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Author Topic: The Longest Way Final  (Read 43851 times)
Malikith
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« on: February 25, 2007, 10:35:52 PM »

The Longest Way Final:

Alright its done. Or at least, I'm done. Hehe. So here it is, no need to post a bazillion screenshots, you guys have seen it already, and if you haven't, just go play it, hehe. Now for the details, I have two versions here, the 0.6.0 version, and the 0.7.0 version, only difference between the two, is one has volumetric lights, and the other doesn't. Also, included in the zip file for both versions, is the .map source so you can look at it in radiant if you want, or modify it and make it better. Don't matter to me, just hope to see this in the 0.7.0 release of Open Arena no matter what happens through the process of other people fiddling with it and telling me how crappy of a mapper I am Wink hahaha.

0.6.0 Version: (Get this one if you aren't sure which one to get.):

http://home.comcast.net/~malikith/oadm17ish060.zip

0.7.0 Version: (This is the development version, it will not work correctly with 0.6.0, do not get this one if you are not running 0.6.0 or don't plan on running the svn):

http://home.comcast.net/~malikith/oadm17ishsvn.zip[

Also heres a screenshot showing the new stuff, sorry no anti aliasing on in this shot, woops!:

http://home.comcast.net/~malikith/lightsdm17.jpg

Lastly I would like to say thank you all to who helped me with this map. Especially dmn_clown, tw3k, and baronofhell. This wouldn't had turned out the same without you guys. Thank you very much. So I guess thats it, enjoy, by the way, I will have this map if not already running on my instagib server at 209.144.27.130:27961 .
« Last Edit: March 02, 2007, 11:31:39 PM by Malikith » Logged

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« Reply #1 on: February 26, 2007, 01:09:19 AM »

I like it. The smaller version would be a lot of fun but overall very playable. If you need any textures done just ask.
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spirit
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« Reply #2 on: February 26, 2007, 09:49:44 AM »

- Megahealth doesn't stay where its supposed to, instead it falls on top of the jump pad.

Select MH in Radiant, press "N" to bring up entity tool. Click on the "suspended" checkbox (or set "Spwanflags"-Key with a value of "1").
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spirit
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« Reply #3 on: February 26, 2007, 01:10:10 PM »

- The level is far to big to be dm17
- the launch ramps are too long
- the three main platforms aren't connected
- the rail platform is far too wide
- too many jumppads
- Only two brushes in the original map were shiny + reflective
- no bot support

It has promise but it is more of an alpha map then beta (-:
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Malikith
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« Reply #4 on: February 26, 2007, 04:21:17 PM »

- The level is far to big to be dm17
- the launch ramps are too long
- the three main platforms aren't connected
- the rail platform is far too wide
- too many jumppads
- Only two brushes in the original map were shiny + reflective
- no bot support

It has promise but it is more of an alpha map then beta (-:

Who said I had to make it a exact remake? I'm kinda doing what I want with it at the same time making it "dm17ish". I do agree on making its overall size a little smaller, but the increased amount of jump pads, not the same exact size of things, thats my doing, thats the way I intended. Just like how dm6ish is bigger than its predecessor .
« Last Edit: February 26, 2007, 04:23:38 PM by Malikith » Logged

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« Reply #5 on: February 27, 2007, 04:34:12 AM »

Hey Clown, I just reread what I just said and I feel as if I came off a bit strong with that, and i'm sorry. I also wanted to update what is going on with the map, and i'm going the classic route, i'm removing the extra jump pads, and got the map at "about" the proper scale, it may be off by a hair, but who cares, its close enough, its not gigantic anymore. I'll be releasing a new beta probably later today.
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« Reply #6 on: February 27, 2007, 01:49:04 PM »

it's cool.
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Malikith
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« Reply #7 on: February 27, 2007, 06:51:39 PM »

Beta 2 is now complete.
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« Reply #8 on: February 27, 2007, 07:22:05 PM »

Quote
- The Botclip does not seem to work correctly, the texture for botclip shows up and i'm pretty sure it shouldn't, I believe this is fixed in OA 0.7.0, either that, or i'm doing something wrong, if so, lemme know.

I didn't add it to the common shader, namely because it acts exactly like clip even with the "surfaceparm botclip" in place of "surfaceparm clip," should I add it?

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Malikith
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« Reply #9 on: February 27, 2007, 07:23:34 PM »

Quote
- The Botclip does not seem to work correctly, the texture for botclip shows up and i'm pretty sure it shouldn't, I believe this is fixed in OA 0.7.0, either that, or i'm doing something wrong, if so, lemme know.

I didn't add it to the common shader, namely because it acts exactly like clip even with the "surfaceparm botclip" in place of "surfaceparm clip," should I add it?



Your call, it could help bots on maps like these and keep them from falling, however, its not really that big of a deal since no one really likes playing with bots hehe. I say if its no trouble, go for it, if it is capable of causing problems on maps, etc, then I'd just leave it for now and maybe have a alternative in the future.
« Last Edit: February 27, 2007, 07:25:46 PM by Malikith » Logged

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« Reply #10 on: February 27, 2007, 07:43:32 PM »

I'll run some tests on botclip using different surfaceparms and see if I can make it work, just use donotenter in place of it for now.

Oh, you've got sparklies (Looking away from the railgun, the upper right platform, a brush seam is sparkling away) other than that it is much better.
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Malikith
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« Reply #11 on: February 27, 2007, 07:46:51 PM »

I'll run some tests on botclip using different surfaceparms and see if I can make it work, just use donotenter in place of it for now.

Oh, you've got sparklies (Looking away from the railgun, the upper right platform, a brush seam is sparkling away) other than that it is much better.

Cool, thanks i'll be sure to fix that too.
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« Reply #12 on: February 27, 2007, 08:32:01 PM »

also here is the console spam that comes up when your map loads
Code:
trying to load maps/oa_dm17ishbeta2.aas
loaded maps/oa_dm17ishbeta2.aas
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push start solid
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
weapon_shotgun not reachable for bots at (-1243.3 751.2 707.1)
ammo_shells not reachable for bots at (-1258.3 735.4 707.1)
item_armor_body not reachable for bots at (47.9 -1370.9 440.5)
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push start solid
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push start solid
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
weapon_railgun not reachable for bots at (27.6 -3708.6 198.5)
item_quad not reachable for bots at (34.3 -458.8 1330.9)
item_health_large not reachable for bots at (705.2 -955.1 228.4)
item_health_large not reachable for bots at (-640.0 -959.5 229.0)
ammo_bullets not reachable for bots at (1228.4 68.6 452.0)
item_health not reachable for bots at (-192.0 -3792.0 208.0)
item_health not reachable for bots at (320.0 -3792.0 208.0)
item_health_large not reachable for bots at (-1344.0 -192.0 720.0)
item_health_large not reachable for bots at (1376.0 -192.0 720.0)
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push start solid
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push start solid
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
found 24 level items
If none of your items are buried in a brush, try tossing the -forcesidesvisible -bsp2aas flags to bspc which should solve that and it looks like at least one of your spawn points is embedded in a brush/patch (from the predict movement console spam) those should be moved up or around so they have a healthy margin around them.  The sparklies seem to be at the seams of your patches/beziers on both upper platforms.
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tw3k
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« Reply #13 on: February 27, 2007, 09:11:12 PM »

i like the center bounce pads much better
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baronofhell
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« Reply #14 on: February 28, 2007, 02:30:39 PM »

Looks cool.

You should add a nodrop brush covering your trigger hurt brush. The weapons are piling up.

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Malikith
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« Reply #15 on: March 01, 2007, 12:29:55 PM »

also here is the console spam that comes up when your map loads
Code:
trying to load maps/oa_dm17ishbeta2.aas
loaded maps/oa_dm17ishbeta2.aas
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push start solid
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
weapon_shotgun not reachable for bots at (-1243.3 751.2 707.1)
ammo_shells not reachable for bots at (-1258.3 735.4 707.1)
item_armor_body not reachable for bots at (47.9 -1370.9 440.5)
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push start solid
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push start solid
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
weapon_railgun not reachable for bots at (27.6 -3708.6 198.5)
item_quad not reachable for bots at (34.3 -458.8 1330.9)
item_health_large not reachable for bots at (705.2 -955.1 228.4)
item_health_large not reachable for bots at (-640.0 -959.5 229.0)
ammo_bullets not reachable for bots at (1228.4 68.6 452.0)
item_health not reachable for bots at (-192.0 -3792.0 208.0)
item_health not reachable for bots at (320.0 -3792.0 208.0)
item_health_large not reachable for bots at (-1344.0 -192.0 720.0)
item_health_large not reachable for bots at (1376.0 -192.0 720.0)
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push start solid
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push start solid
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
found 24 level items
If none of your items are buried in a brush, try tossing the -forcesidesvisible -bsp2aas flags to bspc which should solve that and it looks like at least one of your spawn points is embedded in a brush/patch (from the predict movement console spam) those should be moved up or around so they have a healthy margin around them.  The sparklies seem to be at the seams of your patches/beziers on both upper platforms.

Yeah, I think the shotgun issue might be because the only thing below it is a bevel curved brush, and that might be invisible to bots, but not entirely sure. I saw those messages when I launch the map on my server as well, but didn't really think much of it,. I'll look into it further, if theres no problem like it appears, then I will just do what you said, by the way, you've been a huge help with this map, I really appreciate it.
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« Reply #16 on: March 01, 2007, 12:31:29 PM »

Looks cool.

You should add a nodrop brush covering your trigger hurt brush. The weapons are piling up.



Great idea, I'll add it in. Thanks.
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« Reply #17 on: March 01, 2007, 02:24:57 PM »

I seem to be having a problem with the common/nodrop texture, it seems to not be invisible, am I missing something or is it the same deal as the botclip?
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« Reply #18 on: March 01, 2007, 04:49:57 PM »

Probably because there isn't a common.shader in version 0.6 try the svn.
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Malikith
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« Reply #19 on: March 01, 2007, 06:10:52 PM »

Probably because there isn't a common.shader in version 0.6 try the svn.

Ahhh, I see, alright well when I release the 0.6 version, I'll add that for the 0.7 version plus volumetric lights since those are also added in the svn. I should be releasing the final tomorrow.
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« Reply #20 on: March 01, 2007, 06:24:36 PM »

you should be able to compile the nodrop brush in for the .6 version and still have it invisible as long as you use the svn paks for the compiling.
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« Reply #21 on: March 02, 2007, 05:27:18 AM »

you should be able to compile the nodrop brush in for the .6 version and still have it invisible as long as you use the svn paks for the compiling.

Oh really? Thats interesting, I'll try it out later, thanks.
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« Reply #22 on: March 02, 2007, 10:08:29 AM »

Yeah it worked, the map is almost done too, probably be out within a hour or two. Maybe less, depends on how it looks when I test it out a bit more.
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« Reply #23 on: March 02, 2007, 02:19:39 PM »

Map is finished, sorry for the slight delay, was playing musical video cards for a little bit. Details are all in my message at the very top.
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« Reply #24 on: March 02, 2007, 06:36:52 PM »

thx for the shoutout man Smiley i didn't really do anything but say HELL YEAHH!!!111
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