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Author Topic: oa_bases7  (Read 17504 times)
fromhell
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« on: July 14, 2008, 03:02:16 AM »

it is being roughdrafted
more at 11
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fromhell
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« Reply #1 on: July 15, 2008, 04:16:46 AM »


main base room
this is not the flag room!
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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
fromhell
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« Reply #2 on: July 28, 2008, 12:51:23 AM »

It's in the SVN! !!! OMG !!!! Try it out Smiley
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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
Sauer2
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« Reply #3 on: July 28, 2008, 03:56:09 AM »

This is for OA?
The screeny looks a bit old fashioned like from QQPlus.
Anyway nice level structure.
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sago007
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« Reply #4 on: July 28, 2008, 07:18:27 AM »

The elevator near the flags overlap the floor.

The map is too dark around the flags. Sergie can be difficult to spot.
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jackmcbarn
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« Reply #5 on: August 11, 2008, 02:04:45 PM »

Hmm.... there seems to be a chaingun and chaingun ammo in a room we can't reach.  It's directly under the rooms with the windows.
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Peter Silie
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« Reply #6 on: August 13, 2008, 02:46:19 PM »

I had played the map and i like its concept.
But some hints that could optimize the gameplay:
- replace the elevators with jumppads. this will increase the speed
- stretch the stairs or replace them with jumppads. it looks very ugly if you run up- or downstairs
- remove the water so that the players have a second _and_ fast way into the enemy base
- if you do so you should make the bridge bigger (some pixel) and polish the waterpath under the bases
- put 2 pads in front of the bases so you can jump up to the balcony
- make a direct way from the balcony to the flagroom

Also there seem to be some minor texturebugs, but this is not interesting for me.

I hope that you think about my points, because from the main design the map could be one of the better ones (imho).
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« Reply #7 on: February 04, 2009, 12:52:19 PM »

Quake s 2 texture isn'it?? i like these textures.....
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« Reply #8 on: February 04, 2009, 12:56:56 PM »

Quake s 2 texture isn'it?? i like these textures.....
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fromhell
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« Reply #9 on: February 05, 2009, 10:28:26 PM »

no
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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
davidd
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« Reply #10 on: April 20, 2010, 02:03:05 PM »

Sorry for bumping this old topic, but it seems the right place to talk about this small bug i found in botmovements on oa_bases7
It has double domination points set, but the bots seem to get stuck on the elevators.
Maybe this is the wrong place because double domination bot tactics seem a bit buggy at times in oasago2 as well, so this bug might not have to do with the map itself.
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