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Author Topic: 3 maps in 1 topic: oa_reptctf3/11 and am_thornish  (Read 56556 times)
bill-----
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« Reply #25 on: March 13, 2009, 11:35:09 pm »

Oops.  Was running with simple items, The 50 health where the YA was in the old version looked kinda like the Regen.
I didn't look too closely, since I was always trying to jump to the NG room door.  Maybe it was wishful thinking. :-)
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Neon_Knight
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« Reply #26 on: March 14, 2009, 08:02:05 am »

I guess there should be another simple-icon for 50-health or Regen Cheesy
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Neon_Knight
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« Reply #27 on: March 15, 2009, 12:20:52 pm »

Just posting to say that I've finished a1's of both reptctf3 and reptctf11. Both are made from scratch, and as Cyberdemon have said, those weren't difficult maps to make, reptctf11 has a very very very simple layout in fact. One can make a similar one from scratch and that way it can look 90% accurate to the original map. With reptctf3 I've put some things which make it very different to the original one. I'll be uploading maps and screenies.
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Neon_Knight
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« Reply #28 on: March 15, 2009, 12:49:15 pm »

Read first post for details on oa_reptctf3 and oa_reptctf11.
« Last Edit: May 31, 2009, 04:32:14 pm by |TXC| Neon_Knight » Logged


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chaoticsoldier
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« Reply #29 on: March 15, 2009, 06:35:57 pm »

The download links are not working Sad
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Neon_Knight
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« Reply #30 on: March 15, 2009, 08:24:54 pm »

Try now.
I made a mistake with both links, but these should work now...
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Peter Silie
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« Reply #31 on: March 16, 2009, 01:49:25 pm »

sorry am, but we talked about the reptctf-maps (do you remeber the lvlworld-link?).
i will test them immediatly and a big thx from me :-)
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Peter Silie
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« Reply #32 on: March 16, 2009, 02:14:26 pm »

Looked at both maps and following comments:

reptctf3
nice idea with the jumppads. i lke them, but this could be to fast for the gameplay. lets wait if i see them on a real server
quad is nice but maybe an invisible could be better?
the new ways are great. but the pits should be removed (imho)
weaponplacement for the rail is too ideal for a camper. the rail should be more in the middle between the bases to avoid this.
i hate nailguns.
overall: good ambience (but plz redesign the window behind the flag)!

reptctf11
the map is too bright for me.
the jumppads should lead deep to the enemybase like in the original one (but i like your idea of a symmetric map).
the center of the map should be a little bit higher. this avoids spaming from the defenders. also you should make oneway streets to the enemybase. otherwise it will be a slaughterhouse.
also a quad in this map? take another item.
i hate nailguns.
overall: nice structure but it needs a little tweaking!

btw: both maps has just rail, rl, nail and lg. is this right or did i missed something?

And at last: THX!!! Great and fast work as usual!
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Neon_Knight
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« Reply #33 on: March 17, 2009, 07:57:29 am »

Lol, sorry if I didn't beared you in mind. ^_^
I didn't remembered who has asked to me that, but well... Tongue

I need to work more with those maps, but since today I'm afraid I won't have the time I had in this season to work/look at the maps. :/ That and the fact that I'm still disconnected @ home. :/ (No Internet @ home, you know Tongue)

Thanks for the comments. ^^
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Neon_Knight
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« Reply #34 on: May 30, 2009, 09:58:13 pm »

Whoa... 2 months and a half looked like a lot of time for me... lol...
Well, since nobody cared about my maps, I took reptctf11 and worked a bit on it...

Changes:

- Replaced right stair at both bases with a tunnel entry. That can work great for 1FCTF and Harvester.
- 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) color change over the texture with GIMP. (Tongue) Should I put the source here too? I'll be applying these textures to am_lavactf* too.

Download link and screens of a2 in this post.
« Last Edit: June 02, 2009, 05:37:33 pm by |TXC| Neon_Knight » Logged


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kit89
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« Reply #35 on: May 31, 2009, 06:01:03 am »

Made a couple of small Aesthetic modification to: oa_reptctf3



http://www.savefile.com/files/2122033
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Neon_Knight
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« Reply #36 on: May 31, 2009, 06:28:46 am »

Great, kit. ^^
I'll take a look and edit this post after watching.

EDIT: Could you re-upload the file? Try FileUpload or RaipiUpload to upload it instead uploading by browser. It tends to fail (my case -.-)
« Last Edit: May 31, 2009, 06:45:00 am by |TXC| Neon_Knight » Logged


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kit89
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« Reply #37 on: May 31, 2009, 07:05:53 am »

Alternate Link:

http://uploading.com/files/2JJCUYQH/zoa_reptctf3.pk3.html
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Neon_Knight
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« Reply #38 on: May 31, 2009, 08:19:41 am »

For some reason I obtain an empty pk3...
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kit89
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« Reply #39 on: May 31, 2009, 08:41:55 am »

Alternate Alternate Link:

http://allowdl.com/baseoa/zoa_reptctf3.pk3
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Neon_Knight
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« Reply #40 on: May 31, 2009, 09:09:53 am »

Done, I've repaired the file.
I'll be watching the changes. It's strange that the pk3 didn't showed as a zip any of the files.

Sorry for all kit. :/
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Neon_Knight
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« Reply #41 on: May 31, 2009, 01:50:24 pm »

Well... I can't see the difference between old version and new, (except some small healths dropped) but I started working on your version, and also seized it to make some extra changes.

- Kit's changes.
- Removed death pit.
- Added Team Items (a.k.a. Runes Tongue) 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.

Download link and screenshots in this post.
« Last Edit: June 02, 2009, 05:37:42 pm by |TXC| Neon_Knight » Logged


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kozlov
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« Reply #42 on: May 31, 2009, 07:20:12 pm »

Hey, have question about dm1 and dm5. Is it ok if I'll rename bsp's and other onto, for example, oa_dm1-huge.* / oa_dm5-huge.* (or whatever instead of '-huge') and put it on my server or rather discard these and wait until *final* release? Will they be included with next OA release? Next to or instead these *small* ones?
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Neon_Knight
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« Reply #43 on: May 31, 2009, 07:51:14 pm »

Yes, but you have to make sure that the name of the pk3 isn't the same as the original pk3. For example: z_oa_dm1-a1.pk3. Rename the pk3 file to something like z_oa_dm1_huge-a1.pk3. Otherwise there will be a package mismatch error in the game if someone downloads the file from here.

I'll be updating the maps constantly, but for that to happen, suggestions have to appear. ^^
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kozlov
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« Reply #44 on: May 31, 2009, 08:03:06 pm »

Of course, I'll change the filenames. Renamed hydronex, tried to rename am_galmevish onto am_galmevish2 or sth, but can't do it. I don't know if such customizing is a good thing for us in every case, so I'll be aware when putting it on server. Anyway, thank you for reply. Goin' sleep now, it's 4 am here. Smiley
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Neon_Knight
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« Reply #45 on: May 31, 2009, 08:11:14 pm »

I'm uploading a new version of my own mappack now, so you can have my other maps as well. (The 5 maps on this topic are included) This one will have the maps renamed. While I wait for the upload, I'll be back to my studies.

Good nights! Cheesy
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fromhell
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« Reply #46 on: May 31, 2009, 11:23:50 pm »

downloadi404!!!!!!!!!!!!
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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
Neon_Knight
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« Reply #47 on: June 01, 2009, 06:12:14 am »

Strange... I checked all those links and worked...
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Neon_Knight
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« Reply #48 on: June 08, 2009, 01:51:20 pm »

I almost forgot to put this...

New version of oa_dm1 (this time called oa_dm1v2)

a2 changes: (Very minor)
- Fixed some visible caulking.
- Removed bar trigger & bars.
- Minor changes, apart from the name. Cheesy

As always, link and screenies (I don't think changes should be needed to screenies, they remain the same as the old ones Cheesy) on the first post.
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Neon_Knight
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« Reply #49 on: June 10, 2009, 10:54:36 pm »

Re-uploaded oa_dm1. I forgot to add DOM support (which was already in the map, but I forgot to put it on the arena file)
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