kit89
Member
Cakes 6
Posts: 636
Shoot him..
|
 |
« on: February 08, 2009, 05:33:08 AM » |
|
I made a few major modifications to the general style & layout of oa_minia. Personally I prefer it, but before I commit I'd like other peoples opinion.  Modifications- Some wall look destroyed. - Added Two new doors to middle of map. - Recompiled .aas due to modifications. Below File contains .bsp & .aas. http://uploading.com/files/XE6WPTW9/zmap.pk3.html
|
|
|
Logged
|
|
|
|
Neon_Knight
In the year 3000
 
Cakes 49
Posts: 3775
Trickster God.
|
 |
« Reply #1 on: February 08, 2009, 08:14:40 AM » |
|
oa_minia is one of the maps I like from this game.  The new changes are very nice. Will you clip out the crack in the Rocket-Rail area? It can be rocket-jumped, so you can avoid to pass into the normal lower exit. Also the two new entrances to PG are nice as well, helps to keep the dynamic aspect of the map. One thing I strongly suggest for this map, is to spread ammo instead of putting it right next to the weapon. Spreading ammo keeps the players moving on the map instead of camping at the same area waiting for the ammo to respawn. Also, I suggest to replace one of the two RLs for another weapon, or reduce the number of weapons in the map. I can suggest you to remove (or replace) the RL next to Railgun, since both weapons are very powerful.
|
|
« Last Edit: February 08, 2009, 08:34:21 AM by Neon_Knight »
|
Logged
|
"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT Want to contribute? Read this.
|
|
|
PsYthe
Lesser Nub
Cakes 8
Posts: 133
Obey 37.
|
 |
« Reply #2 on: February 08, 2009, 12:23:29 PM » |
|
Much better. Now the paths one can take around the map are much less linear and limited. The random cracks and breaks look nice. I don't think weapons need to be reduced or changed as Neon_Knight pointed out; I like the weapon layout, but the ammo could be in better spots. The oa_rpg map that comes with OA has its ammo in great spots; the ammo is far from the weapon it adds to. Also, missbehaving has (or found) a website to upload and link your maps to: no problem. anyone can use this upload space if they like. The password is: maps http://allowdl.com/If anyone uploads map updates to try out, then just name them accordingly, maybe with 'tmp-v1' or something in the file name. I wont delete any files as I'm going to fill this domain up with maps... cos all my map links are broken so just going to host the direct links myself Allowdl is much less hassle than the website you used.
|
|
|
Logged
|
9
|
|
|
kit89
Member
Cakes 6
Posts: 636
Shoot him..
|
 |
« Reply #3 on: February 08, 2009, 06:22:07 PM » |
|
- Clipped edges - Moved some weapons about - Moved Ammo to encourage movement. http://allowdl.com/files/zmap.pk3
|
|
|
Logged
|
|
|
|
bill-----
Half-Nub
Cakes 8
Posts: 60
|
 |
« Reply #4 on: February 09, 2009, 09:44:01 PM » |
|
Wow. Much faster map now! I like.
oa_minia didn't flow well for me and I thought maybe I was missing something. No problem with that now. I still may be missing something in the original but it's clear that with your modifications there's going to be a lot more action.
Also, you can now strafe jump lengthwise over the opening in the floor of the central room and pick up that whole arc of armor shards in one go. Cool!
You can really get stacked fast, strafe-jumping through that upper pathway from the RG ammo, RA, armor shards over the opening, to the RG, etc., down to the RL. Such are the rewards of jumping skill! Time and play will tell whether that's too much. After some practice it was pretty easy alone. It'll be harder in a crowd.
And then there's the couple of extra camping spots added (cough). Neon Knight's hinted at one in his remark about clipping the crack in the wall. Once you've RJed there, you can also step onto the near banner support to camp. There's another new spot in the other similar room, but I'll leave that one (and the other similar ones in the original) to others to talk about if they see fit.
Don't know that I object to them particularly. The camper must pay a health/armor price to get to them, the camper is exposed and players will know to look for campers there. Time and play will tell.
|
|
|
Logged
|
|
|
|
kit89
Member
Cakes 6
Posts: 636
Shoot him..
|
 |
« Reply #5 on: February 17, 2009, 07:19:45 PM » |
|
- Modified some ground textures - Added pillar to one of the small sections of the map. - Re-compiled with patch shadows - Adjusted lighting so grounds textures weren't overly bright. http://allowdl.com/files/zmaps.pk3
|
|
|
Logged
|
|
|
|
chaoticsoldier
Member
Cakes 18
Posts: 375
This space intentionally left blank.
|
 |
« Reply #6 on: February 19, 2009, 05:36:40 AM » |
|
Two thumbs up from me. Those entrances to the upper level add so much to the map. I thought it was enjoyable before, but I like it even more now! It's much more dynamic.
I don't mind the crack in the wall actually. I'm not sure the camping spots bill----- mentioned are very advantageous so you could probably leave the crack there without much worry.
The map looks better too. I like the new textures and I especially like it how the ground isn't as bright now. Everything is better. It's very nice.
|
|
|
Logged
|
0101100101101111011101010010011101110110011001010010000001101010011101010111001101110100001000000111011101100001011100110111010001100101011001000010000001111001011011110111010101110010001000000111010001101001011011010110010100101110
|
|
|
kit89
Member
Cakes 6
Posts: 636
Shoot him..
|
 |
« Reply #7 on: April 14, 2009, 02:58:38 PM » |
|
|
|
|
Logged
|
|
|
|
|
cosmo
Member
Cakes 18
Posts: 372
on a dead horse
|
 |
« Reply #9 on: April 15, 2009, 01:43:57 AM » |
|
Hey Kit, new version screenshots are looking good. I'll give it a go tonight. There is only one problem: I intended the textures you used for jumppads as 'windows' and it looks strange to see them on the floor.  There are better substitutions.
|
|
|
Logged
|
|
|
|
cosmo
Member
Cakes 18
Posts: 372
on a dead horse
|
 |
« Reply #10 on: April 24, 2009, 11:31:36 AM » |
|
Gave it a run and I like what I see so far. More cracks and damaged decals is nice. The curved rise improved a lot. I just feel uncomfortable with the triple jump pad replacement of your stairs. Did you try a single elevator instead? Please add bot support in next beta release to test a few quick fights.
|
|
|
Logged
|
|
|
|
|
kit89
Member
Cakes 6
Posts: 636
Shoot him..
|
 |
« Reply #12 on: May 17, 2009, 05:38:07 AM » |
|
|
|
|
Logged
|
|
|
|
kit89
Member
Cakes 6
Posts: 636
Shoot him..
|
 |
« Reply #13 on: May 17, 2009, 05:42:41 PM » |
|
I really didn't like the design of the spiral ramp. It looked shabby & thrown in. So I've replaced it again. I personally think it looks much better now. http://www.savefile.com/files/2106599Every time I finish I do another revision...
|
|
|
Logged
|
|
|
|
pulchr
Member
Cakes 34
Posts: 625
|
 |
« Reply #14 on: May 18, 2009, 01:40:18 AM » |
|
imagine if we had the same kind of polishing on all the other maps.
thumbs up kit89
|
|
|
Logged
|
|
|
|
schlorri
i lurk the board index every minute!!!!
Lesser Nub
Cakes -51
Posts: 149
|
 |
« Reply #15 on: May 18, 2009, 04:05:25 AM » |
|
Hi, I've played both versions and i have to say: great work!!! Now you can play 1v1 on it  . IMO a YA would be nice (at the moment it is easy to control), maybe under the ramp instead of RL? Maybe the Quad should be tansformed into MH in tournament play...(under the Quad, on the ground?) schlorri
|
|
|
Logged
|
|
|
|
kit89
Member
Cakes 6
Posts: 636
Shoot him..
|
 |
« Reply #16 on: May 18, 2009, 04:19:52 AM » |
|
- Improved performance - Added more details around map.  http://www.savefile.com/files/2107125Thanks for the Comments. I'm thinking this will be the last revision. Can't think of anything else to do with it at the moment. r_speeds:Min value: 2000 Average value: 4000 - 5000 Maximum value: 7800
|
|
|
Logged
|
|
|
|
bill-----
Half-Nub
Cakes 8
Posts: 60
|
 |
« Reply #17 on: May 18, 2009, 08:11:20 PM » |
|
Consider moving your new jump pad further away from the platform it targets. If the player steps onto it when approaching from underneath the platform, he collides with the underside of the platform. When coming from the other side, he doesn't reach the platform, falls onto the jump pad again and then gets bounced into the underside of the platform. You shouldn't have to move the target entity, just move the jump pad itself 64-128 units away.
|
|
|
Logged
|
|
|
|
|
|
kit89
Member
Cakes 6
Posts: 636
Shoot him..
|
 |
« Reply #20 on: May 22, 2009, 04:12:12 PM » |
|
|
|
|
Logged
|
|
|
|
kit89
Member
Cakes 6
Posts: 636
Shoot him..
|
 |
« Reply #21 on: June 03, 2009, 01:10:56 PM » |
|
A lot more modifications.    I've attempted to reduce the flatness of the level. To make it a little more varied and less bland. http://allowdl.com/baseoa/zzoa_minia.pk3
|
|
|
Logged
|
|
|
|
|
kit89
Member
Cakes 6
Posts: 636
Shoot him..
|
 |
« Reply #23 on: June 22, 2009, 03:38:40 AM » |
|
-Removed the floating platforms. They never fitted in. -Changed floor heights. http://www.savefile.com/files/2135326
|
|
« Last Edit: June 27, 2009, 07:51:29 PM by kit89 »
|
Logged
|
|
|
|
|
|