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Author Topic: am_galmevish - A one-day-built map  (Read 71319 times)
Falkland
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« Reply #25 on: July 13, 2009, 12:19:39 PM »

It seems to run slower with a bit of fps decrease than previous version :

- zones near teleports seems darker and also lateral corridors
- I found some glitches in the central void hole

EDIT : my mistake ... I've tested an older version ... sry

EDIT2 : OK ... I've quickly tested the latest version :
- enlightment is OK
- it still seems to run slower with a bit of fps decrease
- glitches are still there
- removed previous screenshots ; added two of the new version
« Last Edit: July 13, 2009, 01:10:56 PM by Falkland » Logged
cosmo
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« Reply #26 on: July 13, 2009, 12:31:59 PM »

Wow. That's impressive. Very good!

Looks like the item placement improved too.

Just what caught my eye: Why are there multiple layers of the same fog?
You have an lighting issue at the curved edge to the death pit. (edgy shadows)
Why dying so quickly when falling into it? Wouldn't it be better to gib the player when he is hitting the ground?
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Neon_Knight
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« Reply #27 on: July 25, 2009, 07:41:14 PM »

Final version by now. I'll be uploading the latest version of the mappack before going back to studies...
Only small changes:

- Support for TDM, Elimination & DD. (But I can't make the points to appear where I want Sad)
- Fixed the pit. It shouldn't draw those nasty glitches again.

If someone like to do something with this map, then go on and do it...
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Neon_Knight
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« Reply #28 on: January 26, 2012, 06:55:38 AM »

As I've said many times over the course of these last months, both am_galmevish and am_galmevish2 have a lot of errors (mainly, I was a dumb newb -.-) so a proper reboot for 0.9.0/OA3 is under way.

So far, this is what can I offer of it:



Yep, it uses evillair's textures, but the rest of the castle textures didn't matched what I wanted for this map. :/
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Joshua
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« Reply #29 on: January 26, 2012, 01:39:54 PM »

Cool. Have a playable version? (For better feedback of course  Grin )
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Neon_Knight
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« Reply #30 on: January 26, 2012, 02:00:37 PM »

In progress. Today I've finished the central area and every floor. I need to finish the other areas.
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christooss
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« Reply #31 on: January 26, 2012, 04:28:16 PM »

Might I suggest few jumpads in the center area. I takes a lot of time to get to the upper level from middle of the center room.
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Neon_Knight
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« Reply #32 on: January 26, 2012, 04:39:04 PM »

I'm not sure about that. Wouldn't jumppads in the central area interfere with the players' movement? Unless I do place them between the upper entrances. I might try that, but in the middle of the "runnable" area in the center, for me, is a no-no.

The map might have a new weapon/item placement because of this. I was planning on going back to 0.8.1 placement.
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Gig
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« Reply #33 on: January 27, 2012, 01:52:16 AM »

Might I suggest few jumpads in the center area. I takes a lot of time to get to the upper level from middle of the center room.

Hint: rocket jumps. The only problem is that maybe the map has not got a lot of health/armor to compensate them. Galmevish should already work great with DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/G_elimination]Elimination features, anyway.
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Neon_Knight
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« Reply #34 on: January 27, 2012, 05:26:21 AM »

Plus, I'm afraid that the other areas will be way less used.
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Bane
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« Reply #35 on: January 27, 2012, 09:39:31 AM »

Ok just thinking want about instead of the center jumpads making some of the pillars hollow and have an elevator inside them. Also how about a sound like this(http://www.youtube.com/watch?v=U-iqDeIgGKM ) coming from the pit. Just figured I throw these ideas out there, also on a side note I always loved this map it is one of my favorites.
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Neon_Knight
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« Reply #36 on: January 27, 2012, 08:41:04 PM »

Aaaaaaaaaaaaand, here it is.

Alpha 1 of the reboot.

- Rebuilt from scratch, with performance at the top.
- Includes almost every weapon, sans Chaingun and BFG. One ammo pack for each weapon, the RL has 4 packs.
- Central area has a team of items: Quad-Megahealth-Invulnerability.
- This MH is the only health in the map. Also, no armor.
- Four of the central pillars are hidden jumppads. You have to place yourself below them and then jump to activate them.

Todo:
- Work on lighting even more. I hate ambient light and dark light.
- Fix a bug in the jumppads. They're supposed to behave like oa_dm7's tubes, yet they doesn't. -.-
- Fix some texture misalignments.

Screenshots soon.

Map attached. Run it with /map am_galmevish.

EDIT: Screenshots.
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Joshua
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« Reply #37 on: January 28, 2012, 12:50:19 AM »

Cool! Definitely good work. Your map making skills have leveled up a few times!  Grin
I gave it a quick play and here are my initial thoughts:

What I Like
  • Texturing is very well done.
  • Style is interesting and consistent.
  • The wind tunnels give better connectivity of the central area.

What Can be Improved
  • Lighting is still too dark.
  • The central area is way too open. I think more obstacles/cover would make it more interesting.
  • The map is perfectly symmetric. A simple change of textures would help break this up.

Suggestions
Plus, I'm afraid that the other areas will be way less used.
Why not put a series of health pickups in those areas to encourage players to take that path?


Maybe jumppads across the top span with something nice in the middle?


How about an alpha-mapped grate for a second level?
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adriano
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« Reply #38 on: January 28, 2012, 03:21:17 AM »

I totally agree with Joshua. Well done!
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Neon_Knight
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« Reply #39 on: January 28, 2012, 04:52:35 AM »

I must confess, after a long time on fixing stuff in other maps, I had to relearn how to create maps. -.-

I'll wait some days (or one or two weeks) before releasing a new version.

BTW, how's the cg_fps in any area? Is there any noticeable drop somewhere? This is one of my main concerns.
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christooss
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« Reply #40 on: January 28, 2012, 05:41:45 PM »

May I ask why did you choose no armor/no health option? Its kinda anoying winning a close fight and not being able to health up. No map control is possible. Maybe delayed weapon delay? Just ideas no presure Smiley I love the work you do with maps.

as for fps drop I didn't have any. Solid 60 FPS (maxed!) on my computer
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Neon_Knight
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« Reply #41 on: January 28, 2012, 05:50:22 PM »

This is not a competitive map, and it will never be, hence my decision.
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GrosBedo
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« Reply #42 on: January 29, 2012, 12:20:46 AM »

Very nice work indeed! I always liked the idea behind the map, but this map wasn't perfect. I like the new version much more than the current one in OA!

This is not a competitive map, and it will never be, hence my decision.

I think it's pretty useable for ClanArena matchs, but it's up to the players to get used to it.
« Last Edit: January 31, 2012, 05:05:37 AM by GrosBedo » Logged
Joshua
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« Reply #43 on: January 29, 2012, 03:54:56 PM »

Concerning the fps: I usually get between 125 - 250 fps (com_maxfps = 999) when running through the map. The second level of the big central area is where it is the slowest, and the fastest being the little side passages.
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Neon_Knight
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« Reply #44 on: February 07, 2012, 08:47:48 AM »

am_underworks2 is my attempt at creating a competitive map.

Going back to this map, enough time has passed.

What I've done:
- Jumppads in the central area. The central item is a BFG. (Pic 1 at Joshua's post)

What I want to do:
- Keep on improving the lighting. I hate dark light, but I'm NOT going to use ambient light either, unless at extremely low values.

Tried and failed:
- Pic 2 at Joshua's post. Placing something in that place slows down players. I don't want that.

What I'm not going to do:
- Add health/armor other than the Mega at the center. As said before, galmevish is not a competitive map, nor it was built with that idea.
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Joshua
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« Reply #45 on: February 07, 2012, 08:47:05 PM »

Cool. Glad to be helpful.
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Neon_Knight
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« Reply #46 on: February 07, 2012, 09:59:01 PM »

Here's the latest version. Changelog:
- Jumppads in the central area. The central item is a BFG. (Pic 1 at Joshua's post)
- Minor structural changes.
- Lighting improved. The map isn't too dark anymore.
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Neon_Knight
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« Reply #47 on: February 15, 2012, 03:34:50 PM »

Oh, yeah, I almost forgot the screenshots:

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GrosBedo
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« Reply #48 on: February 16, 2012, 12:24:36 PM »

Looks great NeonKnight! You did a very good job!
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Neon_Knight
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« Reply #49 on: February 16, 2012, 12:28:12 PM »

Once I solve the lighting problem in the center area, I'll call it a day.
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"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT
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