oa_reptctf3Version: a3
Main changes on
oa_reptctf3 compared to
original version:
- Jumppads below flag ledge are now moved onto the opposite wall. There's also a jumppad near the flag which goes to a new ledge with Railgun. Basically when you enter to the enemy base you should turn onto the left or right and walk into the jumppad to make it work.
- There's a new X-shaped crossing between the two paths. This one has a pit of death with two wood bridges which have a Quad Damage or the Neutral flag. Harvester skull generators are onto the side hallways, (there are two of them) due to the skulls to get lost easily in the pit. That means that the teams now have 3 ways to get onto their/enemy base, and can cross paths where before wasn't possible at all.
- Item/weapon placement redone:
* Weapons: Rocket Launcher, Plasma Gun, Railgun, Lightning Gun, Nailgun.
* Items: Body Armor, Health 5, Health 25, Health 50.
* Powerups: Quad Damage. (Not available on 1FCTF)
- Also redone are the spawnspots.
Changes on a2:
- Kit's changes.
- Removed death pit.
- Added Team Items (a.k.a. Runes

) for Missionpack.
- Added weapon bases.
- Switched Railgun for RL, Nailgun for Railgun and RL for Nailgun. Also switched Rocket & Nailgun ammo.
- Removed Quad and put an Invis in its place. It will only spawn for CTF, Overload, eCTF and DD, being replaced by Neutral Flag on 1FCTF and by Neutral obelisk on Harvester.
- Removed both neutral obelisks at side passages.
- Added place locations for objective-based games.
- Minor cosmetic changes, like the window behind the flag and trims.
Changes on a3:
- The center of the map is now a big area. It has new entrances to bases, (the player on the lower area have to use the jumppads) and holds the neutral objectives and a team of Regen/Invulnerability which replaces Haste on the old version.
- Added banners to passages to lower base-camping.
- Removed all the diagonal jumppads on the bases. Now there're only two horizontal jumppads which goes from base floor to flag area.
- Lowered the balcony.
- Added three new upper entrances, two bridges guide to the lateral ones and the mid one goes from the center to the balcony.
- Added Shotgun at the old Railgun spot, both Railguns are now in the middle area.
- Added two Ammo Regens per base at the upper lateral corridors, along with the other 6 runes already there. (2xScout, 2xGuard and 2xDoubler) for a total of 8 runes.
- Added more detail and arrows guiding to bases.
- Ammo & health redistribution.
To do:
- Botclipping & clusterportaling.
Screenshots:
oa_reptctf11Version: a4
Main changes on
oa_reptctf11 compared to
original version:
- Texturizing, obviously.

- Weapon/item placement entirely redone:
* Weapons: Rocket Launcher, Plasma Gun, Railgun, Lightning Gun, Nailgun.
* Items: Body Armor, Armor Shard, Health 50, Health 25, Health 5.
* Powerups: Quad Damage.
- Flag base changed.
- Added doors behind the new flag position.
- In the middle hole there're two jumppads and a Quad Damage.
New changes in a2:
- Replaced right stair at both bases with a tunnel entry. That can work great for 1FCTF and Harvester. If it doesn't work, those will be out.
- Moved Lightning Gun to this new tunnel.
- Sunked a bit the floor on both bases.
- Replaced Quad with Invis. Same as Quad before, it will only be available on CTF, Overload, eCTF and DD.
- New acc_dm3 textures for blue base with oa_dm3 theme. Only a (sucky, but incredibly well) color change over the texture with GIMP's Hue & Saturation tool. (

) I'll be applying these textures to am_lavactf* too.
Changes in a3:
- The center area is enclosed. Now there's no way to see bases facing each other.
- Replaced Railgun with Prox (KEEP READING!!!) This Prox has 30 sec. of respawn and no ammo on the level. That should limit the weapon. However, I'm afraid that with the following point, this limit would be broken. :/
- Added Ammo Regen & Guard, 1 per base. Also, there's a neutral Doubler in the middle area.
- Moved Lightning to the upper floor.
- Moved Nailgun ammo to the center area.
- Added Plasma + ammo in bases.
- Many minor changes, like arrows pointing to the bases.
Changes in a3v2:
- Replaced Ammo Regen by another Guard. That should revert the balance back to normal.
Changes in a4:
- Fixed a wrongly-placed blue spawnpoint (a blue one on the red base)
- Added another Rocket Launcher per base. Also, replaced the Doubler by a Lightning Gun in the middle area.
- Opened another one-way entrance, above the lower entrances to the middle area. Can be rocket-jumped, tho, as an exit.
- Replaced Nail ammo by Rocket ammo.
- Teamed-up Invisibility with a Battle Suit in the middle zone.
- Domination: moved some player_starts to the bases.
- Many minor changes like texture alignment fixing.
To do:
- Bot clipping & clusterportaling.
Screenshots:
COMING SOON...
am-thornishVersion: a3.
This map is based on the Unreal Tournament series' CTF-Thorns* series of maps. This one is/was intented to be a "fun map", not a competitive one. Though, I seized it to put two "rare" items in there: the BFG and the Flight powerup.
Weapons: Shotgun, Rocket Launcher, Lightning Gun, Railgun, BFG, Nailgun, Prox Launcher
Items: Health, Large health, Small Health, MegaHealth, Armor Shard, Body Armor
Powerups: Quad Damage, Flight
a2 changes:
- New sky. I use my fav one, and it looks great with the level.

- Weapon/item placement changes:
* Moved Railgun and Prox Launcher to middle area
* Switched Shotgun @ flag base with Rocket Launcher and Prox Launcher @ Left Side with Shotgun.
* Moved ammo tho. There's a lot of ammo switches that I didn't remember.

- Moved two spawn spots in the flag base to the zone below of the ledges.
- Pillars turned on cylinders.
a3 changes:
- Deleted jumppads going to RA area. You can use the pillars anyway.
- Improved geometry.
Screenshots:
Video:
http://www.youtube.com/watch?v=lZpF0BoeYbM
The maps listed below have felt into DisContinuity
Reasons:
* oa_dm1v2 has a new revision, by kit89, anyone, and me. Feedback is welcome here =>
http://openarena.ws/board/index.php?topic=3426.0* oa_dm5... it needs A LOT of work, and I won't be able to work on it anymore. :/
The links and info below are left for the record. If someone wants to continue the work on this map, he/she is free to do it.
oa_dm5v2Version: a2.
Changes on a1:
- 2X scale
- Entire weapon/item placement redone. Items: Body armor, Health, ArmorShard, MiniHealth, MH. Weapons: Shotgun, Railgun, Rocket Launcher, Plasma Gun, Lightning Gun. Powerups: Haste. And also there's ammo for Machinegun.
- Added a new wide hall between north hall and south hall. (The one where Shotgun was, now there's a Lightning Gun here) Plus, there's now a passage from water zone (the old with Quad and Lightning, now there's only Railgun there) to this hall. The lower zone also has a jumppad.
- Button-triggered door and the button itself are gone.

Changes on a2:
- Fixed stairs next to MH room.
- Rearranged roots in the east hall (the one with Armor Shards, 1xLarge Health & Small Heaths in the upper road and some ammo in the lower one) Now is possible to use roots to climb. ^^
- Lowered two borders near Red Armor.
- Minor structural and detail changes.
- New levelshot.
To do:
- Bot clipping & clusterportaling.
- Increase overall brightness through q3map2? Though I like how the level feels there're some very darkish areas there I want to scrap out.
- Fix brushes, specially those which have all their faces texturized.
Screenshots:
oa_dm1v2Version: a3
a1 changes:
- Removed lava pool
- Removed almost all the triggers (except the one which the MH was, now there's a Quad Damage there)
- Weapon/item placement 100% redone
- New hallway which connects (former) Invisibility road with the former lava pool room. The Invis item is now on this new hall.
- Retexturizing of the entire map: now non-visible faces shouldn't be drawn anymore.

- Added sky zones.
- Minor & major structural changes.
- The button-triggered bridge hasn't a trigger anymore.
- Added some patches to ceilings.
- Enlarged in Z-axis all the ceilings.
a2 changes: (Very minor)
- Fixed caulking.
- Removed bar trigger & bars.
- Cosmetic changes.
-
a2v2: Added the map to Domination.a3 changes:
- Fixed items not showing up on SP.
Item info:
* Weapons: Grenade Launcher, Rocket Launcher, Plasma Gun, Railgun, Lightning Gun, Nailgun.
* Powerups: Invisibility.
* Others: Body Armor, Armor Shard, Megahealth, Health 50, Health 25, Health 5.
To do:
- Hinting
- Clusterportaling
- Improve wood entrances
Screenshots:
And... of course... give shape to
McKinleyish2, finish
Underworks, and sketch my idea for the
Non-Sym map. (Maybe Underworks can be the industrial flag base/side) Almost all of my other maps (lava* series, q3dm6ishv3 & ctf, galmevish) are in the SVNC thread, so I surely won't work on these until new version goes out. Also, I should still contact boczeq in order to make him release the original Blitzkrieg under GPLv2.