb2szrGGhAXB63rHoxG_dFgv0vz8gHXlhX9VhmUIO1inBIJ2aD4JjpvGXW1s8ZFjdrQNPzU1ZsfuyOasyGAN0gnm82_arj3BkvQo9EjUN_qdPd9bS6dyVCzBGE2yKc_RsA..&shared_link=https://app.box.com/s/p1h0pwhz6ciu9c0e8whecqa0i121whe5&box_client_name=box-content-preview&box_client_version=1.2.1)

https://app.box.com/s/p1h0pwhz6ciu9c0e8whecqa0i121whe5

(https://public.boxcloud.com/api/2.0/internal_files/204100345930/versions/215933718346/representations/jpg_paged_2048x2048/content/1.jpg?access_token=1!C4ltrkkVF8ilqXq4YY1GIyGqGY-uEITusA15NiJPR7KZeXBlxTxy_p0Ozd29tkB6P0ljURsBCLrMqsm7dffT6uN5nNt9DZwwfWROnuRyqTUweuohyGLG4gNNu0ryNym_dStWp9OdWQguBK807u3mrcBlZQJiZNHdqslJOg2pOv7x6fUx6Tf7B3yKa3rNVPKggKfMMF1XhYhi00xQwB4DDm-X9JDVQu-C83dzWnWBxqyBw11wXKR-rbaiKM-x4NANrmq5-NCaDVB1zgOBhoeDGaLKNxt_V-Mgg1K8KQzlnHk9df6s3Fsj6b_3sNBdm7_QgXTDNevbycKnYNmnSLrvMaY-lho0_S34rr9I13e6qBerR1JzEY7MBjAtcTvX11rK4LJoxmbK2MtgKowEqn0fzKz1fD5zCK-XnYuLQdygZNwWipv6oyLAJugeOIowYs7OwKMcqOhZlLIqwVVtfw..&shared_link=https://app.box.com/s/ngvjbnzfpte18s2ripxibb5jteyykmo3&box_client_name=box-content-preview&box_client_version=1.2.1)

https://app.box.com/s/ngvjbnzfpte18s2ripxibb5jteyykmo3

(https://public.boxcloud.com/api/2.0/internal_files/204100367460/versions/215933741668/representations/jpg_paged_2048x2048/content/1.jpg?access_token=1!YQ28QreJ47-QVPHCDV4eCVU37-7vlgE8InI0ooa9ezFV7CYl9uJvQ6R9sd3qNugE8zxnkBGctiiqqLVXLqv6qAgdOWZbRWlCDDh661dXkrp83y4KVCSoHULGmPTiMex6gIh7yZWvAspMkz_Yk7lb_jokHvKafhWOOvydRGN5JPuf-536CwMHsbcWfw2NKzWOb9rsj_TPN4RBNuuZGe0UW9QyvuL_T6xK19BQXLCuVVp2qupzIQ-75bS3E26QbzzYQitND2y_puf0xtE1WGn4lLqAq_LA0-b1K762F3cHK604mAuq571O87D_UeLjsyci9Od7rTAYe9qP1s3iF6yp6iXWxbO2_ptYD54tWlp2zb3cjlruqlF0f6mBxtpnnUiF2bIYgi-VqItBMfLmreKNfR5hP6f-dRhxGjBB1eoun2-Ds9tVSiM8JdXAwXGmT82XNvLp7OslbyvVttjB4w..&shared_link=https://app.box.com/s/ou7mq5ufl6r68f1u16pubyc7vs65wyjz&box_client_name=box-content-preview&box_client_version=1.2.1)

https://app.box.com/s/ou7mq5ufl6r68f1u16pubyc7vs65wyjz

(https://public.boxcloud.com/api/2.0/internal_files/204100331294/versions/215933702686/representations/jpg_paged_2048x2048/content/1.jpg?access_token=1!dybLb6Xt9ki6tupCZ6DEDDFTywIOv7Vyals7_gnIBcpmFBOKmDb8hLRshUVQ-ZJhov_L2WHVkETNbdgYFyQHW33boCApXwnYxLDszwhWv1XsEPs784XIBoTFtl7r1VMvBzguTeZ8GXhJCANstMPjEsNcPpT-G9ExQiMSLUSe9cyjrZhoEzCt2zyop5HeAVIZuyBLaZsFQJHFgY6jlWZi7pkpmJ4xVq4rURfrz49p9TNcvKxzAYzoaCoBuwIL5Q-YKPTprXYuwwZXbkS4u-GiwhL27wgO99nZBzS80RSb5fK2J7VeBfKYEYVdnE-eN27mX1RR9ZLhowGf7nHNC3l8as-S4XI8wW16WRilUmDSTC170_B0QIszzuwfNum7wHm5kp9sDfYBKbzl28UIBe9DBQAueoWFHZY7xokDEc0u0KKR9oGPZEd6gulR6MS988yS_Y7uIXE-WgmHMmh46w..&shared_link=https://app.box.com/s/1wugrps501r6p4i8bv8ynb6cstmw8596&box_client_name=box-content-preview&box_client_version=1.2.1)

https://app.box.com/s/1wugrps501r6p4i8bv8ynb6cstmw8596

Cheers

EDIT: Here my sample map with some hotfixed and some unfixed beam shader brushes / patches.

https://app.box.com/s/vdi6zhwth1jt0znq4y6sxt29kfr9qy3q

 :)


Title: Re: [MAP] Morgan's Blood
Post by: Neon_Knight on July 30, 2017, 11:51:50 AM
The beam is not a problem of the map. It is a problem of the OA shader which affects a lot of maps.


Title: Re: [MAP] Morgan's Blood
Post by: carca55gr1nd3r on July 30, 2017, 02:03:00 PM
The beam is not a problem of the map. It is a problem of the OA shader which affects a lot of maps.

Exactly, Neon ... as I mentioned: it is a problem of the texture used by the beam shader ... thats why I explain the hotfix.
Another solution would be to fix all textures of the beam shader and put it as a seperat .pk3 file.

Maybe I will do this when I get some spare time  :P


Title: Re: [MAP] Morgan's Blood
Post by: Gig on July 31, 2017, 01:04:23 AM
Maybe I will do this when I get some spare time  :P
The way to make light beam textures in a way that doesn't trigger the "ugly odd border" problem was shown in the images attached to this post (http://openarena.ws/board/index.php?topic=4446.msg43270#msg43270) (forum login required to see the images).
By the way: NeonKnight, when and if we will write the mapping manual pages about textures/shaders, I suppose we should also mention that stuff there.

I think Fromhell (or someone else) said existing light beams textures were already fixed, so they should be ok in OA3. I can't find the forum post where it has been mentioned they were fixed, but they are currently listed under (DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Bugs#Already_fixed.