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Author Topic: New map: blitzkrieg  (Read 83151 times)
Neon_Knight
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« Reply #25 on: November 06, 2008, 02:17:14 PM »

This is an awesome 1on1 map!!!
Unfortunately it has some missing textures, and the remaining ones sucked, but I have retexturized the map, (oa_dm3 style m3n!!!) and now is the s**t. ^^

Credits, of course, goes to boczeq for map making. I only made the retexturizing.

New version. (3-final2) I felt guilty about the lack of detail of this map, so I've improved it visually:

- HUGE brush fixing. Now the map runs like heaven. r_speeds @ higher details < 8000.
- DETAIL!!! This one looks even better than its old version. And still runs well.
- Changed player_start spawnpoints to player_deathmatch with initial flag on.
- Removed the ceiling, making it as an open-air map.

a2 changes:
- Added a trim in the upper parts of the outside area.
- Redone item/weapon placement:
  * Lower floor weapons: Shotgun, Plasma Gun, Railgun.
  * Upper floor weapons: Grenade Launcher, Lightning Gun, Rocket Launcher.
- Redistributed ammo, shards & health. Added RA & MH.
- Changed teleporter destinations. Fog teleporter goes to RG area. (former LG area) Lower teleporter goes to GL area (former RL & NG area) and Upper teleporter goes onto the ledge between RG area and the PG floor (formerly the RL floor)
- Lights made as models.
- Minor detail changes.

final changes:
- Replaced teleporters with portals.
- Other minor changes.

final2 changes:
* Brought back the teleporter and the weapon/item placement of Blitzkrieg2.
* Some computers aren't there anymore.
* Added many details over the map.

final3 changes:
- Botclip.
- Lighting lowered, so the map isn't that overbright anymore. That made the map compillable again without -nocollapse.

final4changes:
- Moved LG's place.
- Reduced jumppad's trigger size, so there's place to drop.
- Some computer protectors (the glass at RL area and the ledge over one of the PCs in YA/SG/RG area) were removed, in order to make jumping to areas easier.
- Moved a health near to a teleporter's destination a bit far.
- Teleporters and destinations are back to the old blitzkrieg placement.
- Improved botplaying. They shouldn't get stuck in borders now.
- Playerstarts lifted a bit from the floor. They shouldn't bounce when they spawn.
- Minor changes.



Download: here. Thanks to onykage for the hosting. Smiley
« Last Edit: January 05, 2014, 11:09:59 PM by Neon_Knight » Logged


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cosmo
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« Reply #26 on: November 07, 2008, 04:48:19 AM »

Looks themed and less chaotic now. I give it a go later today.
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Neon_Knight
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« Reply #27 on: November 08, 2008, 09:48:11 AM »

Last version here.
« Last Edit: November 25, 2008, 11:45:53 AM by Armageddon_Man » Logged


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sago007
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« Reply #28 on: November 08, 2008, 01:45:56 PM »

As stated earlier I think this map is gameplay wise the best map I have played in OA.

I like the retexturing and got only two comments:

There are too much light on the water in some places especially here (screenshot with r_gamma=1.0):


Not really noticeable during gameplay but still:
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Neon_Knight
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« Reply #29 on: November 08, 2008, 01:47:18 PM »

I don't know how to make it invisible. :/ (I mean, doesn't show)
It happens with my LavaArena also.

And yes, I thought I've chosen the most brilliant light. :/
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« Reply #30 on: November 08, 2008, 02:08:34 PM »

I don't know how to make it invisible. :/ (I mean, doesn't show)
It happens with my LavaArena also.
It happens in many of OA's stock maps too. There exists techniques for removing it by making bsp cuts, but they are not always possible (they are impossible in this case so don't even try). dm4ish has an even worse problem that is a lot harder than this.
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fromhell
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« Reply #31 on: November 08, 2008, 10:48:51 PM »

And yes, I thought I've chosen the most brilliant light. :/

don't test your maps in windowed mode or r_overbrightBits 0
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Noob Sauce
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« Reply #32 on: November 09, 2008, 03:34:01 PM »

Uh, i'm having trouble finding the DL link for this map.
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Neon_Knight
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« Reply #33 on: November 09, 2008, 04:06:47 PM »

It's attached in this post.
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Neon_Knight
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« Reply #34 on: November 23, 2008, 08:58:43 PM »

Updated blitzkrieg2, with direct link here. Smiley
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WilgoX
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« Reply #35 on: November 24, 2008, 01:21:25 AM »

nice map
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Neon_Knight
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« Reply #36 on: January 30, 2009, 11:21:05 PM »

An up, since it has a licensing problem. :/

Boczeq have released his map here under GPLv3, (maybe he didn't know about GPL) I've asked him if I could re-release the retexturized map under GPLv2, and he answered that we can do whatever we want with his map. I want to include it in the SP, but I have my own doubts. :/

This is his mail:

Quote
Hello,

I like how you retexturized my map.
You can re-release blitzkrieg under GPLv2.
You can do whatever you want with this map.
When will be next version of OA?

Best regards,
Filip
« Last Edit: January 30, 2009, 11:22:49 PM by Neon_Knight » Logged


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Cacatoes
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« Reply #37 on: January 31, 2009, 04:23:18 PM »

Why are you in doubt ? Seems clear he is okay for GPLv2.
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Neon_Knight
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« Reply #38 on: January 31, 2009, 05:24:08 PM »

Since in this forum we had problems with issues referring to licenses in the past.
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bill-----
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« Reply #39 on: February 03, 2009, 11:33:28 PM »


Very nice! 

I fooled around with the original .map and the brushes did not lend themselves
to coherent texturing, so extra kudos to you because of what you had to
work with.  Looks *much* better now, lighting too.

Structurally, the holes in the ceiling are interesting, but I feel like the edges should be trimmed
with another texture, and maybe the shape of the holes changed (more square?) so
they seem like part of the architecture of the building.   

Now that the texturing looks so good, the holes take away from the good appearance you've given the map!

Noticed the extra NG ammo on the platform with the YA.  Afraid
of running out? :-)


The GPL3 vs GPL2 issue is a problem.  I don't know that a later message from the author
to try to undo his earlier declaration that the map was under GPL3 would work legally.  GPL2
is what OA wants, but imagine a case where some work is under GPL3, and someone makes
a derivative work because something about GPL3 gives them reason to do so, and then
after they have made the work and distributed it under GPL3, then the author changes
the license to the original work.  What is the status of the derivative work?   Not Good(tm).

Maybe better, though it would be a pain in the ass, would be for the original author, boczeq, to
release a similar map under GPL2 with some non-trivial changes that would be enough for an
impartial third party to consider it to be different.  Maybe change the shape of the ceiling holes. :-)
Don't know for sure though.  Need a better legal mind than mine.

Or, another pain in the ass, but perhaps the best available option under the circumstances:
Make a -ish variant from scratch that passes the fromhell test, release that under
GPL2,  and eliminate any doubt.







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Cacatoes
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« Reply #40 on: February 04, 2009, 01:07:07 AM »

Quote
I don't know that a later message from the author
to try to undo his earlier declaration that the map was under GPL3 would work legally
You can't really undo, but this is not necessary.
Nothing prevents you from submitting your work to several licenses, no matter how restrictive each one is/was. The author is always able to give new modalities under which his/her work can be used, but can't really get them back once given.
The result would be 2 distinct branches of the map ; where you couldn't inject work added to GPLv2 version to GPLv3 version and vice versa. (except if these changes are dual licensed too)
So OA could decide to maintain the GPLv2 version.
« Last Edit: February 04, 2009, 01:08:38 AM by Cacatoes » Logged

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Neon_Knight
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« Reply #41 on: July 13, 2009, 10:17:12 AM »

I was felting very guilty about the lack of detail of my retexturization, so I took the map and shifted a bit it's graphics, without changing the gameplay (only few structural changes for the sake of vis)

- HUGE brush fixing. Now the map runs like heaven. r_speeds @ higher details < 8000.
- DETAIL!!! This one looks even better than its old version. And still runs well.
- Changed player_start spawnpoints to player_deathmatch with initial flag on.
- Removed the ceiling, making it as an open-air map.

To do:
- Hinting, hopefully it will reduce r_speeds even more.
- Clipping, may be annoying to get stuck in the lights on the walls.
- Botplay improvement.
- Add even more detail. (Patches specially)
- Any other suggestion?

Download link & screens in this post.
« Last Edit: July 13, 2009, 10:46:00 AM by |TXC| Neon_Knight » Logged


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« Reply #42 on: July 13, 2009, 11:40:20 AM »

looking much better, good work neon!
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Falkland
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« Reply #43 on: July 13, 2009, 12:03:18 PM »

Since this map is supposed to be a 1v1 map :
- MH is lacking
- Nailgun should be removed

Personally I don't like this map , since items are too sparse and gameplay seems to be confused.
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Neon_Knight
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« Reply #44 on: July 13, 2009, 12:07:01 PM »

I'd like to note that the weapon/item placement is the same as the first version. I'll be making changes later.
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Neon_Knight
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« Reply #45 on: July 18, 2009, 12:25:26 PM »

Uploading screens and download file. I'll edit when both of them are uploaded.

These are the changes of a2:

- Added a trim in the upper parts of the outside area.
- Redone item/weapon placement:
  * Lower floor weapons: Shotgun, Plasma Gun, Railgun.
  * Upper floor weapons: Grenade Launcher, Lightning Gun, Rocket Launcher.
- Redistributed ammo, shards & health. Added RA & MH.
- Changed teleporter destinations. Fog teleporter goes to RG area. (former LG area) Lower teleporter goes to GL area (former RL & NG area) and Upper teleporter goes onto the ledge between RG area and the PG floor (formerly the RL floor)
- Lights made as models.
- Minor detail changes.
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Neon_Knight
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« Reply #46 on: July 18, 2009, 12:45:45 PM »

Uploaded the map and the screenies. Enjoy. ^^
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Graion Dilach
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« Reply #47 on: July 18, 2009, 01:39:24 PM »

- Added a trim to most of the walls.

I corrected it. The map sure looks better... although this was my favourite map with Nailgun. Well, if I need it, I play an older version.
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Neon_Knight
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« Reply #48 on: July 18, 2009, 01:41:53 PM »

I was going to decide if (outside of 1on1) I should put back the Nailgun, but instead of PG or SG.
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Neon_Knight
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« Reply #49 on: July 29, 2009, 11:15:11 AM »

Final version...

- Replaced teleporters with portals.
- Other minor changes.
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