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Author Topic: Island CTF?  (Read 19582 times)
fromhell
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« on: November 23, 2006, 09:08:09 PM »

Being unable to contact Willow (email broken) about sharing his Coral CTF map source under the GNU GPL, I figured OA could use some sort of CTF map for the next version that's a pair of tropical islands, however in my head I also had different plans:

- They have small volcanos
- The flag is inside the volcano on a "platform" that needs to be jumped to. Obvious lava hazards below
- Water shader would be slightly tesellated and envmapped for some shiny reflection effect. (The engine does not support ARB fragment shaders, so no fancy schmancy water reflection stuff for now)
- There would be dangerous deep water surrounding the out-of-bounds of the map (Yeah, the water brush will go that far)
- Islands would be symmetrical probably for the sake of balancing.

UPDATE: Kaziganthe is now working on one Smiley
« Last Edit: November 23, 2006, 10:58:50 PM by leileilol » Logged

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Smithamax
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« Reply #1 on: November 26, 2006, 04:11:54 AM »


- Islands would be symmetrical probably for the sake of balancing.



and its half the work
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fromhell
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« Reply #2 on: April 10, 2007, 01:04:07 PM »

I haven't seen kaz in ages, i assume he's not working on it anymore.

Anyway i whipped up a possible map concept
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dmn_clown
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« Reply #3 on: April 10, 2007, 02:49:25 PM »

That would be cool as long as there is no bfg in the level plus there should be a central island for the neutral ground.
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Caldiar
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« Reply #4 on: April 10, 2007, 06:36:05 PM »

Why don't you send Kaz a pm on Q3W?

Looks to me like he's been working on models from what I've been seeing in the Screenshots thread on the LEM board:

Quote from: Kaz's latest WIP shot
Generic futuristic doorway:



Quote from: Kaz's Inspiration for the Doorway Shot
Been playing alot of ut2k3 lately 

Also: http://portfolio.hourences.com/levels1.htm

Really beautiful work on here Shocked
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fromhell
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« Reply #5 on: April 10, 2007, 06:42:34 PM »

Quote from: kaz on irc
sorry, but i'm going to have to stop promising people work because i don't even have any time for my own projects anymore
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Caldiar
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« Reply #6 on: April 10, 2007, 06:51:47 PM »

ah
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fromhell
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« Reply #7 on: April 10, 2007, 06:52:20 PM »

indeed Sad
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Caldiar
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« Reply #8 on: April 10, 2007, 07:02:56 PM »

Well, I have a CTF map I'm working on that I plan on making GPL to donate something to OA. I'm not sure if it'll be done for the next release but it should be by the release after this coming one Smiley

Unfortunately it's not an island map.... it's more of a... I dunno, I guess I'm going for Quake 2 architecture meets techno.

It's currently in its alpha stages but I'm thinking about putting aside my current project to whip out a beta soon.
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atphalix
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« Reply #9 on: May 05, 2007, 01:16:25 PM »

Being unable to contact Willow (email broken) about sharing his Coral CTF map source under the GNU GPL, I figured OA could use some sort of CTF map for the next version that's a pair of tropical islands, however in my head I also had different plans:

- They have small volcanos
- The flag is inside the volcano on a "platform" that needs to be jumped to. Obvious lava hazards below
- Water shader would be slightly tesellated and envmapped for some shiny reflection effect. (The engine does not support ARB fragment shaders, so no fancy schmancy water reflection stuff for now)
- There would be dangerous deep water surrounding the out-of-bounds of the map (Yeah, the water brush will go that far)
- Islands would be symmetrical probably for the sake of balancing.

UPDATE: Kaziganthe is now working on one Smiley

I suggest making the flag of one team underwater and the other team's in the volcano ^_^
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fromhell
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« Reply #10 on: May 05, 2007, 09:00:29 PM »

That wouldn't be very balanced. :\
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« Reply #11 on: May 06, 2007, 01:28:13 AM »

That wouldn't be very balanced. :\
It is possible to make balanced maps that are not symmetrical although it is a lot harder.

Unsymmetrical maps can provide are more interesting gameplay but optimally people must not be able to tell if the blue or the red team has the advantage.
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kit89
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« Reply #12 on: May 06, 2007, 02:51:10 AM »

As long as there is more than one route to the flags & sufficent bottlenecks to remove linearness.

I dont think the position of the flags are entirely important. As long as when getting the flag from either side you cant fall into the lava or water it should be fine.
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fromhell
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« Reply #13 on: May 09, 2007, 02:41:48 AM »

I took a stab at loosely redoing Coral CTF though q3map2 can't find its alphamap pcx file even though it's in the most obvious of places in existence Sad
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fromhell
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« Reply #14 on: May 12, 2007, 05:17:29 PM »

I'm still stumped and can't compile this.
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dmn_clown
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« Reply #15 on: May 13, 2007, 03:50:52 AM »

try this with the pcx in the maps directory
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fromhell
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« Reply #16 on: May 13, 2007, 03:29:54 PM »

Thanks, it worked!

I'm getting some wacky texture scale problem with the sand though
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asking when OA3 will be done won't get OA3 done.
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« Reply #17 on: May 14, 2007, 01:30:42 PM »

I don't have a clue on what's causing that.
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fromhell
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« Reply #18 on: May 16, 2007, 11:40:39 PM »

Somehow i fixed it. Dunno what fixed it but it's working now. This tiling bug seems to appear at random.
« Last Edit: May 17, 2007, 01:37:05 AM by leilol » Logged

asking when OA3 will be done won't get OA3 done.
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baronofhell
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« Reply #19 on: May 22, 2007, 07:38:23 AM »

Looks nice!
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