OpenArena Message Boards

OpenArena Contributions => Maps => Topic started by: kit89 on April 26, 2007, 01:05:30 PM



Title: Map(Development)
Post by: kit89 on April 26, 2007, 01:05:30 PM
Heres a map I'm working on getting to work in OpenArena.

The basic level design is pretty much done, going to add in some more lights around the darker areas(tower) and add jump pads to quickly get on the roofs.

This is a fairly small map so its good for those smaller servers. ;)

I'm having some trouble getting proper water(swim around in). I tried using a no_draw but it doesnt work(its solid) strangely neither does the other common tools, for example the clip on the barrel isnt invisible like it should. :/

Help appreciated. :D

Theres more screenshots but I compressed them to keep file size down.


Title: Re: Map(Development)
Post by: kit89 on April 26, 2007, 03:38:14 PM
Added in an arsenal of weapons. :D

It really adds to the map I feel. :)

Still haven't been able to figure out the water problem. :(


Title: Re: Map(Development)
Post by: fromhell on April 26, 2007, 03:42:19 PM
The lights feel out of place, maybe try using a lamp model?


Title: Re: Map(Development)
Post by: dmn_clown on April 26, 2007, 04:11:01 PM
I'm having some trouble getting proper water(swim around in). I tried using a no_draw but it doesnt work(its solid) strangely neither does the other common tools, for example the clip on the barrel isnt invisible like it should. :/

Help appreciated. :D

If you are using 0.6 you'll have that problem, the version in the svn shouldn't.  All map development should be done against the latest rev in the svn (Or there abouts).


Title: Re: Map(Development)
Post by: kit89 on April 27, 2007, 12:22:57 AM
Quote
The lights feel out of place, maybe try using a lamp model

You wouldnt happen to have a design that you think best suits this map?

Quote
If you are using 0.6 you'll have that problem, the version in the svn shouldn't.  All map development should be done against the latest rev in the svn (Or there abouts).

I'll try that out thanks. :)


Title: Re: Map(Development)
Post by: kit89 on April 27, 2007, 11:16:22 AM
I added in some subtle lights, which I think look better. :) What do you think?

I also updated to the SVN which seems to have changed quite alot. (I noticed stencil shadows work slightly different now.)

I haven't fixed the water yet and I haven't added in jump pads so you can't get on the roof quickly. Once I've done that(which should be soon) I'll upload an alpha for those who want to try it. I know, screen shots get boring after a while ;).


Title: Re: Map(Development)
Post by: kit89 on April 27, 2007, 03:33:38 PM
Changes:-
Added Jump-pads
Added Stairs to get out of water
Added Levelshot
Added Arena file but doesn't work.

I think everything is pretty much done...

So here's the alpha version. C&C welcomed.

Extract to baseoa.
And type /map Paradise_oa to play. :)

Requires latest SVN to play fully
I tested the map with version 0.6 and everything works fine except the texture for the jump-pads.


Title: Re: Map(Development)
Post by: dmn_clown on April 27, 2007, 05:29:54 PM
Here is a GIMP::Fu plug-in that will give you a much better looking brick texture You just need libgimp-perl to run it (Available from CPAN if you use Windows or Mac).

Play around with the pattern that it calls on or make your own.


Title: Re: Map(Development)
Post by: kit89 on April 28, 2007, 01:01:15 AM
Modified the walls, thanks dmn_clown for that help. :)

And gave the other textures abit of depth as well.

Heres a screenshot for those that cant download the file:
(http://img341.imageshack.us/img341/6792/shot0004ur1.th.jpg) (http://img341.imageshack.us/my.php?image=shot0004ur1.jpg)


Title: Re: Map(Development)
Post by: kit89 on April 29, 2007, 10:41:57 AM
So erm ... you like the map?....


Title: Re: Map(Development)
Post by: Kojiro_S on April 29, 2007, 12:12:15 PM
I think that would be quite a nice server map due to its size. However, I also think the lights look kind of weird, mainly because they look like really small light spots on walls that practically shed no light on anything else. Maybe some torch models could be used as replacements.

(The following statements are just personal oppinions. Feel free to ignore them if you want =P)
(http://xs114.xs.to/xs114/07170/JumpPad.jpg.xs.jpg) (http://xs.to/xs.php?h=xs114&d=07170&f=JumpPad.jpg)
This jump pad is also a bit annoying, since it's just next to a stairway. Many times I went up the stairs just to be shot to the other side by the jump pad (I kept forgetting there was a pad there heh).


(http://xs114.xs.to/xs114/07170/Can.jpg.xs.jpg) (http://xs.to/xs.php?h=xs114&d=07170&f=Can.jpg)
I was wondering if maybe you could make these blow if shot. One of the map packs on the forum had a map like that, with canisters that would explode a second after being shot, killing any passerby. If that could be possible, then more of these would be more than welcome.


I'm looking forward for bot support. BTW, I'm using 0.6.0 so maybe I missed something.


Title: Re: Map(Development)
Post by: kit89 on April 29, 2007, 01:09:36 PM
Im abit puzzled why your screenshots are so dark?

I used an ambient light of "15" to display a whole constant light. The wall lights are really just there for decoration.

It looks fine on my display(as shown from the screenshots).


Yeah that jumppad can be annoying but it helps players move around the map more easily. If others complain about it then I'll remove it.

It would be very cool if the barrels can be blown, great idea. :D


Title: Re: Map(Development)
Post by: hyp3rfocus on April 29, 2007, 01:43:27 PM
i like this map. it's great to see an outdoor map for a change. it's reasonably big, so it would be good for team based games and there are a few different routes that can be taken to get from one end of the map to the other. the tower looked like a nice place to snipe from, but it's really hard to get up there because the walkway around it is a bit narrow and it's really easy to fall off, but that could be intentional.

i'm not so keen on the way the edges of the map stop at the wall around the water. hiding the edges of outdoor maps does seem tricky. i don't know if it would be possible to light the map so the water is only illuminated near the shore and is in darkness by the edge of the map, so no wall is needed. the cliff that the building are built against could possibly do with a bit of shaping to make it slightly less block. apart from that, it's fine.


Title: Re: Map(Development)
Post by: kit89 on April 29, 2007, 03:43:23 PM
I removed the surrounding wall, and tryed a variety of different techniques on faking distance so it didnt look like it suddenly stopped. And came to the conclusion not to put anything there as it looks the best. :)

I also cut up the cliff and made it a little less square.

Anything else you don't like please say. :)

Here the latest file for you to try.


Title: Re: Map(Development)
Post by: Kojiro_S on April 29, 2007, 05:14:37 PM
(http://xs114.xs.to/xs114/07181/WallBug.gif) (http://xs.to)
A weird wall bug I stumbled upon. Nothing else to report.

Since it's a harbor, maybe you could add some mist near the sea, though I don't really know if that's possible. That may help with the horizon camouflage, methinks.
Of course some dark sky texture would be nice as well, but that's just my opinion.


Title: Re: Map(Development)
Post by: DeathByGuitar on April 29, 2007, 06:16:04 PM
from what i can see from the screenshots, it looks like a pretty good map, although i have to agree with fromhell on the idea of using torches instead, at least in certain places. I dont think the lights with crosses fit the map very well. I could understand if it were some sort of temple or something, but otherwise, it's just kinda confusing. Other than that, it seems like it's a good map, and it definately adds some variety to openarena. cant wait til it makes it into the svn!


Title: Re: Map(Development)
Post by: dmn_clown on April 30, 2007, 08:05:18 AM
Anything else you don't like please say. :)


- Your sky isn't working properly - it is showing damage (try blacksky, xblacksky_dm7, or sfx/blackness)
- You are missing a texture on the light in your sniper tower (the console complains about 2 missing textures)
- You might want to clip off a majority of the water (makes it less likely for someone to camp the harbor)


Title: Re: Map(Development)
Post by: baronofhell on April 30, 2007, 08:09:24 AM
Overall a nice and fast map, good job!

Few suggestions :)

The texture on the curved pipe is broken.
(http://img177.imageshack.us/img177/3621/para1pg7.jpg)
The water surface and the second step overlap and results in a flicker in game.

A wooden texture might work better on the dock rater than the grey one.
(http://img266.imageshack.us/img266/5673/para2ep3.jpg)
Just the jump pad might look better than the tiles and e7brickfloor surrounding the pad.

Might help if you add some rocky brushes around the map to avoid the pool look.
(http://img410.imageshack.us/img410/9076/para3mr4.jpg)
The curve patch needs to be fixed.

Also the tower is difficult to get to, so if somebody does then they can just sit there and keep spewing grenades all around and ducking, which might encourage campers.

These are just suggestions, dont loose you sleep over these :)

Cheers!


Title: Re: Map(Development)
Post by: kit89 on April 30, 2007, 10:23:40 AM
Changes:

-Fixed the sky, used "blacksky".
-Removed the Z-fighting brushes with the mountain & wall.
-clipped most of the water.
-clipped a section of the rock face that could have caused a player to get stuck.
-Added lava to volcano.
-2 Jump pads now have dirt surrounding them.
-Changed ambient to "10"
- fixed error on tower(section of it wasn't supported by roof).

The tower may encourage campers but if they manage to get up there without being blown apart they deserve a few seconds before someone with a rocket takes an easy frag.

(http://img73.imageshack.us/img73/3882/shot0006ak0.th.jpg) (http://img73.imageshack.us/my.php?image=shot0006ak0.jpg)

(http://img73.imageshack.us/img73/7033/shot0007zm2.th.jpg) (http://img73.imageshack.us/my.php?image=shot0007zm2.jpg)

(http://img96.imageshack.us/img96/297/shot0008ci6.th.jpg) (http://img96.imageshack.us/my.php?image=shot0008ci6.jpg)

(http://img383.imageshack.us/img383/8877/shot0009xy6.th.jpg) (http://img383.imageshack.us/my.php?image=shot0009xy6.jpg)
*Anyone found the secret area?

(http://img96.imageshack.us/img96/8812/shot0010eb1.th.jpg) (http://img96.imageshack.us/my.php?image=shot0010eb1.jpg)


Title: Re: Map(Development)
Post by: hyp3rfocus on April 30, 2007, 10:36:55 AM
it looks a lot better without the wall. the map's pretty sweet. are you planning to do the aas thing for bots?


Title: Re: Map(Development)
Post by: kit89 on April 30, 2007, 11:11:38 AM
Quote
it looks a lot better without the wall. the map's pretty sweet. are you planning to do the aas thing for bots?

I haven't got a clue how too. :(

Oow here's the source files for the map


Title: Re: Map(Development)
Post by: dmn_clown on April 30, 2007, 11:14:39 AM
Quote
The tower may encourage campers but if they manage to get up there without being blown apart they deserve a few seconds before someone with a rocket takes an easy frag.

Actually it is quite easy to rocket jump to...

Here is the screeny of the missing textures.

for bots: ./bspc -forcesidesvisible -bsp2aas ~/.openarena/baseoa/maps/paradise_oa.bsp (or /path/to/map/paradise_oa.bsp)


Title: Re: Map(Development)
Post by: kit89 on April 30, 2007, 11:20:32 AM
Quote
Here is the screeny of the missing textures.

Hmm thats strange it displays fine on my machine. I'm using this: "evil_trims/trim_mtlb", I'll change it anyway maybe its not standard.

Thanks for the command to create a .aas :D


Title: Re: Map(Development)
Post by: kit89 on April 30, 2007, 11:54:03 AM
Fixed the no texture bug and added a .aas. :D

(http://img454.imageshack.us/img454/517/shot0006jn1.th.jpg) (http://img454.imageshack.us/my.php?image=shot0006jn1.jpg)

(http://img104.imageshack.us/img104/5153/shot0008mi1.th.jpg) (http://img104.imageshack.us/my.php?image=shot0008mi1.jpg)

Hopefully this will be the final version. ;)

Enjoy!

The file was .5 of a MB to big so I have to use an alternate site. :(

http://www.savefile.com/files/681072



Title: Re: Map(Development)
Post by: dmn_clown on April 30, 2007, 12:33:32 PM
Hmm thats strange it displays fine on my machine. I'm using this: "evil_trims/trim_mtlb", I'll change it anyway maybe its not standard.

That's why it is a good idea to remove all of the non-standard pk3's from your baseoa when doing map work ;)


Quote
Thanks for the command to create a .aas :D

Not a problem. :)


Title: Re: Map(Development)
Post by: sago007 on April 30, 2007, 02:17:56 PM
Funny I once thought of Delphino Island as inspiration for a map too.

There are still some overlapping like here:
(http://www.ostenfeld.dk/~poul19/public_files/paradise00.jpg)
(only place I could see)

I tried placing a skybox in your map, but I don't think it looks better and draws attention to the edges.
(http://www.ostenfeld.dk/~poul19/public_files/paradise01.jpg)


About the edges of the water I have the same problem in one of the maps I'm currently working on.


Title: Re: Map(Development)
Post by: kit89 on April 30, 2007, 04:12:19 PM
Fixed that small Z-fighting problem with the roof tiles.

I didn't feel it required me to re-compile the map, so I'll just release the latest source file. With all known bug fixes.



Title: Re: Map(Development)
Post by: kit89 on June 13, 2007, 06:02:49 AM
After looking at the mountain/cliff and deciding it really spoiled the map. I decided to replace it with something better.

The only way I could figure to make it look more rock like and less square would design a cliff in Blender and port it over. However the size of the model caused problems and ended up looking like a ball of planes when exported.

After some more other ideas I came up with something that actually worked!

And the frame rate is still high!

(http://img483.imageshack.us/img483/5349/shot0037ox3.th.jpg) (http://img483.imageshack.us/my.php?image=shot0037ox3.jpg)

(http://img483.imageshack.us/img483/2767/shot0038sv0.th.jpg) (http://img483.imageshack.us/my.php?image=shot0038sv0.jpg)

And finally here the files required to play the map. To run bring down the console and type "map Paradise_oa".

http://www.savefile.com/files/808609

Enjoy!


Title: Re: Map(Development)
Post by: kit89 on June 14, 2007, 04:56:18 AM

Fixed a variety of bugs that involved being able to walk through the mountain side.

And added in some details:

Added ledges to the 2nd floor or greater buildings, didn't add them to first floor as most players would get caught by them in intense fights.
Added a statue, and some pillars around the place.

(http://img467.imageshack.us/img467/7718/shot0001ui7.th.jpg) (http://img467.imageshack.us/my.php?image=shot0001ui7.jpg)

(http://img383.imageshack.us/img383/7984/shot0002rg3.th.jpg) (http://img383.imageshack.us/my.php?image=shot0002rg3.jpg)

(http://img383.imageshack.us/img383/9081/shot0003mr5.th.jpg) (http://img383.imageshack.us/my.php?image=shot0003mr5.jpg)

(http://img246.imageshack.us/img246/1962/shot0006bz8.th.jpg) (http://img246.imageshack.us/my.php?image=shot0006bz8.jpg)

And here's the latest version of it for anyone to try out.
http://www.savefile.com/files/811544


Title: Re: Map(Development)
Post by: kit89 on June 15, 2007, 02:15:15 PM
Not much has changed except, I'm trying to reduce the r_speeds,

I know what's causing high r_speeds and its the mountain, when running around the outside facing in, the mountain is drawn even when you cant see it. I've tried using hint brushes but I'm no expert at them, I've managed to reduce the r_speeds in certain areas but the larger areas are still affected.

Help would be appreciated. :)

Here's the latest .pk3, with bot improvements to keep the .aas file down.
http://www.savefile.com/files/815223

And here's the source for any one wanting to take a look.


Title: Re: Map(Development)
Post by: kit89 on July 04, 2007, 03:53:53 AM
Did some r_speed improvements. And I managed to keep an average of approx 6000.

It fluctuates around 3000-8000 & only goes up to 10000 when on the mountain, but thats too be expected as yu can see the whole map.

The Frame rate stays at a constant 90fps with 6 bots playing. Only dropping to a minumum of 50fps on the more frantic shooting parts.

http://files-upload.com/349491/Paradise-oa.pk3.html

Theres a 20 second waiting limit. Before you can download the file. I would have used savefile.com but it was acting up.


Title: Re: Map(Development)
Post by: kit89 on July 05, 2007, 12:59:53 PM
Heres the latest source for those that want to modify it.


Title: Re: Map(Development)
Post by: kit89 on July 20, 2007, 04:06:42 PM
Been trying to figure out ways to reduce the r_speeds, & improve the framerate to a constant.

So I decided to block of the mountain restricting the user to only the roof tops which keeps the r_speeds variably lower, and not as constantly heavy hitting as just going onto the mountain.

I've improved the framerate & it stays at a constant 90fps(I've set the maxfps to 85).

It's probably possible to improve the hint brushes but its the best I can do. :)

You'll need to rename the .zip to .pk3 to run with OA. Requires 0.7.0.


Title: Re: Map(Development)
Post by: kit89 on August 03, 2007, 05:06:53 PM
After much thinking...

I finally managed to get a steady and respectable r_speeds & the frame rate never dropped from 90fps for me. :)

Had to completely Hint the entire map, but it gave best results, and I managed to reduce the compiling time dramatically. :D

C&C welcomed. :)

Will need to rename it from Paradise_oa.zip to Paradise_oa.pk3
Type /devmap Paradise_oa in console to test map.


Title: Re: Map(Development)
Post by: Math. on August 19, 2007, 04:33:18 PM
Hello there,

Before I'll post a message I shall first introduce myself;

I'm Math. from the Netherlands, 25years old. I'm a Desktop Publisher and Web designer and like to do some work for the Ubuntu community.
Linux is the #1 OS for me, and I like the idea of OpenSource. I've played a lot of Q3A, and a few weeks ago I heard about OpenArena, and tried it out. And I really love it, you guys did a great work! I only noticed, and I wont tell which one, but some maps could be better made. Anyway, I was curious to see if I was smart enough to build some map. And in a few days I already made some beginning. Well, i don't know if I have enough patience to finish this map, but I still like to build on it. :) Anyway, when I will finish this map and it is worth enough, and you guys like it then you can use this map for OpenArena. On my website (http://www.open-design.nl/blog/2007/08/18/openarena/) you can read my blog about this map. Hope you guys like it so far, and hopefully you guys can understand a bit of dutch, lol ;)
Here's a screenshot of it:
(http://imgplace.com/users/Math./gaming/1187382789.jpg)
(http://imgplace.com/users/Math./gaming/1187993618.jpg)


Title: Re: Map(Development)
Post by: w1zrd on August 19, 2007, 07:41:54 PM
Hello there,

Before I'll post a message I shall first introduce myself;

I'm Math. from the Netherlands, 25years old. I'm a Desktop Publisher and Web designer and like to do some work for the Ubuntu community.
Linux is the #1 OS for me, and I like the idea of OpenSource. I've played a lot of Q3A, and a few weeks ago I heard about OpenArena, and tried it out. And I really love it, you guys did a great work! I only noticed, and I wont tell which one, but some maps could be better made. Anyway, I was curious to see if I was smart enough to build some map. And in a few days I already made some beginning. Well, i don't know if I have enough patience to finish this map, but I still like to build on it. :) Anyway, when I will finish this map and it is worth enough, and you guys like it then you can use this map for OpenArena. On my website (http://www.open-design.nl/blog/2007/08/18/openarena/) you can read my blog about this map. Hope you guys like it so far, and hopefully you guys can understand a bit of dutch, lol ;)
Here's a screenshot of it:
Hello there and welcome to the community. I must say, that map already looks really impressive. I am not saying it only because it's your first attempt and I'm trying to be nice, but it's noticeable how you have designed the map with playability in mind, and that's the main thing. One can tell that you have experience in playing first person shooters by simply looking at this one picture.
You can have a map with all the eye-candy and gloss there is, but if you can't play it, then it's not worth building.
So, really impressive work and hard to understand blog ;)
Hope to see some more development of this map, and as usual: I am up for grabs if you want someone to help you test the maps.
Nice to have you aboard.
[edit: took away the screenshot from the quote, I got double vision]


Title: Re: Map(Development)
Post by: Math. on August 19, 2007, 09:42:10 PM
Thanks! That's realy good to hear. And you've seen it very well, my pursuit on this map is to make it playable, synchronous and perfectly in every detail. Everything has to be right on the grid, using as much as possible caulks(walls you cant see doesn't have to be displayed), and so on... The only issue is to get new idea's... most time I don't know what to make next, that's why this room has already almost finished. I got a bit stuck in there. :P Anyway, idea's are welcome of course. And sure, I like to test this map with you(when I've got a bit more in it). I'm running a server with OpenArena at: 77.162.7.132:27960(no, my alpha map is not yet download able ;))


Title: Re: Map(Development)
Post by: Sausage on August 21, 2007, 07:52:55 AM
Looks nice Math, Very playable. (from what meets the eye, anyway.)


Title: Re: Map(Development)
Post by: Sausage on August 24, 2007, 05:53:20 PM
@ Kit89 - Now guess what you gotta do...   Try an make the underground passage, just like it had in the game ;)
I can guess you wont want to though, it's only a suggestion. :)

@Math - Nice new screen.


Title: Re: Map(Development)
Post by: Math. on August 24, 2007, 08:22:33 PM
@Math - Nice new screen.

Thnx, I've build that room yesterday. :)


Title: Re: Map(Development)
Post by: kit89 on August 25, 2007, 01:50:01 AM
Quote
Try an make the underground passage, just like it had in the game

It would certainly help in game play. :) Narrow passages. I might try that. :D


Title: Re: Map(Development)
Post by: Coconut_Kapow on August 25, 2007, 02:21:56 AM
Wow, both maps look really great. :) Can't wait to try them out with a few bots! :D


Title: Re: Map(Development)
Post by: Sausage on August 25, 2007, 04:13:57 AM
Quote
Try an make the underground passage, just like it had in the game

It would certainly help in game play. :) Narrow passages. I might try that. :D
YAY, see if you can make the little discs on the floor work...   Could just have a rotating brush, but it would be annoying to attempt to get down there when you're having a little duel with rocket launchers...


Title: Re: Map(Development)
Post by: kit89 on September 03, 2007, 06:57:57 AM

Added in a sewage system.

Having some problems tho..

I wanted to be able to use, trigger_push & target_position to be able to get out of the sewage system. But when I do that I cant get down cause I get shot backup. :(

Is it possible to make a one way jump?

If that not possible how would I be able to make a ladder in OpenArena? :)


Title: Re: Map(Development)
Post by: dmn_clown on September 03, 2007, 07:20:08 AM
Is it possible to make a one way jump?

no

Quote
If that not possible how would I be able to make a ladder in OpenArena? :)

clip brushes (see the ladder in dm4ish for an example)


Title: Re: Map(Development)
Post by: kit89 on September 03, 2007, 08:04:02 AM
Quote
clip brushes (see the ladder in dm4ish for an example)

Thanks dmn_clown, never realised quake 3 didn't  have a trigger_ladder...


Title: Re: Map(Development)
Post by: kit89 on September 04, 2007, 03:23:24 AM
Update:

Added some Barriers in the middle of the map.
Added a sewage system. Which goes nearly everywhere.
Added ladders to get out of sewage system.
Redone the Bot Clipping to try and reduce the .aas

And a variety of other small changes which I have forgotten about. :)

(http://img372.imageshack.us/img372/7670/shot0017le1.th.jpg) (http://img372.imageshack.us/my.php?image=shot0017le1.jpg)

(http://img372.imageshack.us/img372/5462/shot0020rn7.th.jpg) (http://img372.imageshack.us/my.php?image=shot0020rn7.jpg)

(http://img357.imageshack.us/img357/5435/shot0000oz6.th.jpg) (http://img357.imageshack.us/my.php?image=shot0000oz6.jpg)

(http://img372.imageshack.us/img372/6369/shot0001lm7.th.jpg) (http://img372.imageshack.us/my.php?image=shot0001lm7.jpg)

Heres Paradise_oa.pk3 if you want to try it out. This version does work with bots. :)

http://www.savefile.com/files/1028366

Enjoy! :)


Title: Re: Map(Development)
Post by: kit89 on September 05, 2007, 07:24:31 AM
Update:

Added Armour shards in the sewage system.
Added more weapons around the map.
Added a quad damage to the top of the tower.
You can now access Paradise Island from the skirmish window.
Supported gametypes: Death match, Team Death match, Capture The Flag, Tourney.

Problems:

Death match spawn points are used in Capture The Flag.
The Flags are visible in Death match & Team Death match.
Cant figure out why this is happening cause I have the spawn points disabled for CTF and the flags disabled in DM & TDM.

C&C welcomed. :)

EDIT: Removed link as that version was wrong. Correct version is in post below.


Title: Re: Map(Development)
Post by: kit89 on September 05, 2007, 07:51:30 AM
Just realised why the Flags went wrong. I added  notteam 1, instead of notfree 1. :(

Here's the fix to get the flags working appropriately.

http://www.savefile.com/files/1031744



Title: Re: Map(Development)
Post by: sago007 on September 05, 2007, 07:53:24 AM
Problems:

Death match spawn points are used in Capture The Flag.
The Flags are visible in Death match & Team Death match.
Cant figure out why this is happening cause I have the spawn points disabled for CTF and the flags disabled in DM & TDM.

The Deathmatch spawn points will always be used if either team_CTF_redplayer, team_CTF_redspawn, team_CTF_blueplayer or team_CTF_bluespawn. Make sure to have plenty of all 4 types. Only if one of the four spawn points is missing spawnpoint is not available it will fallback to a random deatchmatch point.

Make sure to have severeral of each type (4 for each should the ultimate minimum for all types, 8 is better)

You fixed the flags while I typed, so no comment there...


Title: Re: Map(Development)
Post by: kit89 on September 05, 2007, 08:22:46 AM
Thanks Sago! :D

Fixed the problems now. :)
Hopefully this will be the final release. Unless someone spots a bug.

http://www.savefile.com/files/1031820

Bots working in this release. Its displaying appropriately in the skirmish window.

Hope you Enjoy! :)



Title: Re: Map(Development)
Post by: Neon_Knight on February 26, 2011, 06:37:14 AM
New link for this one:

http://www.onykage.com/files/armageddonman/rftvh/Paradise-oa.pk3

Unfortunately, it hasn't the sources. :(


Title: Re: Map(Development)
Post by: Cacatoes on February 26, 2011, 09:47:50 AM
Missed this map until now, Kit89 come back, we need you ;)


Title: Re: Map(Development)
Post by: Neon_Knight on February 26, 2011, 09:58:51 AM
BTW, I've got that version (I guess it's the last one) from Kit himself.

Filesharing services can be annoying.


Title: Re: Map(Development)
Post by: kit89 on February 26, 2011, 10:43:21 AM
This was one of the first maps I started developing for Open Arena, back in the day... Kinda crap to be honest..

I have sadly lost the source files for Paradise after a hard drive failure and the accidental formatting of my backup drive( it was not a good day for me ). Though the bsp still exist, so one could still decompile the map if they so choose.

Currently I just don't have time for level designing or fixing the problems in my models/animations. At the moment I am working on my Honours Year project( developing a Middleware AI Framework ), which is taking up most of my time.

One day I will polish up and finish Paradise and Steel. One Day!...

kit89.