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Author Topic: am_lavaarena & 2 CTF versions  (Read 121972 times)
Neon_Knight
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« on: August 30, 2008, 07:08:30 PM »

am_lavaarena2

- Gamemodes: Coming soon...
- Playercount: Coming soon...
- Weapons: Coming soon...
- Powerups & Holdables: Coming Soon...
- Items: Coming soon...

am_lavactf2
(ex-am_lavaarenactf and am_lavactf)

- CTF, eCTF, Harvester, 1FCTF, Overload, Elimination.
- Intended for 3on3 or 4on4. Although it supports 12 players.
- Weapons: 2x Shotgun, 2x Rocket Launcher, 2x Plasma Gun, 2x Nailgun, Prox Launcher.
- Runes: 2x Doubler, 2x Ammo Regen, 4x Guard.
- Items: Teleporter.

Started again from scratch. This time, it's better. And before you tell me, yes, there's A LOT of glitches to be fixed. -.-

a2 changes:
- Added one Guard per base
- Fixed texture issues
- Specific spawnpoints for Elimination & 1FCTF
- DD Spawnpoints
- Items and objectives don't stay in lava anymore
- Replaced a Nail ammo box per base with MG ammo
- Replaced Red Armor with Personal Teleporter. Also added a new area only accesible by Tele, which has Prox Launcher.



Video:
http://www.youtube.com/watch?v=KL97zcvqXlY


am_lavactfxl2
(ex-am_lavaarctfxl)

- Gamemodes: Coming soon...
- Playercount: Coming soon...
- Weapons: Coming soon...
- Powerups & Holdables: Coming Soon...
- Runes: Coming soon...

Credits:
- Read the readme file. ^^ Also PsiScythe for giving me the idea for lavactfxl.

Any suggestion is welcome.
« Last Edit: January 05, 2014, 10:33:45 PM by Neon_Knight » Logged


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Neon_Knight
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« Reply #1 on: August 30, 2008, 09:50:36 PM »

Both three maps are in the first post, with their download links.
« Last Edit: November 24, 2008, 06:41:40 AM by Armageddon_Man » Logged


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Sauer2
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« Reply #2 on: August 31, 2008, 06:34:10 AM »

Nice work!
-you took nice textures
 but
-map is a bit too dark. Could you plz lighten it up at the level of q3dm6ish_v2?
Cu,
sauer2
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Neon_Knight
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« Reply #3 on: August 31, 2008, 06:51:48 AM »

Both three maps are in the first post, with their download links.
« Last Edit: November 24, 2008, 06:41:30 AM by Armageddon_Man » Logged


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kick52
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« Reply #4 on: August 31, 2008, 09:34:48 AM »

Looks.. uh, quite good for a first attempt!
Mine was shit anyway :p
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Neon_Knight
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« Reply #5 on: August 31, 2008, 11:42:46 AM »

---
« Last Edit: September 14, 2008, 05:14:51 PM by Armageddon_Man » Logged


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Sharpflame
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« Reply #6 on: August 31, 2008, 06:59:34 PM »

I like this, the textures and colors are pretty cool and so is the concept. However, I think there is too little distance between the flags, that figure 8 is just going to be a race track instead of ctf. I suggest pulling the figure 8 apart and putting a type of large circular room with a larger lava pool in it to increase the lava theme.


That sounds hard to understand, here's a pic of what I am imagining:




The quad set in the middle of there for epicness.



Smiley Just my two cents
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Neon_Knight
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« Reply #7 on: August 31, 2008, 08:40:08 PM »

I understand the idea, it seems to be a better idea for a CTF map than the one I used in the map. I was figuring that small map in the CTF version will be better for 2on2 matches max. Something like CTF-Tutorial from Unreal Tournament, but with the CTF-Dreary bases. Tongue

I will see what can I do...
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Neon_Knight
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« Reply #8 on: September 02, 2008, 12:44:42 PM »

I've finished the XL version, tonight (if my ISP allows me ¬¬) I will upload this version and a more pulished am_lavaarenactf one, which also supports DM, TDM and LMS.
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Neon_Knight
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« Reply #9 on: September 02, 2008, 07:52:44 PM »

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« Last Edit: September 14, 2008, 05:15:10 PM by Armageddon_Man » Logged


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chaoticsoldier
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« Reply #10 on: September 02, 2008, 09:35:19 PM »

I tried am_lavaarenactf out with some bots and I think it's pretty cool. There were no super-quick runs between bases because I almost always encountered someone from the other team on my way there and back, (not too good for teams with 5+ members IMO, but great for about 3 or 4). And apart from the railgun room there are no real camper hideouts, which is good.

There was only 1 thing that caught my eye:
 - When /cg_drawteamoverlay is enabled and players are in the tunnels/passages between the bases and the centre of the map, it shows their location as "unknown". I realize this might be hard to change (to specify their location), but for a large percentage of the time everyone is "unknown".

Overall, I think it's quite an enjoyable map. Nice job. Smiley


PS: I couldn't get am_lavaarenactf-xl to work. It gave no level shot in the menu and it wouldn't start. Sad   I did nothing different than what I did with the other version of the map.
« Last Edit: September 06, 2008, 12:38:24 PM by chaoticsoldier » Logged

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Neon_Knight
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« Reply #11 on: September 02, 2008, 09:38:20 PM »

Try \devmap am_lavaarenactf-xl. (Or \g_gametype 4 -or one of the other numbers from 0 to 11 Tongue- & \map am_lavaarenactf-xl)
It's so strange, because the .arena file at the pk3 got the exact data.

I should have fixed that issue in am_lavaarenactf. Maybe some target_location is out of the world. :/

I said before that lavaarenactf was good for no more than 4 players. A 2on2 game should be great at it.

EDIT: Ah, other thing I forgot to mention: both maps had missionpack support. In normal version there are Scout & Guard team items, and in the XL version are the 4 ones.
« Last Edit: September 02, 2008, 09:51:07 PM by Armageddon_Man » Logged


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chaoticsoldier
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« Reply #12 on: September 02, 2008, 10:09:00 PM »

The /devmap command worked, but when I tried to switch gametype it said it would only happen on restart, so I only played in FFA mode. Is there a way around this?

I reckon the middle section will make it a little more interesting - especially with your little secret surprise Cheesy  I had to spend a shot to get out  because I couldn't find another way. Did you design it this way, or am I just blind?

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Neon_Knight
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« Reply #13 on: September 02, 2008, 10:17:43 PM »

Yes, just put the command \(dev)map am_lavaarenactf-xl again after you put the g_gametype number, and that's it.

And yes, I've designed the map that way, because I thought that if I cut the passages would make a lot of BSP holes. (And I hated them at Unreal Editor ¬¬) So I've thinked how can I use that spots, and remembered an idea I have for another map I created for Unreal Tournament, and used it. ^^
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chaoticsoldier
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« Reply #14 on: September 02, 2008, 11:46:54 PM »

The /devmap command worked, but when I tried to switch gametype it said it would only happen on restart, so I only played in FFA mode. Is there a way around this?
That was so dumb! All I had to do was restart the map but I couldn't figure it out. LOL (Had 2.5 hrs sleep last night and it's beginning to show Smiley)

The xl version is even better I think. There's plenty of action in the middle too with all those power-ups (at least for humans. The bots didn't seem to go there much) and when the battle suit appears I imagine it will divert some attention away from the flags for a little while. I'll give it a spin on the other game modes later too.

I like this map better than most of the other CTF maps actually. Nice.
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Neon_Knight
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« Reply #15 on: September 03, 2008, 09:58:59 AM »

I will fix the errors and made the details (trims and borders) later.
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sago007
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« Reply #16 on: September 03, 2008, 10:59:37 AM »

The bases are still too dark:

The lights on the roof does not appear to give much light away. The lightning affects the gameplay and that is normally undesirable in a game that uses the id tech 3 engine (you mentioned that you are used to map for Unreal Tournament and there is a significant difference in the engines' lightning system).

You should also place nodrop zones in the lava so the flag does not stay down there then dropped.

Some bots showed suicide tendencies to get the bfg.... see if you can protect it with botclip to get the bots to ignore it.

There is a hole in the floor near the red base.

I found the map strangely entertaining. The middle part worked well despite its simple layout.
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Neon_Knight
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« Reply #17 on: September 03, 2008, 08:52:12 PM »

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« Last Edit: September 14, 2008, 05:15:28 PM by Armageddon_Man » Logged


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sago007
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« Reply #18 on: September 04, 2008, 03:52:29 AM »

where's the playerclip texture?
Is is just called 'clip' and is in common with the others.
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PsYthe
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« Reply #19 on: September 06, 2008, 12:26:10 PM »

I like it a lot! The nailgun is indeed really good. I wonder if replacing it with a plasma gun would be bad...

Playing it with bots, it seems balanced enough but the bots walk on the lava. Instead of using botclip you should use botDoNotEnter (I think that's what it's called).


By the way, it was obvious that there was something under the lava Smiley, shoulda been like me and put a secret door with a bio suit hidden behind it and then have to go into a particular acid pool and into a secret tunnel into a secret room which has a secret door which has a large fall into a secret room which has an easter egg in it. Anyways...
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Neon_Knight
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« Reply #20 on: September 06, 2008, 03:18:04 PM »

I'm getting tired to redesign the midfield area.
Maybe the following week to the next I will resume the XL version, this week I had some real-life duties. By now, you got two versions of the same map and a half-ended XL version. Tongue
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Neon_Knight
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« Reply #21 on: September 12, 2008, 04:10:12 PM »

I've finished by now with my real life duties. Tomorrow I will see what can I do with the mid section...
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Neon_Knight
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« Reply #22 on: September 13, 2008, 07:21:41 PM »

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« Last Edit: September 14, 2008, 05:15:42 PM by Armageddon_Man » Logged


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« Reply #23 on: September 13, 2008, 07:28:33 PM »

I like that middle area better, but I only looked at the screenies. I would bet that the gameplay on that map would be better if you took out the bfg crap, even if it is hard to get. Just IMO it seems silly, donno if anyone would agree with me on that one.

Good work on this, I really hope I can play this online sometime.
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Neon_Knight
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« Reply #24 on: September 14, 2008, 05:16:36 PM »

I've deleted all the old posts with old links and old screens because I will upload the (almost) finished version. I'm tired to fight with this map, and, at least, is playable, works at every mode and blah blah blah...
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