Neon_Knight
In the year 3000
Cakes 49
Posts: 3775
Trickster God.
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« on: January 10, 2011, 04:09:01 PM » |
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Well... I'm back. After a long hiatus at mapping (not so long if you count the tutorial map) I've decided to go back. I took enki's oa_bases3plus3, and aside of fixing the flag bug, (in vanilla bases3plus3, the CTF modes won't show the flag) it also has some new stuff, such as more entrances/exits to/from the bases, a new weapon/item placement, and some things here and there. It comes in two versions: a normal one, with common weapons and items, and a TA one, with the Nailgun, Chaingun, and Team Runes. EDIT: a2 changes: - Fixed the buttons. - Added the improved arrows, and added more arrows to the bases. - Center-upper jumppad trajectories changed. (To be fixed: trajectories should end in the stairs rather than in the newer passages) - TA version: Ammo Regen dropped. With a Railgun in this map, it's a bad idea to have one. - Removed the lower windows in tha bases. In order to balance this, there are new entrances at the very end of both bases' sides. - Other changes I can't remember. EDIT: a3 changes: - Fixed a HUGE bug, which causes the map to crash in Harvester and Obelisk. - Fixed a glitch which spawned the CTF flags in Single Domination and non-CTF modes. - Added the missing textures in the pack. - Fixed the arrows. (And once again, I forgot to change the curse readme -.-) a3v2: - Fixed an error in the .arena file - Fixed the readme. a3v3: - Fixed the arrows. Hopefully, no more z-fighting. - Fixed the mid-area jumppad trajectories. The download link: http://www.onykage.com/files/armageddonman/published/reworks/oa_bases3plus3-a4.pk3It includes, as always, the source files, and works in 0.8.5. In 0.8.1, it may have missing textures.
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« Last Edit: January 05, 2014, 10:42:30 PM by Neon_Knight »
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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 Want to contribute? Read this.
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fromhell
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« Reply #1 on: January 10, 2011, 04:10:56 PM » |
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enki made that map fyi
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asking when OA3 will be done won't get OA3 done. Progress of OA3 currently occurs behind closed doors alone I do not provide technical support either.new code development on github
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Neon_Knight
In the year 3000
Cakes 49
Posts: 3775
Trickster God.
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« Reply #2 on: January 10, 2011, 04:12:01 PM » |
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Oh... I didn't knew that. I'll fix that.
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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 Want to contribute? Read this.
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Peter Silie
Member
Cakes 2008
Posts: 610
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« Reply #3 on: January 10, 2011, 04:53:37 PM » |
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Thank you very much, NK! As usual you did a great job and on my first try, it was much fun (even if i spawned too many bots ). I hope, that i can see more of your mapping work in the future again!
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Neon_Knight
In the year 3000
Cakes 49
Posts: 3775
Trickster God.
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« Reply #5 on: January 10, 2011, 08:11:29 PM » |
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Of course that I agree, as long as feedback keeps coming. ^^
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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 Want to contribute? Read this.
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chaoticsoldier
Member
Cakes 18
Posts: 375
This space intentionally left blank.
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« Reply #6 on: January 11, 2011, 02:43:10 AM » |
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It's good to see you're mapping again. In all those bot chat lines I wrote, one said something like "This place is even worse than oa_bases3plus3!" I'll have to change that line now that oa_bases3plus3 has improved. I like how these bases have many entrances, and that you can come in from the top as well. I also like the placement of the railgun. I think this will turn out to be a really fun map.
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0101100101101111011101010010011101110110011001010010000001101010011101010111001101110100001000000111011101100001011100110111010001100101011001000010000001111001011011110111010101110010001000000111010001101001011011010110010100101110
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PigCell
Nub
Cakes 2
Posts: 41
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« Reply #7 on: January 13, 2011, 01:04:09 PM » |
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Nicely done, I like the shooter triggers, too - they're fun. In general the map is a lot less empty and a lot more attractive. In the detailing phase the launchpads could maybe use some alignment with the trajectory they're actually taking, for now they're all axial.
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fromhell
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« Reply #8 on: January 13, 2011, 03:45:16 PM » |
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I'll have to change that line now that oa_bases3plus3 has improved. void4.
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asking when OA3 will be done won't get OA3 done. Progress of OA3 currently occurs behind closed doors alone I do not provide technical support either.new code development on github
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Neon_Knight
In the year 3000
Cakes 49
Posts: 3775
Trickster God.
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« Reply #9 on: January 13, 2011, 05:14:22 PM » |
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I have some things to do with this map, still. Namely, those buttons.
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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 Want to contribute? Read this.
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Neon_Knight
In the year 3000
Cakes 49
Posts: 3775
Trickster God.
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« Reply #10 on: January 17, 2011, 08:13:28 PM » |
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Well, new version here:
- Fixed the buttons. - Added the improved arrows, and added more arrows to the bases. - Center-upper jumppad trajectories changed. (To be fixed: trajectories should end in the stairs rather than in the newer passages) - TA version: Ammo Regen dropped. With a Railgun in this map, it's a bad idea to have one. - Removed the lower windows in tha bases. In order to balance this, there are new entrances at the very end of both bases' sides. - Other changes I can't remember.
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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 Want to contribute? Read this.
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VortexHU
Lesser Nub
Cakes 3
Posts: 138
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« Reply #11 on: January 18, 2011, 11:34:27 PM » |
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interesting. so many shooters, hah! haven't played it w/real ppl so sry no gameplay comments. nice architecture, very much improved over some previous versions of oa_bases (cant remember names). also nice job making rail spots, reminds me of UnrT. probs: flares on second level at bases are solid, cast shadows. (what do they do?) jumppad textures (on blue side?) misaligned, portals too i think. there're shooters.
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— VortexHU —
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Neon_Knight
In the year 3000
Cakes 49
Posts: 3775
Trickster God.
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« Reply #12 on: January 19, 2011, 06:24:38 AM » |
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That sounds like the oa_bases3plus3 which came with the game. Did you've played that version? The map name in the pk3 is oa_bases3p3. (and oa_bases3p3ta for the TA version)
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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 Want to contribute? Read this.
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Neon_Knight
In the year 3000
Cakes 49
Posts: 3775
Trickster God.
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« Reply #13 on: January 21, 2011, 07:01:09 PM » |
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New version at the first post, as always. Just bug fixes. There was a nasty one which I fortunately managed to solve:
- Fixed a HUGE bug, which causes the map to crash in Harvester and Obelisk. (There was an empty func_static, I've also found an empty _decal, which I've deleted as well) - Fixed a glitch which spawned the CTF flags in Single Domination and non-CTF modes. - Added the missing textures in the pack. - Fixed the arrows. (And once again, I forgot to change the curse readme -.-)
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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 Want to contribute? Read this.
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Neon_Knight
In the year 3000
Cakes 49
Posts: 3775
Trickster God.
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« Reply #14 on: January 29, 2011, 09:21:44 PM » |
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Forgot to report these versions:
a3v2: - Fixed an error in the .arena file - Fixed the readme.
a3v3: - Fixed the arrows. Hopefully, no more z-fighting. - Fixed the mid-area jumppad trajectories.
a3v3 is available for d/l in the first post.
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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 Want to contribute? Read this.
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VortexHU
Lesser Nub
Cakes 3
Posts: 138
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« Reply #15 on: January 30, 2011, 01:02:28 AM » |
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a3v3:
underwater portal textures are missing in both regular and ta versions.
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— VortexHU —
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Neon_Knight
In the year 3000
Cakes 49
Posts: 3775
Trickster God.
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« Reply #16 on: January 30, 2011, 06:01:14 AM » |
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But... those portal textures come with the game...
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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 Want to contribute? Read this.
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VortexHU
Lesser Nub
Cakes 3
Posts: 138
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« Reply #17 on: January 30, 2011, 11:53:09 AM » |
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But... those portal textures come with the game...
correction to my previous statement: i get the holodeck/grid texture, not necessarily b/c texture is missing. maybe i've downloaded too many server packs, maybe ur shaders r wrong, i don't know why.
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— VortexHU —
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Neon_Knight
In the year 3000
Cakes 49
Posts: 3775
Trickster God.
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« Reply #18 on: January 30, 2011, 12:10:19 PM » |
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Could you test it with a clean OA?
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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 Want to contribute? Read this.
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Udi
Member
Cakes 25
Posts: 536
i do my own stunts
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« Reply #19 on: January 30, 2011, 12:40:44 PM » |
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i get the holodeck/grid texture, not necessarily b/c texture is missing. maybe i've downloaded too many server packs
Probably, it's fine for me.
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Neon_Knight
In the year 3000
Cakes 49
Posts: 3775
Trickster God.
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« Reply #20 on: November 08, 2011, 02:24:42 PM » |
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I'm planning on adding the Invulnerability item, once lei/FH finishes it. Other than that, suggestions for this one?
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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 Want to contribute? Read this.
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