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Author Topic: New Deathmatch Map: oa_koth2  (Read 15044 times)
cosmo
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« on: November 04, 2008, 12:22:20 PM »

Quick'n dirty: first beta release of a tower themed map most of you will know from another game. Wink
At the moment only FFA und TDM gametypes are supported. Beloved Double Domination will be in beta2.

I will add lots of details later as my primary concerns are about gameplay and balance. Feel free to comment.

Download: http://cosmo.spaceboyz.net/openarena/oa_koth2_b1.pk3 (Save target as...)

Screenshots:
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Neon_Knight
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« Reply #1 on: November 04, 2008, 02:28:55 PM »

We need a KOTH gametype for OA. ^^
It seems fine. Downloading, tonight I'll see it.
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cosmo
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« Reply #2 on: December 21, 2008, 05:03:29 PM »

It's been a while but I'm still working on it. So here is beta 2 release:

http://cosmo.spaceboyz.net/openarena/oa_koth2_b2.pk3 (Save link as ...)

New things:
  • it's possible to access all tower levels from the inner corridors
  • additional rocketlauncher outdoors
  • chaingun added
  • medkit and personal teleporter
  • lots of item placement changes
  • many new textures and foilage
  • lots of details but not enough so far

I guess I need some gameplay tests.

Screenshots in first post are updated.
« Last Edit: December 21, 2008, 05:05:53 PM by cosmo » Logged

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andrewj
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« Reply #3 on: December 21, 2008, 08:08:53 PM »

Looks fantastic Smiley

It has enough detail imho.

The teleporter in the slime is a fun idea.

One thought I had was maybe replace the medikit with a battlesuit, so that king wannabes have some protection from the BFG blasts.

Another idea was to put a fence at the top bit (where bfg is) on the side leading to the quad damage, making it harder for someone to have both bfg and quad at the same time.

HTH
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Neon_Knight
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« Reply #4 on: December 21, 2008, 09:19:45 PM »

Great map. ^^

One thing, I have the ability with "quad-mine-jumping" (mines don't make damage in the player when explodes) to get outside of your map. Tongue

You should clip that area, since it's possible to get there without cheating.

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chaoticsoldier
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« Reply #5 on: December 22, 2008, 02:16:33 AM »

I like this map. I found it very entertaining.

A few things I noticed:
 - Whenever bots fall off, they don't even try to get to the teleporter (not that it would improve their chances much anyway Smiley). They just stand still and look straight up until they die. The bad thing is that they sometimes willingly jump to their doom.
 - Sometimes bots spend too much time running backwards into the gate in front of the bounce pad, like they do at the door in OA_DM5.
 - I thought the BFG was way too easy to get to. Sad

Apart from those I thought everything was great.
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PsYthe
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« Reply #6 on: December 22, 2008, 12:09:52 PM »

I like this map. The textures look awesome and it is fun to play on. I like how there are some spots where a good jumper can get around quicker.

Only problem I can think of is that people will whore with the BFG up on the top, picking on everyone before they can get up there and fight. I don't know what could make that better.
« Last Edit: December 23, 2008, 11:42:52 PM by PsYthe » Logged

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« Reply #7 on: December 22, 2008, 12:52:48 PM »

There is a little bug too, sometimes when you respawn you get squished.
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cosmo
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« Reply #8 on: December 24, 2008, 05:31:49 PM »

Thank you guys. This is helpful.

Cacatoes: Can you tell me where you get squished on respawn? I didn't encounter that problem so far.

The bots like falling into the abyss and I'm fighting against that since the beginning. The floor is already covered with bot_donotenter brushes where only the teleporter is a free spot but they ignore it. A bot waypoint is placed into the teleporter but they keep standing and dying there.

andrewj: Making it harder to get to the Quad just after picking up the BFG is a good idea. Will be in. I should give the battlesuit a go and see if it works better.

PsYthe: BFG respawntimes are increased. The foolish camper will run out of ammo and be an easy railvictim. At least I hope so. Playtesting will show if respawntime of that weapon is balanced or not.

chaoticsoldier: The bots are standing in front of the door and don't push the button for it. I have an idea how to solve this. If I fail I'll cover that area with bot_donotenter brushes. Any idea how to make it even harder to get the BFG? Rocketjumping to a floating weapon?

Armageddon_Man: Thanks! Sky clipping is something I always do in the end as I change background and outer boundaries from time to time. Anyway it's important as proxymines don't hurt yourself.


Thanks a lot. Next release will be in January. I wish you a Happy New Year. Cheesy
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chaoticsoldier
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« Reply #9 on: December 25, 2008, 02:26:13 AM »

chaoticsoldier: .....  Any idea how to make it even harder to get the BFG? Rocketjumping to a floating weapon?

How about something like this? (Diagram)

Players must perform a good-quality rocket jump to get to the top of a thin cylindrical column. When they drop down into it, they collect the BFG and get launched high up into the air courtesy of a jump pad. Any skilled players with the railgun might have a good shot at the BFG user here. It may also provide the BFG user with a few opportunities as well to shoot down on others.
When they land, the player can wreak havoc with the BFG and whatever health they have left. I like the idea of players being launched from the top of the tower. Smiley

I have other ideas of course, if you feel this one is not practical.
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PsYthe
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« Reply #10 on: December 25, 2008, 03:54:55 AM »

I'd recommend just making the bfg suspended a little bit above its current point to force players to rocket jump to get to it (thus sacrificing health for good weapon), seems fair enough imo
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« Reply #11 on: December 26, 2008, 06:15:33 AM »

Cacatoes: Can you tell me where you get squished on respawn? I didn't encounter that problem so far.

It's here : http://download.tuxfamily.org/openarena/files/screenshots/d/shot0003.jpg Cheesy
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cosmo
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« Reply #12 on: January 07, 2009, 06:35:45 AM »

Thank you all! These things were changed. You helped me a lot!
Here is release beta 3 and if there are no more suggestions I'm going to do a final release soon.

Screenshots in first post have been updated.

Download: http://cosmo.spaceboyz.net/openarena/oa_koth2_b3.pk3 (Save target as ...)

In betamaps server thread there was a comment to make the ladder less fast. I've to state that OA (as Q3A) doesn't support ladders and this is like in one of the oa_dm maps kind of a 'hack' as it's just a very steep staircase. So either we get used to the fast movement or I will replace it by another jumppad. What do you think?

Changes:
- candleholder models added
- BFG floats now and is reachable by rocketjumps and a harder to reach jumppad. Thank you chaoticsoldier. I tested your suggestion but that tube is no fun and hinders players movement too much.
- green bobbing orb
- sound added to the orbs
- fixed 'squishing' respawn entity
- replaced medkit with battlesuit
- fixed problem of bots staying in front of closed door by adding donotenter brushes to the door sides.
- prevent bots from falling into abyss by adding donotenter brushes
- cobwebs. unsure to leave them in for final release.
- diamond blue shader problem solved
- reduced texture usage
- sky clipping
- tweaking compilation parameters: darker and moodier in certain spots.
- double domination gametype dropped
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chaoticsoldier
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« Reply #13 on: January 09, 2009, 08:31:22 AM »

I like it. Smiley  Ladders are fine in my opinion.
I just noticed tonight that using the Personal Teleporter always takes you to the same place on the map. Is this intentional?
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