Gig
In the year 3000
 
Cakes 45
Posts: 4393
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« Reply #25 on: March 03, 2013, 04:49:01 AM » |
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unless very heavy sniping protection measures are taken.
Not including railgun maybe, or placing it very far from the camping spot?
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I never want to be aggressive, offensive or ironic with my posts. If you find something offending in my posts, read them again searching for a different mood there. If you still see something bad with them, please ask me infos. I can be wrong at times, but I never want to upset anyone.
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Neon_Knight
In the year 3000
 
Cakes 49
Posts: 3775
Trickster God.
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« Reply #26 on: March 03, 2013, 05:29:03 AM » |
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Or a third option: placing stuff between the player and the sniper in question which helps to prevent excessive sniping.
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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 Want to contribute? Read this.
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Akom74
Member
Cakes 9
Posts: 906
Q3A/OA Mapper
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« Reply #27 on: March 03, 2013, 06:00:07 AM » |
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Maybe it's possible to insert a map like Facing Worlds in the OACMP ? .....i'm not sure, but i can try.....  .... 
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...sorry for my English, i'm Italian... 

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Suicizer
Member
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« Reply #28 on: March 03, 2013, 07:02:48 AM » |
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unless very heavy sniping protection measures are taken.
Not including railgun maybe, or placing it very far from the camping spot? That really wouldn't work for a mode like instantgib, would it?
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I'm good at everything but can't do anything...
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Neon_Knight
In the year 3000
 
Cakes 49
Posts: 3775
Trickster God.
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« Reply #29 on: March 03, 2013, 10:29:01 AM » |
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unless very heavy sniping protection measures are taken.
Not including railgun maybe, or placing it very far from the camping spot? That really wouldn't work for a mode like instantgib, would it? Hence why the third option... placing stuff between the player and the sniper in question which helps to prevent excessive sniping.
...is more viable as a solution.
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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 Want to contribute? Read this.
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Akom74
Member
Cakes 9
Posts: 906
Q3A/OA Mapper
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« Reply #30 on: March 03, 2013, 04:16:59 PM » |
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Let's assume that someone somewhere someday will try to make a "Facing Worlds"-like map.....
Ehm, i'm trying to make that CTF map for the OACPM http://openarena.ws/board/index.php?topic=4679.msg46435#msg46435I hope you will help with it  
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...sorry for my English, i'm Italian... 

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Gig
In the year 3000
 
Cakes 45
Posts: 4393
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« Reply #31 on: March 04, 2013, 02:44:48 AM » |
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unless very heavy sniping protection measures are taken.
Not including railgun maybe, or placing it very far from the camping spot? That really wouldn't work for a mode like instantgib, would it? Well, a single map can't fit perfectly ALL gametypes... 
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I never want to be aggressive, offensive or ironic with my posts. If you find something offending in my posts, read them again searching for a different mood there. If you still see something bad with them, please ask me infos. I can be wrong at times, but I never want to upset anyone.
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son_goku2
ADMIN NOTE: This account is now banned, keeps creating sockuppets (and has yet to take a hint). Also has blanked own posts under 0kelvin who is banned.
Nub
Cakes -4
Posts: 12
I don't play OA.
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« Reply #32 on: March 10, 2013, 08:45:57 PM » |
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I have one or two, but ... good bye gtkradiant and q3map2
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« Last Edit: March 18, 2013, 12:13:27 PM by son_goku2 »
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Posts: null Cakes -666999
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fromhell
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« Reply #33 on: February 06, 2014, 07:34:13 PM » |
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How about a ship in the air? Final fantasy / Skies of Arcadia influence inbound....
Skybox would be a skyroom with some scrolling shader magic and fake gradient horizon. I don't like skyboxes since they take up so much texture memory for something so static.
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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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Neon_Knight
In the year 3000
 
Cakes 49
Posts: 3775
Trickster God.
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« Reply #34 on: February 07, 2014, 02:19:10 AM » |
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I loved this UT2004 map. It's a kind of ghost ship going around a city or so. Gameplay wasn't very good, though. http://www.mapraider.com/maps/2119/DM-Forbidden
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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 Want to contribute? Read this.
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Akom74
Member
Cakes 9
Posts: 906
Q3A/OA Mapper
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« Reply #35 on: February 07, 2014, 10:09:40 AM » |
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How about a ship in the air? Final fantasy / Skies of Arcadia influence inbound....
Skybox would be a skyroom with some scrolling shader magic and fake gradient horizon. I don't like skyboxes since they take up so much texture memory for something so static.
How about this ?  I mean, with moving sky with some effect up and down (clouds or something else). 
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...sorry for my English, i'm Italian... 

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Neon_Knight
In the year 3000
 
Cakes 49
Posts: 3775
Trickster God.
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« Reply #36 on: February 07, 2014, 11:02:05 AM » |
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You might want to make the interior of the ship being playable for a more interesting gameplay. Think about UT's DM-KGalleon (the Playstation 2 version of the map would be a better choice) or UT3's DM-KBarge, but less intrincate and with more space and stuff to get cover behind.
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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 Want to contribute? Read this.
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fromhell
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« Reply #37 on: February 07, 2014, 08:15:53 PM » |
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Plus there would have to be propellers, though i'm not sure if they'd be jumppads or additional hazards (since falling off is already a hazard, it's essentially a dressed up void map similar to The Bouncy Map) Clouds could also be sprite shaders with a deformVertex move command as well, so it doesn't have to involve entities (and network traffic)... I like the mermaid, I could probably model that as an ASE  MD3s can't be large...
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« Last Edit: February 07, 2014, 08:18:14 PM by fromhell »
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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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Neon_Knight
In the year 3000
 
Cakes 49
Posts: 3775
Trickster God.
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« Reply #38 on: February 07, 2014, 08:25:14 PM » |
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Yeah, better simplify the BSP, and create additional mapmodels (and clips) for the decorative stuff. And remember to open the thread for your map in the Maps subforum. 
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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 Want to contribute? Read this.
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Akom74
Member
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Posts: 906
Q3A/OA Mapper
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« Reply #39 on: February 08, 2014, 12:50:04 AM » |
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My idea it's to make a skybox like the background of this image: http://www.deviantart.com/morelikethis/18319589?view_mode=2It's taked from the Anime Last Exile. If you remember my Spaceship map for OACMP, it's possible change the moving-stars with moving-clouds. I have to make some try 
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...sorry for my English, i'm Italian... 

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