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Author Topic: My mappack, with almost all my stuff... and a sad note :/  (Read 20778 times)
Neon_Knight
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« on: March 18, 2009, 07:49:22 AM »

NOTE: Discontinued maps will be left off of the newer versions.

I won't have anymore the time to improve my own maps and to finish what I've started, so if someone wishes to finish some of these, here you have almost all my work (only the SP, my City-themed texture pack and non-released caulked maps I made are missing) with new levelshots and sources packed into one single file, and everything under GPLv2. The textures are made from the ones in the OA itself or those found at the OASVN. Most are 1-layered and just colored.


These are the contents:

Maps:
- am_galmevish2-a5 => Topic
- am_lavactf2-a2 => Topic
- am_mckinleyish2-a2 => Topic
- am_spacecont-a2 => Topic
- am_thornish-a3 => Topic
- am_underworks2-a4 => Topic
- blitzkrieg3-final4 => Topic
- hydronex3-a1 => Topic
- oa_bod-a2 => Topic
- oa_reptctf3-a3 => Topic
- oa_reptctf11-a3v2 => Topic

Sorry fellows. :/ I wished to have the time to work with you too on the N/S map. I promise I'll be uploading in these days my sketch, but just so you have an idea, one of the bases can be Underworks and the middle area can be Icyhell. I'll leave to you the other side of the thing. :/

I'd like to note too that some of the sources are different than their respective compiled maps, since I was making changes to these. (Being the most important the texture correction of oa_dm5, I'll post too the method I used to do that on oa_dm1 and this map)

This is the method:

Quote
1. Get a notepad program like Notepad++ (I recommend this one)
2. Open the map file
3. Start with ONE texture file which should appear on every surface (not caulkings) and replace all the occurences with common/caulk.
4. Save the map and open it on GTKR.
5. Locate the replaced texture and start drawing the caulked spaces you find inside the map with that texture. You can also rescale the texture by pressing S and set 0.5 on both texture stretches.
6. Save the map
7. Repeat steps 3-6 with the other textures. It's a good thing to put the already worked texture names on another notepad or where you like the most.
8. After you've finished, I suggest to you to correct the overlapping brushes and other annoying things on those maps. Then, play the map to see if everything is fine.

I find this method as the best (of course it won't be the best for everyone, there can be better methods than this one) to solve the issues on the Q1 ported maps. If you'd like to work on the other Q1 maps, I also recommend that you scale your map onto 1.5X or 2X by selecting the entire world and arbitrary scaling it. That's what I've done with them.

Anyways, if you've read (or not) all the above and you just want to download the maps, just click here. (33 MB) The sources, mostly, can be found in the pack itself, and for the remaining stuff, you can search on OA's SVN. If there's something missing, maybe taking a look at the map threads or the readmes can help. Rest of the sources can be found on the linked topics/posts. Also, linked topics have more info on the maps.
« Last Edit: December 05, 2009, 07:14:54 AM by |TXC| Neon_Knight » Logged


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Peter Silie
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« Reply #1 on: March 18, 2009, 01:53:01 PM »

Whats up?
*confused*
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Neon_Knight
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« Reply #2 on: March 18, 2009, 01:59:25 PM »

I'll be leaving mapping temporarily.
But I don't want the work I've done to be halted on, so if anyone want to improve what I've done (I guess that's the sense of GPL) then here it is what I've done. Cheesy

I'd want to say too that it doesn't mean that I'll be leaving the forum, just that my mapping time isn't the same as before.
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JESUS SCOUSE
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« Reply #3 on: March 18, 2009, 04:39:20 PM »

Sorry to hear that Neon Knight you do make exceedingly good maps.
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Snickersnack
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« Reply #4 on: March 18, 2009, 08:14:39 PM »

Thanks for all your hard work Neon_Knight. You've kept Openarena fresh and interesting.
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bill-----
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« Reply #5 on: March 18, 2009, 08:33:22 PM »

Looking at the full list of all you've got going, we owe you a lot.  Thanks for all the hard work.

If I recall correctly, you've got to get back to schoolwork.

Study diligently, do well. 

Maybe we'll have some good things for you to see when school's out.
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fromhell
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« Reply #6 on: March 18, 2009, 11:32:02 PM »

cool, i'm in a time jam too i guess i'm not alone as well, you know how it is when you finally get to the computer and the feeling of pressure that you get when you only came on it to check the usual mail and such when real-life is calling.

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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
chaoticsoldier
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« Reply #7 on: March 19, 2009, 12:04:08 AM »

Thank you Neon_Knight for so much effort!

cool, i'm in a time jam too i guess i'm not alone as well, you know how it is when you finally get to the computer and the feeling of pressure that you get when you only came on it to check the usual mail and such when real-life is calling.
real-life can really get in the way sometimes Smiley
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Neon_Knight
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« Reply #8 on: March 19, 2009, 11:55:05 AM »

Real-life is something we all have to live. :/
Here, if we can get onto this year alive and well, then we're afortunate. :/

BUT... I'll come back someday. ^^

Bill: yes, not schoolwork, but to study in a higher level (college/university :/)

EDIT: I almost forgot it... I added the remaining linked topics to the first post, those have the remaining sources for the pack. Also included is the link to my "city-themed" texture pack.
« Last Edit: March 19, 2009, 12:29:43 PM by |TXC| Neon_Knight » Logged


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Peter Silie
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« Reply #9 on: March 19, 2009, 01:36:16 PM »

Poooh, i thought that oa will lost you.
man, i am glad to hear that you just have real-life ;-)
it is worth to do a break on a project to act as a good player in rl and i just have to say "thank you, armageddon man/neon knight!".
Was a pleasure to meet you here.
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Neon_Knight
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« Reply #10 on: March 20, 2009, 03:22:31 PM »

^^

I didn't said that I'll be leaving the forum, just stopped mapping (and OA/gaming-related things) and relegated it in my priority list for some things which are (HTS) more important. :/

I can't put studies in background anymore. :/
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Neon_Knight
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« Reply #11 on: March 23, 2009, 03:07:05 PM »

I took a look at the pack and came to conclusion that I've put by mistake some older versions of my maps, so I've seized this mistake to put all the remaining sources (model .map files and some image sources were missing too) in there.

It's now uploaded.

I'm going to upload it too to ModDB, if I can find how to link it to the OA page.
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Neon_Knight
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« Reply #12 on: March 26, 2009, 04:41:10 PM »

Just so you know, v3 of the mappack (maybe the definitive one, at least from my part) can be downloaded here: http://www.moddb.com/games/openarena/addons/amnks-16-map-mappack-v3
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fromhell
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« Reply #13 on: March 27, 2009, 12:56:06 AM »

i've checked these out (auditing, that is. not actual playing)
i'll commit these when I can
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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 #14 on: March 27, 2009, 08:01:55 AM »

I need to forward you an email before you commit the pack. It's about one of the maps.

Is Boczeq's mail about blitzkrieg (he's the original author) I've posted the mail on the Blitzkrieg thread, but just to be sure.

EDIT: I've uploaded the e-mail: http://www.onykage.com/files/armageddonman/boczeqsemail.zip
« Last Edit: March 27, 2009, 08:06:49 AM by |TXC| Neon_Knight » Logged


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fromhell
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« Reply #15 on: April 08, 2009, 04:48:45 AM »

i've been trying some of this pack

it's wierd the ice isn't slippery? it's possible to have slick frictionless ice surfaces.

I do like the q3dm6ish redux but unfortunately my 0.9.0 direction won't make that one in the pack. Are those towers supposed to be invisible?

That dm1 map had little textural difference, and i'd include the new versions of those maps as alternative layouts to the current rather than replace them permanently. They're radiclaly chaned.
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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 #16 on: April 08, 2009, 05:00:35 AM »

With icyhell I didn't done shaders with physical effects to surfaces.

Hell... I have overlooked if the pack has the pillar model... (there are 2 pillars now)

With oa_dm1 the main change I've done was that in the 0.8.1 oa_dm1 all the surfaces (including non-visible ones, as it seems to occur in most oa_dm* maps) were being drawn. No texture replacements were done. That shouldn't occur on this oa_dm1.
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cosmo
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« Reply #17 on: April 09, 2009, 01:46:28 AM »

So fromhell please enlighten us what are your directions for 0.9.0? The stuff that's in the wiki is just model related.
90% texture replacement of Q3A textures? Well am I right that you don't want to have further '-ish' maps? So why creating replacements then? I'd like to know as I'm creating content these days.
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Neon_Knight
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« Reply #18 on: April 09, 2009, 06:05:52 AM »

I've proposed an art direction with the SP, I don't know if Lei or some people here agrees. Tongue
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Neon_Knight
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« Reply #19 on: May 31, 2009, 09:44:26 PM »

v4 changes:

- Added Boczeq's mail, just to clear matters.
- Added oa_reptctf* changes.
- Renamed oa_dm1, oa_dm5, am_galmevish and hydronex to oa_dm1v2, oa_dm5v2, am_galmevish2 and hydronex2.

q3dm6ishv3 and q3dm6ish-ctf still remain here.

Link @ first post. Check MD5 after downloading: D54990A4A11F0E5395908931A7F697BD

I'm going back to my studies... this tuesday is the day for the exam. -.-
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Neon_Knight
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« Reply #20 on: June 01, 2009, 07:35:46 AM »

Fixed URL. My mistake.
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Neon_Knight
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« Reply #21 on: June 10, 2009, 10:59:49 PM »

Uploaded a5:
- Fixed maps not showing on Overload
- Added oa_dm1v2 as Domination map
- Added new versions of both oa_dm1v2 and am_underworks
- Added the extra stuff (textures and shaders)

I'd like to note that this version differs from the one I put at the SVNC thread, since it has both q3dm6ishv3 and q3dm6ish-ctf and the extra stuff like the missing GFX.
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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
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Neon_Knight
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« Reply #22 on: July 26, 2009, 05:19:51 PM »

Uploaded new version.
- Recompiled all the maps with the same settings (except am-spacecont, which for some reason freezes my PC when collapsing lightmaps in the light stage)
- Added 4 maps: oa_bod, am_spacecont, am_harv-sod and dm4ishv2.
- All the latest changes from all of the maps.
- Added texture replacements and remaining 2D.
- New levelshots.
- New medal_frags.
- q3dm6ishv3 & q3dm6ish-ctf removed. They're available as a separated pack, anyways.
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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
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Chelo
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« Reply #23 on: October 27, 2009, 09:45:47 PM »

Huge work! we play your packs once a week with friends! i'ts awesome for our lan-parties! Thank u very much! Wink
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OpenArena player from Argentina!
Neon_Knight
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« Reply #24 on: November 02, 2009, 07:46:14 AM »

Thanks. Wink

I'll update the mappack after the 0.8.5 release.
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