Pages: [1]
  Print  
Author Topic: CTF map: oasago1 (Final+1)  (Read 24253 times)
sago007
Posts a lot
*

Cakes 62
Posts: 1664


Open Arena Developer


WWW
« on: January 27, 2007, 03:19:34 PM »

It seems that we are starting to post a lot of maps in the "General" section, so I want to post too.

I had never tried GTKRadiant before and things like textures and lightning are still a mystery to me. anyway I read that one should post an alpha version earlier to get feedback on the gameplay.

Info:
The gameplay are not as I originally intended. But it is ok.
The bots seems to like the level.
Gametypes supported: DM, TDM, CTF, One Flag CTF, Obelisk, Harvester, Elimination, CTF Elimination, LMS, DD
The map is now called Sago's castle (it now has a theme guess that)
map-file are in the pk3-file

PK3-files:

Final +1:
http://files.poulsander.com/~poul19/public_files/oasago1f1.pk3

Old:
http://files.poulsander.com/~poul19/public_files/oasago1f.pk3
http://files.poulsander.com/~poul19/public_files/oactfsago1beta2.pk3
http://files.poulsander.com/~poul19/public_files/oactfsago1alpha.pk3
http://files.poulsander.com/~poul19/public_files/oactfsago1beta1.pk3

Screenshots (Final):




Screenshots (From beta2):
http://files.poulsander.com/~poul19/public_files/oactfsago1beta2_01.jpg
http://files.poulsander.com/~poul19/public_files/oactfsago1beta2_02.jpg
http://files.poulsander.com/~poul19/public_files/oactfsago1beta2_03.jpg
http://files.poulsander.com/~poul19/public_files/oactfsago1beta2_04.jpg

Screenshots (From beta1):
http://files.poulsander.com/~poul19/public_files/oactfsago1beta1_01.jpg
http://files.poulsander.com/~poul19/public_files/oactfsago1beta1_02.jpg
http://files.poulsander.com/~poul19/public_files/oactfsago1beta1_03.jpg

Screenshots (From alpha):
http://files.poulsander.com/~poul19/public_files/oactfsago1alpha1_01.jpg
http://files.poulsander.com/~poul19/public_files/oactfsago1alpha1_02.jpg
http://files.poulsander.com/~poul19/public_files/oactfsago1alpha1_03.jpg
« Last Edit: September 10, 2011, 03:03:16 PM by sago007 » Logged

There are nothing offending in my posts.
erachude
Nub


Cakes 0
Posts: 29


« Reply #1 on: January 27, 2007, 04:33:46 PM »

i really like the map. it's big, complex and there are loads of different paths that can be taken from one end to the other, so it's got plenty of scope for tactical gameplay.

excellent work. was this all done in gtkradiant?
Logged
sago007
Posts a lot
*

Cakes 62
Posts: 1664


Open Arena Developer


WWW
« Reply #2 on: January 27, 2007, 05:31:01 PM »

Well I also used GIMP for compressing and cutting the levelshot and to make two replacement textures (I had used some downloaded texture pack without noticing it).

I used http://www.leveldk.co.uk/tutindex.htm to quickly get to know GTKRadiant

I never played much Quake 3, me and my friends used to play UT exclusively. UT maps tended to be more 'closed' and I tried to recreate the feeling with this map. I didn't quite succed the main hall became too small compared to the base halls.

The layout of the map, from GTKRadiant:


A full screenshot:
http://files.poulsander.com/~poul19/public_files/oactfsago1alphaRadiant.png
« Last Edit: January 12, 2010, 11:50:26 AM by sago007 » Logged

There are nothing offending in my posts.
ratix
Nub


Cakes 0
Posts: 48



« Reply #3 on: January 27, 2007, 05:35:25 PM »

Nice map, very playable, but it needs some more texturing Wink
Logged
erachude
Nub


Cakes 0
Posts: 29


« Reply #4 on: January 27, 2007, 05:45:16 PM »

sago007, the link you provide didn't seem to work.

i'm contemplating learning to use gtkradiant. i'm not hugely keen on modeling in it because i've been spending a lot of time and effort learning to use blender and i really can't be arsed learning to use another package. if i modeled a map in blender, could i then import it into gtkradiant to do the texturing? if so, what file format would i need to save the model to?

thanks.
Logged
Ryan450
Nub


Cakes 0
Posts: 26


« Reply #5 on: January 27, 2007, 07:47:59 PM »

oh man I love it! It's fast, its complex but not so complex that you lose track of where you are, some ut maps are infamous for that. But most of all its not cramped like some of the DM maps that are bundled into OA. (no offense to any of those mappers).

This map should defiently but put into any CTF rotation.
Logged
sago007
Posts a lot
*

Cakes 62
Posts: 1664


Open Arena Developer


WWW
« Reply #6 on: February 05, 2007, 09:00:46 AM »

I have created a new beta version: http://brie.ostenfeld.dk/~poul19/public_files/oactfsago1beta1.pk3

The textures are now as I think they should be, only the lightning remains.
« Last Edit: March 28, 2009, 05:12:20 PM by sago007 » Logged

There are nothing offending in my posts.
sago007
Posts a lot
*

Cakes 62
Posts: 1664


Open Arena Developer


WWW
« Reply #7 on: February 14, 2007, 02:46:35 PM »

A new beta available: http://brie.ostenfeld.k-net.dk/~poul19/public_files/oactfsago1beta2.pk3

Lightning is still crap. The Skybox makes the red base looks blue...
« Last Edit: May 19, 2009, 06:29:03 AM by sago007 » Logged

There are nothing offending in my posts.
sago007
Posts a lot
*

Cakes 62
Posts: 1664


Open Arena Developer


WWW
« Reply #8 on: February 23, 2007, 02:26:31 PM »

I have now decided to call it final. Only small modifications since beta2 (lightning, lamps and flags removed in DM)

http://ostenfeld.dk/~poul19/public_files/oasago1.pk3
« Last Edit: May 19, 2009, 06:29:14 AM by sago007 » Logged

There are nothing offending in my posts.
Blaenk
more like blank dumb
Lesser Nub


Cakes 0
Posts: 135



« Reply #9 on: February 23, 2007, 06:14:44 PM »

Sweet! Sago007, is it GPL'd?
Logged
sago007
Posts a lot
*

Cakes 62
Posts: 1664


Open Arena Developer


WWW
« Reply #10 on: February 24, 2007, 05:47:17 PM »

Sweet! Sago007, is it GPL'd?
Yep. It also says so in the readme inside the pk3-file. The map file can also be found there in the 'source' folder
Logged

There are nothing offending in my posts.
sago007
Posts a lot
*

Cakes 62
Posts: 1664


Open Arena Developer


WWW
« Reply #11 on: June 07, 2008, 08:08:28 AM »

It has been more than a year but I still felt like I needed to update it.

Supports most gametypes except standard domination.

Persistent powerups is present in missionpack.
Logged

There are nothing offending in my posts.
fromhell
Administrator
GET A LIFE!
**********

Cakes 35
Posts: 14520



WWW
« Reply #12 on: June 07, 2008, 10:50:19 AM »

Can I put this in the SVN?
Logged

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
sago007
Posts a lot
*

Cakes 62
Posts: 1664


Open Arena Developer


WWW
« Reply #13 on: June 07, 2008, 12:08:30 PM »

Can I put this in the SVN?
I consider it final.

But is entirely up to you weather or not to include it.
Logged

There are nothing offending in my posts.
Cacatoes
Banned for leasing own account
Posts a lot
*

Cakes 73
Posts: 1427


also banned for baiting another to violate rules


« Reply #14 on: June 09, 2008, 07:46:22 AM »

Thanks sago, I haven't tried your map but it looks quite good.
I think i'll like it, hope to play it soon.
Logged

Todo: Walk the cat.
kit89
Member


Cakes 6
Posts: 636


Shoot him..


« Reply #15 on: June 09, 2008, 05:28:28 PM »

Looks like a very good map, I haven't been able to give it a test run yet(hoping to do that tomorrow).

My only crit from the screen shots is the wall texture tiling effect. Could possibly reduce the repetitiveness of it by adding in a strip along the middle or 1/3 up the walls? And/Or maybe if you split the walls up & add a texture on the lower half showing some dirt flowing upwards, to reduce that sudden stop as the wall reaches the floor.

I like the stairs but maybe add a frame around them? To reduce the wall texture usage.

I see you have a lava pit, maybe add some red/orange lights for atmosphere purposes? And maybe some light beams coming from each of pedestals?

The shadows are fantastic, just the right amount to add depth but no to distract or hamper game play. Though I cant figure out where this white light is coming from? From the screen shots I see red & yellow. The walls should have a light glisten of red or yellow, not white.

Cant wait to test it out! Cheesy
Logged
kit89
Member


Cakes 6
Posts: 636


Shoot him..


« Reply #16 on: June 10, 2008, 07:22:29 AM »

I see you removed the lava pits from the final version. Sad I really liked them. Smiley

Did you also replace the torches with red/blue cubes?

I did a r_showtris 1 on your map to see how much it was rendering at one time, which overall looked pretty respectable. However I was slightly puzzled why you where getting horrible polygons all over your walls.


Notice the 8 edges coming from one vertex, so I took a look at your source file, it's caused be the diagonal cut across the 2 brushes, that should be 2 perfectly straight brushes.
I'm slightly puzzled why you have the floor made up of so many brushes?


For that 2 brushes should be enough.


All I did was apply a separate texture to each face using "Ctrl + Shift" & click on a face, if you keep those button down you can select multiple faces from different brushes. Smiley

I also noticed that caulk was never used. I always recommend everything be caulked first before applying textures. I also recommend that all brush edges should connect:


This helps greatly when lighting, as it reduces light leakage from one room to another.

A great map with a lot of potential. Cheesy
Logged
sago007
Posts a lot
*

Cakes 62
Posts: 1664


Open Arena Developer


WWW
« Reply #17 on: June 25, 2009, 07:40:51 PM »

I see you removed the lava pits from the final version. Sad I really liked them. Smiley

Did you also replace the torches with red/blue cubes?
Must have been something wrong with my final version.

This map was created before I knew what caulk was and even before I knew what a detail brush was. Ironically they sorta even each other out... structural brushes contains void and everything touching the void gets auto caulked. Structural brushes adds compile time.
It isn't really a problem in oasago1 but the first versions of oasago2 was also 100% structural and took 1-2 hours for a final compile (oasago2f2 on Athlon X2 4200+).

Being the my first map I also completly misunderstood the tips on brush intersecting.

Despite the map's technical flaws I still find it quite entertaining and have used it for a lot of my testing during the missionpack gametypes testing and DD.

Final+1 released 2009-06-26:
Grates over the lava.
Doubler rune.
(Working) Cluster portals
caulk under the patches.
Logged

There are nothing offending in my posts.
Pages: [1]
  Print  
 
Jump to: