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Author Topic: Next generation of Maps???  (Read 5667 times)
*THd*BlakDragon
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« on: March 14, 2010, 06:04:04 pm »

Could this be the next Generation of maps?


http://youtube.com/watch?v=Fw8D1dWLkEY


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cosmo
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« Reply #1 on: March 15, 2010, 05:27:55 am »

Looks like a bit oversized, yet unfinished, pretty dark singleplayer map from a realism shooter.
In what direction do you like to go? It's not looking like an arena type of a map. You could turn it in a CTF map but check the size.
« Last Edit: March 15, 2010, 06:51:29 am by cosmo » Logged

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fromhell
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« Reply #2 on: March 15, 2010, 11:48:55 am »

I don't see what's so next generation about this to be honest. I've seen detailed subways 10 years ago (Max Payne)
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dbX
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« Reply #3 on: March 16, 2010, 04:57:27 pm »

It could be, if you go back in time to the 90's.
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« Reply #4 on: March 16, 2010, 07:17:59 pm »

openarena
« Last Edit: August 06, 2010, 01:00:26 pm by 0kelvin » Logged
*THd*BlakDragon
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« Reply #5 on: March 18, 2010, 03:00:03 pm »

Call me grazy, but i want to make a game Wink
A game like q3 singleplayer, or maybe anyone knows half life, but i want to do it with OA.

I know i know, its a long wayŽand it will need many work.

I think a half year, maybe 1 year.

Maybe you know the Leadwerks engine, and then youŽll know why i call this the next gen.
Its not made with any radiant O.O...

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fromhell
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« Reply #6 on: March 18, 2010, 03:10:12 pm »

I am going to be brutally honest here, but id Tech 3's physics aren't very good for single player games. Its a feat that Call of Duty feels like it does now. It would be more suitable for Serious Sam/Doom style monster slaying fests. (Invasion / DMSP in OA anyone?)

By the way, have you ever seen an UnrealEngine 2 or 3 game? Even a lot of the UT2003 maps are excessively detailed compared to OA. Static meshes seem to save the day there, though we do have the capability to use ASE and stick that all over the place.

I personally recommend Darkplaces. If you squint your eyes it's almost as capable as Source now - skeletal blending, controllers, ODE physics (a rube goldberg in dp was attempted once), glsl stuff, etc. It's an enhanced Quake engine so you already get physics that is shockingly similar to Half-Life / HL2. It however, fails in the 'terrain' area.
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asking when OA3 will be done won't get OA3 done.
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Udi
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« Reply #7 on: March 18, 2010, 03:26:20 pm »

I think a half year, maybe 1 year.

It seems it will take me half a year just to finish a game design document for a single player game, but you can be extra-fast.
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Neon_Knight
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« Reply #8 on: March 18, 2010, 07:35:13 pm »

By the way, have you ever seen an UnrealEngine 2 or 3 game? Even a lot of the UT2003 maps are excessively detailed compared to OA. Static meshes seem to save the day there, though we do have the capability to use ASE and stick that all over the place.
I have to agree with this part... and I was/am mapping for the Unreal Engines.
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fromhell
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« Reply #9 on: April 07, 2010, 12:51:07 am »

here are nice examples of q3bsp awesomeness.
http://www.simonoc.com/pages/design.htm
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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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