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Author Topic: [WIP] CTF Map "Pretzel"  (Read 49396 times)
Neon_Knight
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« Reply #50 on: December 22, 2010, 06:27:23 AM »

We were discussing the Team Arena items issue long ago in this topic. I've tried to build a map (lavactf2) with several of those tips in mind, but few cared.

I might try again something else, but ATM I'm in no mood for mapping, for several reasons.
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VortexHU
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« Reply #51 on: December 28, 2010, 06:39:58 PM »

new version. changes:
  • .arena file fixed for other gametypes
  • nailgun removed so TA-free
  • func_static for onectf and harvester looked bad so moved the flags further from middle way
  • smaller camp boxes for splash damage and aiming fun
  • doubled windows, put windows in outer ways, changed to a complete skybox
  • point lights to even the lighting a bit

edit: uploaded externally so u can download if not registered.
« Last Edit: January 02, 2011, 12:41:39 AM by VortexHU » Logged

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« Reply #52 on: December 29, 2010, 07:32:00 AM »

I played one of the dark versions earlier, and think it is MUCH better now.  Visibility is good, and no nail gun makes life a lot easier/harder Smiley  Good work.
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Gerbil
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« Reply #53 on: January 02, 2011, 01:27:22 AM »

<3 vortex

After running through it a little, it looks like it will be a very chaotic map, I look forward to playing it online and seeing how it goes Cheesy
Having some texture or indicator underneath the flag/armor/weapons, so we know where things will be spawning would be good, i think

also I'm going to be talking to bill about getting this put up in rotation on [OANAGE] Smiley
« Last Edit: January 02, 2011, 01:39:37 AM by Gerbil » Logged

Quote from: sploosh
there once was an animal called gerbil
he dreamed he was eating his turtle
he awoke with a frieght
in the middle of the night
to find out that he was a squirtle
Neon_Knight
In the year 3000
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« Reply #54 on: January 02, 2011, 06:46:32 AM »

A final advice, if you have 0.8.5, check the proto2 texture folder. There you have the arrows guiding to the bases, commonly used in the TA maps, so players won't get lost. I'm planning to improve those soon.
You can add those as decals, if you know how. Tongue
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Gerbil
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« Reply #55 on: January 09, 2011, 01:51:21 PM »

this map is currently up in [OANAGE]. I forgot if it was put into rotation or not, but you will definitly be able to get it if you
Code:
/callvote map ctf004-024f
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Quote from: sploosh
there once was an animal called gerbil
he dreamed he was eating his turtle
he awoke with a frieght
in the middle of the night
to find out that he was a squirtle
VortexHU
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« Reply #56 on: January 12, 2011, 07:08:35 AM »

new version ctf004_025k. changes:
  • weapon spawn and orientation decals
  • health added in small tunnels, elsewhere
  • brush markers under flags that appear only during their respective game types (func_static)
  • glass on windows
  • slight lighting change
  • decorative geometry

i might start caulking and botclipping and call it a beta after this version.

note about using _decal entities: the target entity should be on the opposite side of the face(es) of the brush(es) onto which you want to have the decal projected. because this entity can cause bsp leaks, if it's outside your map, put a little box of caulk around it.

edit: to clarify, it should sit outside the opposite side of the brush in non-brush-occupied space.

A final advice, if you have 0.8.5, check the proto2 texture folder. There you have the arrows guiding to the bases, commonly used in the TA maps, so players won't get lost. I'm planning to improve those soon.

made my own, tell me what you think.

You can add those as decals, if you know how. Tongue

I've revealed the secret!  Evil

this map is currently up in [OANAGE]. I forgot if it was put into rotation or not, but you will definitly be able to get it if you
Code:
/callvote map ctf004-024f

thx gerb! Grin did i mention there's a new version?
« Last Edit: January 25, 2011, 08:57:17 PM by VortexHU » Logged

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« Reply #57 on: January 12, 2011, 01:14:22 PM »

Map posted here:
http://openarena.forumactif.com/t60-maps-en-vracs#598
Hope you okay...!
           ±END¤CONNEXION±
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VortexHU
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« Reply #58 on: January 12, 2011, 04:52:06 PM »

Map posted here:
http://openarena.forumactif.com/t60-maps-en-vracs#598
Hope you okay...!
           ±END¤CONNEXION±

ur links require registration. :| still, thx for spreading the word!
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« Reply #59 on: January 17, 2011, 07:06:58 AM »

Sorry, I don't understand what registration are... ^^
Is that your name next to the map or something...?
         ±END¤CONNEXION±
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Cacatoes
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« Reply #60 on: January 17, 2011, 11:35:34 AM »

Registration = Inscription (in french).
Access to some parts of your forum is allowed to members only, you may consider opening it to public (non-registered aka Guests) visitors.
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Neon_Knight
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« Reply #61 on: January 25, 2011, 11:37:31 AM »

@VortexHU

I have an idea for your decals, it worked for me, for the new proto2/*_dcl arrows.
What about inverting the colors of the decals' borders? From black to white. Also add this line to the map stage (the one where you reference the texture) of each decal shader:

      blendFunc GL_DST_COLOR GL_ONE

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VortexHU
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« Reply #62 on: January 25, 2011, 08:50:13 PM »

@VortexHU

I have an idea for your decals, it worked for me, for the new proto2/*_dcl arrows.
What about inverting the colors of the decals' borders? From black to white. Also add this line to the map stage (the one where you reference the texture) of each decal shader:

      blendFunc GL_DST_COLOR GL_ONE



what would this do? the white would double the underlying texture's value/intensity?
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« Reply #63 on: January 26, 2011, 02:59:41 PM »

Registration = Inscription (in french).
Access to some parts of your forum is allowed to members only, you may consider opening it to public (non-registered aka Guests) visitors.

Ho right, then, I must talk about it with the real admin ^^
But, for informations, this is a french forum dedicated to open arena.
            ±END¤CONNEXION±
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Gerbil
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« Reply #64 on: January 28, 2011, 10:47:21 PM »

thx gerb! Grin did i mention there's a new version?
I will get bill on it right away Smiley
Sorry about the really late response, I have been busy with school lately and haven't been able to as active as I'd like Cry

Thanks for the map, vortex! ^_^


Now for a couple suggestions, just looking through it

  • i think it needs a mega(*maybe* a red armor), maybe put that down both of those really long corridors as well as the 5 health bubbles, or put it up at the very center(or maybe put a powerup like regen or quad in center)
  • as i sorta said in the first point, putting something yummy down the long corridors would make that long and dangerous trek worthwhile to take
  • it seems like there isn't very many weapons available for a newly spawned player, maybe put a rocket launcher close by where the flag is
  • i really like your blocker things on the edges of the walls, with the opening in them. it's just hard to shoot through the opening because its so long and narrow. opening it up a little more towards the wall would make it a little easier to use
  • i really like your directional arrow textures, it just seems like it would be a little more symmetrical to put one on the left side of the flag, as well. (i know it seems a little redundant, but that was just my initial impression :3 )

All in all, I really like the updated version. Those rods on the ceiling are wonderful - They look beautiful, and are perfect for hiding on top of Evil. The directional arrow textures look really spiffy and cool, and I like that <3. Also, the textures you put underneath the weapons work perfectly imo. As I may have said before, the geometry works really nicely, and is quite pretty; the layout and idea for the map is quite creative.

All in all, really awesome map, dude ^_^
« Last Edit: January 28, 2011, 11:14:55 PM by Gerbil » Logged

Quote from: sploosh
there once was an animal called gerbil
he dreamed he was eating his turtle
he awoke with a frieght
in the middle of the night
to find out that he was a squirtle
Neon_Knight
In the year 3000
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Cakes 49
Posts: 3775


Trickster God.


« Reply #65 on: February 24, 2011, 05:56:14 AM »

Any news on this one?
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VortexHU
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« Reply #66 on: February 24, 2011, 02:46:04 PM »

Any news on this one?

lot of real work to do, but i'm getting to it. btw thx for driving progress recently. Smiley
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Neon_Knight
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« Reply #67 on: February 24, 2011, 02:48:48 PM »

Mrs. Real L. Ife is the worst whore of them all, we know that from our own experience. -.-
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VortexHU
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« Reply #68 on: February 26, 2011, 07:40:34 PM »

Any news on this one?

new version ctf_vhupretzel_b1. changes:
  • changed version to beta, released under GPL 2.0
  • new shotgun, plasmagun, rocket launcher placements
  • small tunnels have red armor now; other health and armor changes
  • more guide decals
  • sconces have slightly wider openings
  • added some clip and hint brushes


uploaded externally:

File name: ctf_vhupretzel_b1.zip File size: 12.11 MB

i wish attachment sizes were larger so the files wouldn't expire, tho. :|


how much time shall i wait for feedback before i submit it to the commit thread?

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Neon_Knight
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« Reply #69 on: February 26, 2011, 07:52:33 PM »

When you feel it's ready.

Don't forget to include the info_player_intermission and the target_locations... like I do sometimes. -.-
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VortexHU
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« Reply #70 on: February 26, 2011, 08:00:05 PM »

Don't forget to include the info_player_intermission and the target_locations... like I do sometimes. -.-

will do when untired again. Tongue
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Cacatoes
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« Reply #71 on: February 27, 2011, 06:48:24 AM »

uploaded externally:

File name: ctf_vhupretzel_b1.zip File size: 12.11 MB

i wish attachment sizes were larger so the files wouldn't expire, tho. :|

Feel free to use http://openarena.tuxfamily.org/upload/

I didn't move any of these files until now so we can say it's a safe place. That said, it's not very secure (files can get overwritten) so please use it with caution.
I'll never delete the files but at worse I'll move them into some other browseable directory.
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Neon_Knight
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« Reply #72 on: February 27, 2011, 03:01:57 PM »

I'll be checking this map in a moment.
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WingedPanther
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« Reply #73 on: February 27, 2011, 03:17:30 PM »

I like the improvements a lot.  One issue i noticed is that the little flag bases are still in the old position.  The new flag points do feel more balanced, especially on One-flag CTF.
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Neon_Knight
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« Reply #74 on: March 01, 2011, 07:20:41 AM »

A last one.
Could you place the D/L link in the first post?
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