Poll
Question: Common map naming for OACMP (map dm1/ctf1 as example) [ends 20/12]
oacmpdm01/oacmpctf01 - 2 (28.6%)
oacmpdm001/oacmpctf001 - 0 (0%)
oacmpdm1/oacmpctf1 - 4 (57.1%)
oacmp1dm01/oacmp1ctf01 - 0 (0%)
oacmp01dm01/oacmp01ctf01 - 0 (0%)
Other option (elaborate or your vote won't count) - 1 (14.3%)
Total Voters: 7

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Author Topic: [REL] OpenArena Community Mappack - Volume 1 - FINAL  (Read 464090 times)
Akom74
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« Reply #50 on: December 25, 2012, 06:12:27 am »

Very good job Moixie !! Like it !

Wink
« Last Edit: March 30, 2013, 01:02:39 pm by Akom74 » Logged

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Neon_Knight
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« Reply #51 on: December 25, 2012, 11:30:20 am »

Pretty cool, though you should use the new logo, you can find it in this thread.
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Peter Silie
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« Reply #52 on: December 25, 2012, 02:25:31 pm »

Seems that i am not the only 1 who prefers the old one Cheesy
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Neon_Knight
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« Reply #53 on: December 25, 2012, 03:50:09 pm »

IMHO the new logo gives OA it's own identity rather than presenting it as just a Q3 clone.
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Akom74
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« Reply #54 on: December 25, 2012, 03:59:20 pm »

Pretty cool, though you should use the new logo, you can find it in this thread.

Wink
« Last Edit: March 30, 2013, 01:03:09 pm by Akom74 » Logged

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Neon_Knight
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« Reply #55 on: December 25, 2012, 04:13:19 pm »

Yep, that way.
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Akom74
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« Reply #56 on: December 25, 2012, 04:45:07 pm »

Im sorry, no one have tryed my map ? It's ok ? I have to change something ? Tell me or i start another one. Tongue

 Grin Grin

Wink
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Neon_Knight
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« Reply #57 on: December 25, 2012, 05:02:26 pm »

I'll try it tonight. I've been a bit busy. Smiley
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Moixie
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« Reply #58 on: December 25, 2012, 06:03:13 pm »

I tried it and liked it ! The map's layout is very simple and the ambiance rocks. Then, I noted several things and I wanted to speak about 2 points:

* First of all, you should go further on the gothico-glaucous ambiance (add a dense grey fog on the ground, play a bit with the light (green light, some shadows/dark places,...), more details on coffins and maybe more "Moixie was here" which are really disturbing and terrify players, I guess)
*Secondly, I'm not convinced by the weapons/items placement (particularly because of the shotgun on the center). Try to play on [z]FFA, during the journey, there are about 10 players on small maps like aggressor, rpg3dm2 or Oa_minia. As far as you can't be alive more than 30 seconds, you have to get a rocket launcher or a shotgun quickly. So the most important in a FFA is weapons. Any player who spawns in any spawn point, has to be able to have a rocket, a shotgun or a lightning gun in less than 10 seconds.

Here were my only aprehensions about the map, then we should play it online to really know if it works or not as a FFA map.

Another thing, concerning another thing. Unfortunately, I won't be able to post the maps I planned to finish. It was christmas time and I couldn't find any time to work on the maps.
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Neon_Knight
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« Reply #59 on: December 25, 2012, 08:31:16 pm »

It's OK, Moixie, we have enough time for our maps.

@Akom, I'm going to play a bit your map.

EDIT: OK, here're my thoughts.

First of all, I really like the style of the map. Crypt maps are very rare, I can't think of any cryptic map outside of UT's DOM-Cryptic, Return To Castle Wolfenstein's second chapter (can't remember the name, it's been a long while since I've played that game), and sections of Unreal's "Bluff Eversmoking", and Unreal: Return To Na Pali's "Glathriel Village". Those coffins are very well done, I've recently finished the two latter games and those coffins reminded me of those sections.

Considering the visual style, the weapon indicator seems a bit out of place, I would recommend something else such as a broken floor or a "demonic/cryptic" inobtrusive deco for weapon indicators.

About the gameplay, well, I'll leave that for another day, right now I'm a bit tired. Tongue
« Last Edit: December 25, 2012, 08:51:56 pm by Neon_Knight » Logged


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Gig
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« Reply #60 on: December 26, 2012, 05:41:41 am »

Akom, about that logo... is it just a suggestion of mine, or does it resemble a bra?  Huh Huh Huh
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Akom74
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« Reply #61 on: December 26, 2012, 05:51:56 am »

Akom, about that logo... is it just a suggestion of mine, or does it resemble a bra?  Huh Huh Huh

I have modified the map following variuous suggestions.
Now there is a "jail" and it emit a laugh sound Tongue

Unfortunately a coffin gives me an polygon error and i delete it.
I've added some rocketlauncher and more shotgun.

Wink
« Last Edit: March 30, 2013, 01:03:56 pm by Akom74 » Logged

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Neon_Knight
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« Reply #62 on: December 26, 2012, 06:26:27 am »

That fog is pretty dense. I don't think it would be good for the map.
Have you tried other fogs as well? I've did a testmap once with every fog OA 0.8.8 has. It was pretty useful to know which fog to use and where.
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Akom74
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« Reply #63 on: December 26, 2012, 07:13:10 am »

That fog is pretty dense. I don't think it would be good for the map.
Have you tried other fogs as well? I've did a testmap once with every fog OA 0.8.8 has. It was pretty useful to know which fog to use and where.

Ehm, this fog is the lighter i have found, the other are more dense.

But i follow your suggestion and so the suggestion of Moixie and put it on the floor.

Wink
« Last Edit: March 30, 2013, 01:04:15 pm by Akom74 » Logged

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Neon_Knight
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« Reply #64 on: December 26, 2012, 07:40:33 am »

Yep, looks better, and more akin to the map's theme.
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Akom74
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« Reply #65 on: December 26, 2012, 09:13:28 am »

I'va updated the map....stay tuned....

Wink
« Last Edit: March 30, 2013, 01:04:44 pm by Akom74 » Logged

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Peter Silie
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« Reply #66 on: December 26, 2012, 11:51:35 am »

Beware of the fog: the FPS can go down on old machines.
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Akom74
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« Reply #67 on: December 26, 2012, 12:29:32 pm »

Beware of the fog: the FPS can go down on old machines.

@Peter Silie: In the original Q3A maps you can find places with fog, after 12 years there is no more "old machine" with a game with IDSoftware Engine 3 istalled, i think...... however the fog is small....

Update !

I'm testing MY personal lights....

In that way the light in the map is more realistic.

Wink
« Last Edit: March 30, 2013, 01:05:07 pm by Akom74 » Logged

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Peter Silie
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« Reply #68 on: December 26, 2012, 01:48:08 pm »

@Peter Silie: In the original Q3A maps you can find places with fog, after 12 years there is no more "old machine" with a game with IDSoftware Engine 3 istalled, i think...... however the fog is small....

I know some ppl here, who still play with a PowerVR Wink
tbh: i also play with chipset graphics on my netbook Cheesy
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G One
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« Reply #69 on: December 26, 2012, 02:00:58 pm »

Beware of the fog: the FPS can go down on old machines.

I agree.
I have an integrated intel graphic card (i use an old laptop), so this
message is for all devs and contributors: plase keep OA lightweight.
Thanks guys.
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Akom74
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« Reply #70 on: December 26, 2012, 03:23:46 pm »

Light Update !

Now the "Moixie was here" banner have his own shader Tongue  Grin

I know, i have to distribute the light better than this ....

Wink
« Last Edit: March 30, 2013, 01:05:29 pm by Akom74 » Logged

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Peter Silie
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« Reply #71 on: December 27, 2012, 06:47:34 am »

I have tested the version from the link above (24.12).
Looks good and seems to be a good 1 4 ffa!
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Moixie
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« Reply #72 on: December 27, 2012, 08:09:59 am »

The 2 maps I was working on are finished ! There is just one last thing to do and I'll be able to post them. Problem: I don't really know how to do this.

I tested every Oa sky, I liked the light of one ("toxicskytim_dm7") and the look of another one ("anoice1") so I concluded that I needed to create another texture which would look like "anoice1" and had the light of "toxicskytim_dm7". I tried and I failed: I looked for the shader of both textures and I created another shader which is a mix of the 2 others:

Here is the "toxicskytim_dm7":

Code:
textures/skies/toxicskytim_dm7
{
qer_editorimage textures/skies/multsky1.tga
q3map_lightimage textures/skies/skywater.tga
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm nomarks
surfaceparm sky
q3map_surfacelight 150
q3map_globaltexture
q3map_sun 1 1 1  32  60  35
skyParms full 1024 -
{
map textures/skies/multsky1.tga
tcmod scale 2 3
tcmod scroll -.01 .02
}
{
map textures/skies/intelredclouds.jpg
blendfunc filter
tcmod scale 3 2
tcmod scroll 0.05 0.03
}
}

"Anoice1":

Code:
textures/anoice1/anoice1
{
qer_editorimage textures/skies/anoice1.tga
surfaceparm noimpact
surfaceparm nolightmap
q3map_globaltexture
q3map_lightsubdivide 256
q3map_surfacelight 25
surfaceparm sky
q3map_sun 0.65 0.75 0.85 195 295 14
skyparms env/anoice1/anoice1 - -
{
map textures/skies/anoice1.jpg
blendfunc filter
tcmod scale 3 2
tcmod scroll .01 .02
rgbgen identity
}
}

New sky:

Code:
textures/mx_sky/anoice1
{
qer_editorimage textures/skies/anoice1.tga
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm sky
q3map_lightsubdivide 256
q3map_surfacelight 150
q3map_globaltexture
q3map_sun 1 1 1  32  60  35
skyparms env/mx_sky/anoice1 - -
{
map textures/skies/anoice1.jpg
blendfunc filter
tcmod scale 3 2
tcmod scroll .01 .02
rgbgen identity
}
}

In fact, there is surely a problem with the new shader, but the main problem is that the shader has no effect on Radiant, it considers the new sky as a normal texture with no effect.
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Akom74
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« Reply #73 on: December 27, 2012, 11:22:31 am »

@Moixie: Put the .shader name in the shader list.txt and it will work, make a couple of experiment to try.
The shader file will loaded when the radiant start, if not it don't work.

Wink
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Gig
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« Reply #74 on: December 28, 2012, 02:21:15 am »


By the way, consider that, due to inclusion of third-party copyrighted material (in the background), I suppose it will not be possible to put that banner into the actual map pack download package. Not that it would be useful to include it, but just to specify.
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