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Author Topic: CTF MAP: Compromise  (Read 32094 times)
fromhell
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« Reply #25 on: January 10, 2008, 01:15:46 am »

I never was good with liberation of old maps. Willow STILL hasn't replied to my mail about Coral ctf, even when sending in japanese  Sad
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

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cosmo
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« Reply #26 on: July 05, 2009, 08:25:37 am »

[update] release of ctf_compromise V2 beta 1

download: http://cosmo.spaceboyz.net/openarena/zctf_compromise_v2b1.pk3 (Save link as...)

changelog:
    * ground patch meshes replaced by phong shaded brushes.
    * renderperformance increased slightly but I am not satisfied yet
    * many patchmeshes replaced by brushes
    * nailgun replaces grenadelauncher
    * additional way to every base added
    * fog less dense now
    * foghull removed (bad performance impact) *ouch*
    * skybox added but it looks silly -> removed again. check old screenshots
    * VIS Portal amount reduced from 18k to 13k
    * clipping added to new passage
    * hint brush and portal visibility fixes
    * domination points
    * additional player spawns for dom and dd
    * less patch meshes
    * additional plasmagun
    * additional armor shards
    * one flag placed in center for One Flag CTF
    * sky bug fixed. No exiting the map anymore. Wink

feel free to give me hints.
performance not increased but foghull removed... worth all the work? at least you can see further now.
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fromhell
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« Reply #27 on: July 06, 2009, 05:05:25 am »

wow! I'm really liking the atmosphere now
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
Neon_Knight
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« Reply #28 on: July 06, 2009, 08:52:23 am »

Found two Z-axis fighting issued, both near the center tower in the center area:



Overall the map runs good. But I'm hearing all the players complaining about the fog again. Cheesy
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chaoticsoldier
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« Reply #29 on: July 07, 2009, 07:01:26 am »

I'm not seeing much difference with the fog - it is not as thin as what cosmo's new screenshots are showing. See attached screenshot.

I like the fog though. It makes the map unique. By the way, the new route between bases is great!

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cosmo
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« Reply #30 on: July 07, 2009, 08:45:36 am »

Thanks for your replies so far. I appreciate it.

@Neon_Knight: z-fighting will be fixed. I stumbled across that bug earlier and altered brushes accordingly so I thought I solved the problem but did not check again. My fault.

@chaoticsoldier: Please make sure if you do not have any other beta related map of mine (oa_koth2, ctf_gate1, ctf_inyard, ...) in your baseoa for testing. I hope it is just a shader related thing which gets overwritten by other pk3 files. If not I have to figure that because it is a serious problem then.
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chaoticsoldier
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« Reply #31 on: July 07, 2009, 09:08:59 am »

I had none of your other maps in my baseoa Sad.

I just tested this map again after removing all foreign pk3s from both baseoa folders. Unfortunately, I encountered the same issue.
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cosmo
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« Reply #32 on: July 08, 2009, 01:46:51 am »

Please have a 2nd look into your home .openarna folder or where ever your OA downloads stuff via autodownload.
If that does not work I will rename the fog shader in next release to be sure everybody can see from one end of the main court to the other.
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cosmo
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« Reply #33 on: July 30, 2009, 01:41:38 am »

Updated. Release number two with hopefully fixed fog density, z-fighting issue, relocated Double Domination points is included into public testing version of oa_black.

Test server is running both of 'em plus oaxB41 with a brainworkz bot.

download: http://cosmo.spaceboyz.net/openarena/oa_black_a1.pk3
« Last Edit: July 30, 2009, 02:30:23 am by cosmo » Logged

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chaoticsoldier
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« Reply #34 on: July 31, 2009, 01:23:50 am »

I can confirm the fog density issue is resolved.
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cosmo
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« Reply #35 on: August 02, 2009, 03:29:30 pm »

I kicked the fog out of it eventually. More vertical gameplay and better performance will be in next testing release. Cheesy
Ivan and Feidi gave me valuable hints. Here are some work in progress screenshots.
(two new player skinds included)
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davidd
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« Reply #36 on: August 05, 2009, 04:44:10 pm »

Just returned from playing the new map v3 beta 2 on cosmo's test server, with cosmo himself present

I just want to remind him that the jumppads toward the central column with RA are really difficult and need to
be looked at. also i advise to have pmove set to 8 forced in the map itself.

I like this version, more routes to the flag makes it more interresting.

Grtz Davidd.
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cosmo
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« Reply #37 on: August 05, 2009, 05:00:06 pm »

Thanks davidd. Easteregg will be planted.

To show more people. There is a test server running latest beta relase and here is the file for all who disabled autodownloading:
http://cosmo.spaceboyz.net/openarena/zctf_compromise_v2b3.pk3 (Save link as...)

Screenshots:
see post above.
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Marble of Doom
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« Reply #38 on: August 05, 2009, 06:12:55 pm »

Looks great!
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cosmo
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« Reply #39 on: August 06, 2009, 01:40:32 am »

So here is changelog for V2 B3: (sorry, was too late last night)

# fog removed
# blue skybox with clouds
# upper ledges made accessable
# layout of bases changed
# even less patch mesh usage, phong shaded surfaces instead
# texture and lighting improvements
# bases and ways to them are more distinguishable
# improved separation of areas to increase performance
# removed railgun teleporter
# added teleporter to upper ledge
# railgun replaces plasmagun (too close to mega health?)
# plasmagun is located in each base now
# removed small health orbs but added armor shards
# Regeneration powerup added to each base
# Haste powerup replaces Biosuit in center area
# using Neon Knights new cross textures but these should be reworked: Redundancy!
# gargoyle model exported and added as mapmodel (was missing, just textures are included in OA 0.81)
# two new playerskins added (beret/headcrash and assasssin/ghost) for FFA

Big credits to Ivan, Feidi, davidd and majorayumi (or what ever his/her name is)
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cosmo
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« Reply #40 on: September 25, 2009, 11:32:38 am »

Release of V2 Beta4
Download: http://cosmo.spaceboyz.net/openarena/zctf_compromise_v2b4.pk3

Changelog:
# replace teleporter model
# add new teleporter model
# make sand a bit darker
# ledge sink in RL room
# further improved renderperformance
# center area jumppads reach to RA now
# minor texture fixes
# additional clipping
# removed nailgun because it does too much damage
# for missionpack kamikaze added (replaces YA in center area)
# support for domination and double domination gametypes
# support for missionpack gametypes 1flag, harvester, and overload

Included within is one part of the new teleporter model. A second is comming soon.
The missing part (the frame) of it will be comitted and included in a map where it fits.

An improved version of ctf_gate1 is included as well. Just gamebalancing went into it:
# double domination support
# domination points moved and reduced to 3
# Chaingun removed
# Nailgun replaced by Lightning Gun
# improved item balancing

I'm setting up a testserver rotating both.
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Cacatoes
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« Reply #41 on: September 28, 2009, 02:04:18 pm »

Actually this map is in rotation, on ROFL Various Couscous server Wink

Note: I can't administrate anymore ROFL Beta Maps with every map changes because it took me too much time to keep track of every changes made in maps, then upload the map here, and there, then edit the config, for each new coming map, so I stopped the server.

Seems there are missing textures, at least when I play:

http://download.tuxfamily.org/openarena/files/screenshots/h/01.jpg
http://download.tuxfamily.org/openarena/files/screenshots/h/02.jpg

Thanks for removing the fog, it's now playable, a bit big and a bit slow on my computer but better Wink Hope we'll get soon some real matches on your latest versions of these maps.
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cosmo
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« Reply #42 on: September 29, 2009, 03:22:59 am »

Ooops. Thanks for your feedback Cacatoes. This shader bug will be fixed for committing release.

Nice to see it in rotation. I did TONs of stuff to improve render performance but due it's size and desert/sand theme it is not as fast as industrial or spacemaps.
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Cacatoes
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« Reply #43 on: October 20, 2010, 01:45:52 pm »

Quote
I just want to remind him that the jumppads toward the central column with RA are really difficult and need to
be looked at
.
With current physics (OA085 one), it's impossible to get there.
With g_gravity changed to 790 (which is enough to fix most jump problems on maps), it's still quite short.
So, maybe the trajectory could be changed a bit to make it easier to jump there.
On a side note, this map is unfortunately underplayed, like many others.
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Udi
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« Reply #44 on: October 20, 2010, 03:40:27 pm »

With current physics (OA085 one), it's impossible to get there.

Nah, just jump on the end of the jumppad. Walking on a jumppad brings you less far than jumping on it (but you're playing for ages, you should know that Tongue). Demo attached g_gravity 800.

Edit: maybe jumping alone doesn't result in a bigger launch, maybe it's because you're more close to the destiny. But still: jump around!
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Cacatoes
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« Reply #45 on: October 21, 2010, 02:04:49 am »

Oh right, but I'm the kind of lazy, hehe. In fact I simply thought that area was meant to be accessible, but if a little tip is necessary to get the red armor it's fine too. Smiley

Edit: oh, it's rabbi jacob .. ! Cheesy
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