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Author Topic: pul4ctf - my diamond is rage  (Read 33045 times)
pulchr
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« on: December 18, 2009, 03:14:07 PM »

i began work on this map for the noghost mapping contest but didn't have enough time to get it done before the deadline. there's still a lot to do both in bsp, textures and playtesting. but i think the map has potential and hopefully gets fun. it's a capture the flag map for at least four players on each team. the textures i'm creating for this one is more or less copies of those in the quake live map "siberia".

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Peter Silie
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« Reply #1 on: December 18, 2009, 04:36:48 PM »

Looks promising!
Will we get a testing copy soon?
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pulchr
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« Reply #2 on: February 07, 2010, 11:51:25 AM »

another image. nothing done for almost 2 months. but today it was fun to map a little. hopefully i can find some more time ahead.

peter silie: unfortunately i think it'll take some time before it is ready for testing.

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Peter Silie
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« Reply #3 on: February 07, 2010, 01:24:12 PM »

Can't wait to install it here...
Hurry up, pulchr! Wink
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PopeJo
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« Reply #4 on: February 07, 2010, 02:09:06 PM »

I see evil stairs Wink

looks nice. will definitely help testing gameplay on it! gogogo! Smiley
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pulchr
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« Reply #5 on: February 07, 2010, 02:13:20 PM »

popejo : how do you mean evil stairs?
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Proti
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« Reply #6 on: February 07, 2010, 02:40:21 PM »

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« Reply #7 on: February 07, 2010, 03:37:02 PM »

I agree it looks nice and promising. Can't wait to try it. Smiley
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PopeJo
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« Reply #8 on: February 08, 2010, 01:14:24 AM »

popejo : how do you mean evil stairs?

well, stairs slow everything down. in defrag, some people bind +jump to the mousewheel and when you hit a stair you spin it like mad, in order to cross stairs without loosing too much speed.
so stairs can tacticaly be used to slow incommers down (like on mlctf1beta). besides that, they are often a bit annoying ihmo. Smiley
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schlorri
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« Reply #9 on: February 08, 2010, 06:24:23 AM »

This map looks awesome like every pulchr map Smiley
Go on
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« Reply #10 on: February 08, 2010, 09:35:47 AM »

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pulchr
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« Reply #11 on: February 08, 2010, 01:33:31 PM »

well, stairs slow everything down. in defrag, some people bind +jump to the mousewheel and when you hit a stair you spin it like mad, in order to cross stairs without loosing too much speed. so stairs can tacticaly be used to slow incommers down (like on mlctf1beta). besides that, they are often a bit annoying ihmo. Smiley

would a sloping surface be better? or is that the same as regular stairs?
if that's just as bad as stairs, here's what i can do:

1. remove all height differences (this will result in a map like oa_bases).
2. replace all stairs with jump pads (slow and people are just as vulnerable).
3. remove all stairs and place teleporters at the top and bottom on all the places where there used to be stairs (seriously...)
4. let the players rocketjump or plasma climb everywhere (noob friendly).
5. scrap the map (so i can go outside and build a snowman).

if people get slowed down in the stairs and can't take that they will have to take another route. i know it can't be seen in these screenshots but most of the stairs lead down into the flag rooms - so they attackers come from above.

any suggestions? Smiley

EDIT: oh! i forgot:

6. i can replace all stairs with lifts (that's fast and funny for people chasing).
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PopeJo
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« Reply #12 on: February 08, 2010, 01:42:58 PM »

well, stairs slow everything down. in defrag, some people bind +jump to the mousewheel and when you hit a stair you spin it like mad, in order to cross stairs without loosing too much speed. so stairs can tacticaly be used to slow incommers down (like on mlctf1beta). besides that, they are often a bit annoying ihmo. Smiley

would a sloping surface be better? or is that the same as regular stairs?
if that's just as bad as stairs, here's what i can do:

1. remove all height differences (this will result in a map like oa_bases).
2. replace all stairs with jump pads (slow and people are just as vulnerable).
3. remove all stairs and place teleporters at the top and bottom on all the places where there used to be stairs (seriously...)
4. let the players rocketjump or plasma climb everywhere (noob friendly).
5. scrap the map (so i can go outside and build a snowman).

if people get slowed down in the stairs and can't take that they will have to take another route. i know it can't be seen in these screenshots but most of the stairs lead down into the flag rooms - so they attackers come from above.

any suggestions? Smiley

EDIT: oh! i forgot:

6. i can replace all stairs with lifts (that's fast and funny for people chasing).

ah, it was meant as a funny sidenote, hence the Wink <- behind my "evil stairs" comment.

ramps can be crossed faster, but they look ugly. so you can decide in absolute freedom.


if the stairs do indeed effect the gamplay in a big negative amount, I will tell when gameplay-testing it. (but I doubt they will, unless the whole map is a big stairs, with blue flag lower, and red stairs upper ..  hey, what a great idea for reptctf50) Smiley
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pulchr
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« Reply #13 on: February 08, 2010, 03:42:27 PM »

i wasn't all to serious in my reply as you probably saw Smiley

my plans was to put a weapon_clip around the stairs to ease out movement. this helps bots and let's the player walk up and down without taking each step if walking slowly (works just like ramps). it might look a bit odd if people look closely - but they shouldn't - cause that means they will die...

check out pul1duel and see if that's ok. i used the weapon_clip there in all stairs.
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PopeJo
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« Reply #14 on: February 09, 2010, 01:54:04 AM »

i wasn't all to serious in my reply as you probably saw Smiley

my plans was to put a weapon_clip around the stairs to ease out movement. this helps bots and let's the player walk up and down without taking each step if walking slowly (works just like ramps). it might look a bit odd if people look closely - but they shouldn't - cause that means they will die...

check out pul1duel and see if that's ok. i used the weapon_clip there in all stairs.

that's perfectly fine Smiley
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Peter Silie
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« Reply #15 on: February 09, 2010, 09:25:12 AM »

Maybe you should take a look at Neon Knights GoD-Version of oasago2 (oasago2f9_god).
He did nice stairs there together with ramps, so the player can choose what he wants to use.
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Falkland
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« Reply #16 on: February 12, 2010, 04:05:20 PM »

... in defrag, some people bind +jump to the mousewheel ...

BTW , am I wrong or binding +jump to mousewheel is cheating ?

mDd defrag Q3 community has a rule for that ; and they've forbidden the use also of rj ,cj , strafe scripts and strafe bots .

They probably have a detect system in their servers , something that could be useful to have also in OA so we will see for sure who's really good at defrag :-)
« Last Edit: February 12, 2010, 04:22:43 PM by Falkland » Logged
pulchr
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« Reply #17 on: August 27, 2010, 12:52:03 PM »

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haha, lol. an update to this is long overdue Grin

i've put a couple of hours into this map again and here's a room from the neutral middle area.


blue team have their base to the right from this view. the middle of the map is just around the corner to the left.


player coming from the red base - middle of the map straight ahead.
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pulchr
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« Reply #18 on: September 17, 2010, 09:53:25 AM »

gah, i need to make a playable version of this. i'm getting tired of running around all by myself. i want to frag you all Smiley

on a more serious note... i should be able to release some more screens this weekend. about three rooms need encasing in a couple of brushes and then i should rearrange the shader-files and the new textures before i can release any kind of beta.
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Someone_mad
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« Reply #19 on: September 17, 2010, 12:18:07 PM »

I like that one!
So cool in frost theme.
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pulchr
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« Reply #20 on: September 18, 2010, 02:26:25 PM »


one of the incoming routes to blue base.


that's a lightning gun!


open room in front of the blue base.


neutral white area straight ahead and down the stairs.
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Someone_mad
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« Reply #21 on: September 19, 2010, 06:34:12 AM »

I will like this map, for sur!  Wink
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fromhell
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« Reply #22 on: September 19, 2010, 07:24:55 AM »

holy crap add { detail } shader stages!
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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
pulchr
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« Reply #23 on: October 11, 2010, 12:42:56 PM »

holy crap add { detail } shader stages!

since this won't affect the gameplay of the map i'll put this at the bottom of my todo list.

i was hoping to put up an open beta this past weekend but i'm now aiming for the coming weekend instead.
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St0n3*r
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« Reply #24 on: October 12, 2010, 09:27:14 AM »

good luck! Smiley
That look really awesome Wink
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