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Author Topic: [MAP] oasw + JOIN #oamapping  (Read 28262 times)
wing0
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« on: October 16, 2013, 01:57:58 PM »

After having some problems with GtkRadian/NetRadiant i finally started my oa-maps re-mapping project.

Screenshots can be found here:
http://live-clan.de/fun/mapping/

Also I made a channel for the mapping-interested:
@quakenet:
#oamapping

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Akom74
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« Reply #1 on: October 19, 2013, 01:19:38 AM »

Sounds like a good idea !  Grin

Do you re-map every OA map ? (i mean the original)

Wink
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« Reply #2 on: October 19, 2013, 07:23:55 AM »

Hi! Can you tell us more about your remapping project?
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« Reply #3 on: October 19, 2013, 11:03:54 AM »

I would rather start creating proper maps instead trying to make bad layouts work.
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« Reply #4 on: October 20, 2013, 06:52:37 AM »

I don't see anything wrong about improving the maps. This is Free Open-Source Software, so bad layouts aren't tied to being bad layouts forever.
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wing0
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« Reply #5 on: October 20, 2013, 07:38:26 PM »

About the 'layout' of oasago2 (0.8.1):
The map is probably the most played map.
Give the people what they want!
My opinion about the map:
The layout is good.
It is not pul1ctf (best map ever), but there are some cool RocketJumps/Tricks too.

About the status of the project:
Atm I try to improve FPS.
I will post more information with screenshots after the optimization (attempt).
If the map will run with good FPS I will probably be tempted to remake other OA maps.
I think of bases5, bases7 and ps37ctf.
I am thinking of a secret defrag-mapping experiment too.

If you like, talk to me in IRC:
#oamapping @quakenet

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« Reply #6 on: October 21, 2013, 01:19:13 AM »

For improving framerate in Oasago2, IIRC somewhere there is a thread where a simplified "torch" model has been made, using many less polygons than the current one...

... thread found!
http://openarena.ws/board/index.php?topic=4252.msg40236#msg40236
http://openarena.ws/board/index.php?topic=4252.msg40246#msg40246
16 triangles instead of 310.

One may ask Fromhell it that simple model is already available for use (e.g. if it's already in the SVN).
« Last Edit: October 21, 2013, 01:38:33 AM by Gig » Logged

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« Reply #7 on: October 21, 2013, 03:02:33 AM »

125FPS straight!

I did a lot of improvement with brushes and vis, but I had dynamic lights x)

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Neon_Knight
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« Reply #8 on: October 21, 2013, 04:24:50 AM »

Well, cool! However, I see that you're changing the thematic of oasago2 to a more... "industrial"/"militar" theme, isn't it? Torches would be out of place in such a theme. Perhaps single lights may work?

All in all, waiting for the first release of your oasago2 version. And keep up the good work!
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« Reply #9 on: October 21, 2013, 04:50:47 AM »

I changed the theme because those ever repeating bricks do not work for me - optically speaking.
Concrete does not have such patterns - or as the pic has the same size: patterns are not being recognized that easy.
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« Reply #10 on: October 21, 2013, 06:34:42 AM »

Still it's a very good theme. And still waiting for a playable version to check it out. Tongue
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wing0
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« Reply #11 on: March 26, 2014, 03:11:51 PM »

Do me a favour and

1)
Join an openmafia CTF server
e.g. All Weaps
\connect openmafia.org
or Insta
\connect openmafia.org:27988

2)
\callvote wing-sago45

3) Play map

4) Post critique!

Note:
a)The Blue side and the Red side are different at the moment.
Blue is newer than red.
b) I know about the missing textures.
Strange enough parts of evil-lair textures are in pak0,
some are not (Tex with same evil-lair number).
c) The number 45 suggests roughly that the map is 45% done.

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« Reply #12 on: March 27, 2014, 02:41:26 AM »

Any idea the reason why my OA gets stuck on "awaiting gamestate" if I try to join an "openmafia" server?
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« Reply #13 on: March 27, 2014, 03:01:48 AM »

I had the same problem after capo reported the problem.
The map worked on L!ve*private which is the same server.
I checked the config a bit and dont have a clue  Huh

A restart however fixed it - until a reconnect.

I try to fix this now!



Edited stuff is cursive ;-)
« Last Edit: March 27, 2014, 03:10:29 AM by wing0 » Logged

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« Reply #14 on: March 27, 2014, 03:13:54 AM »

Now I tried from another PC... it downloaded some stuff, and then got stuck on "awaiting snapshot" (map is wing-sago45).
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« Reply #15 on: March 27, 2014, 04:31:58 AM »

The map works in insta and only once for AW. As I do not have time I will fix this later and take the map off.

 Rest In PEACE!
« Last Edit: March 27, 2014, 04:36:15 AM by wing0 » Logged

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Neon_Knight
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« Reply #16 on: March 27, 2014, 07:52:56 AM »

What about uploading the map to some place so we can download it and test it without having to connect to a server?
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wing0
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« Reply #17 on: March 29, 2014, 07:26:11 AM »

Hi Neon_Knight Smiley

And retrospectively speaking: "Hello Gig Smiley"

I am not at home over the weekend and therefore can not fix things in the map.
However if you really like, I happen to have the bsp laying around  here:
http://live-clan.de/~live/delme/wing-sago45.bsp
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Neon_Knight
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« Reply #18 on: March 29, 2014, 07:38:47 AM »

D/Ling. If you don't mind, I can prepare a pk3 test file, complete with .aas and .arena file, so it can be properly tested.
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« Reply #19 on: March 29, 2014, 07:52:51 AM »

Some more words:
At the moment I focus on gameplay,
the visual finish will be the last steps.

So what did I focus on right now?
-I removed the first pillow near the flag, the one which you may strafe into when coming from LG and made smaller noclipped pillows.
-Red instead of yellow under the bridge, to have a 25s window for good attacks
-+5H to have 5s 'rail protection'
-Made some clips solid to enable Plasma climbing @JP and to improve 2xRJ
-Took one spawn away from rail-platform (aka camp platform)
-Construction @"window to bridge jump"
-added obstacle below rail-platform to make rail-camping harder when attacking

Some ideas I got so far are
-Make the windows the same size as before as they needed skill
-Adding "legend jump" from 'new' oasago2 to this map
-Reducing z-height and making all slopes shallower
-Rearranging Healths for better RJs

There is a wallbug @gate of rail platform
I will probably clip it but let a small hole open as easteregg/feature.
The most I got so far are 2300u/s Cheesy
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wing0
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« Reply #20 on: March 29, 2014, 07:57:28 AM »

If you really want to help me, find out why the version is bugged in AW (but only after reconnect).

Does it have to do with my GtkRadiant being set up for q3 now and some gametypes (double domination) not being supported?
Any items that are being loaded in AW that are not in OA?
I will have to check the map-file with a parser I guess :/

Hum, now that I think of it one second longer...
Yes, aas and .arena would be nice.
But no need to pak unless you can pak all the missing textures :p
I greped the map-file and know all mising textures by name.
Maybe I add them, maybe I find replacements, we will see.
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Neon_Knight
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« Reply #21 on: March 29, 2014, 09:05:44 AM »

What is AW?
Forget my dumb question, All Weapons, isn't it? -.-
I'll check once I go home.
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wing0
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« Reply #22 on: April 01, 2014, 06:52:54 AM »

Please test
wing-sago48

Blue newer than red.
When the map is in a final state, red will be the same as blue - just in red ;-)
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« Reply #23 on: April 02, 2014, 06:51:16 AM »

Providing a .pk3 ready to be downloaded may help... we are lazy at times.
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wing0
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« Reply #24 on: April 02, 2014, 10:39:59 AM »

You get the pk3 when autodownload is on.
Alternatively you can download it manually:
http://openmafia.org/~openarena/openarena/baseoa/wing-sago48.pk3
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