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Author Topic: New tourney map (czest1tourney)  (Read 12486 times)
Czestmyr
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« on: March 05, 2007, 05:10:51 pm »

Hi, I made a new 1v1 map today. I would like to try it over the net someday, so if you run a server, add this map to rotation as 2v2 or 3v3 team dm map. Download from http://adam-vojtech.cz/repository/czest1tourney.pk3
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baronofhell
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« Reply #1 on: March 06, 2007, 10:09:49 am »

Plays really nice!

beautiful lighting in the support columns.
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tw3k
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« Reply #2 on: March 06, 2007, 06:57:03 pm »

nice work, should make for some fast game play Grin
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Czestmyr
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« Reply #3 on: March 14, 2007, 03:21:44 am »

I will be running my maps on my server - "Czestmyr's Openarena Map Test Server". If you don't see it, try again another time - it won't be online all the time.
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Czestmyr
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« Reply #4 on: June 30, 2007, 12:14:28 pm »

The website that was hosting disk space for my maps is down. But I can send them to leileilol or dmn_clown in order for them to make it to the 0.7 release deadline. I think it would be nice to have a bigger variety of official maps for the servers.

The maps, I'm talking about are czest1tourney and czest2ctf. I'm also working on czest3ctf, which could probably also make it to the deadline. The layout is basically done now. I just have to finish lighting and item placement and tweak it a bit.
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dmn_clown
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« Reply #5 on: June 30, 2007, 09:12:50 pm »

Go for it, we need more maps to replace the weaker maps that we have now.

maps that I consider weak:

- oa_bases3 - ctf
- oa_ctf2 - ctf
- strange house - death match
- cbctf1 - ctf
- q3dm6ish - death match
- delta - ctf

Feel free to flame me for having an opinion Wink
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Udi
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« Reply #6 on: August 24, 2009, 01:54:52 am »

There's an issue on this map, namely that you can stand on the edges of the lights placed on the support columns. When bots fall down they can stuck on these edges, and they just stand there, they won't commit suicide. When there are more bots it's not an issue if one or two disappears, but in the new SP there's only one bot who likes to be on the edge:



If she falls down and stays there the new players won't know that she is still on the map, you just have go and find her. This should be fixed before the new SP comes out.
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Todo list: 1. q3dm17 textures replacement (95% done)
Neon_Knight
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« Reply #7 on: July 18, 2013, 03:55:51 pm »

I've been doing some changes to this map. I think it will be a cool boss map. Perhaps not as memorable as q3tourney6 or DM-HyperBlast, but it can be pretty fun, either.

Changes:
- Lighting improved.
- Lava pits lowered.
- Redistributed item/weapon/playerspawn placement.
- The Megahealth area was tweaked. The ceiling above it (now it's possible to go up) has a Battle Suit, and behind this area there's a hidden BFG. Reaching both items require a bit of thinking... and a bit of health.
- Trimmed roads.
- Improved bot support. (SP even has a few SP-bot-only spawnpoints, near key items) Before, bots were very prone to falling and fight poor. Now they should be more challenging.
- Added death sound while falling. (Bugfix)
- Above the lower red lights, below the platforms, there's now a road, containing launchpads and a floating Personal Teleporter. The escape route is a teleporter.
- Railgun area has a platform which lowers right down to the void, killing any player which tries to stand over it.
- Anything below the playable area (below the new passages) has a fog.

Screenshots:
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fromhell
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« Reply #8 on: July 18, 2013, 04:14:31 pm »

Does the lighting still need to be predominantly urine yellow?
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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
Neon_Knight
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« Reply #9 on: July 18, 2013, 05:02:32 pm »

Any idea of what color would be better?
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zeroth
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« Reply #10 on: July 18, 2013, 07:17:14 pm »

Alien Neon Green?
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jangroothuijse
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« Reply #11 on: July 19, 2013, 02:40:41 am »

I'd vote blue/greyish -> would go well with the red details. Also make part of the lights some other color, (Alien Neon Green for example), because any over dominant color will get anoying. So some variation might be nice.

What also might help: a skybox like akomdm2
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fromhell
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« Reply #12 on: July 19, 2013, 08:24:40 pm »

would also help if the hue shifted a bit orange and the saturation of the lighting was turned a little down
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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
Neon_Knight
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« Reply #13 on: July 19, 2013, 08:32:01 pm »

I'll see what I can do.
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Neon_Knight
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« Reply #14 on: July 19, 2013, 08:55:10 pm »

Well, here's a test. I'm not convinced by that green, though blue looks pretty cool with that background. What I'm going to do is to leave yellow for the playable part (which in this test is lightened in green), red for the (theorically) unreachable parts (in this test, the yellow lights) and the bottom, and blue for the lower part. Though I'll leave the green lights/beam in case someone wants to do something with those lights.

« Last Edit: July 19, 2013, 09:14:20 pm by Neon_Knight » Logged


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zeroth
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« Reply #15 on: July 20, 2013, 12:04:19 pm »

Must agree that the green = not so good. The blue looks interesting, though. +1 for jangroothuijse's suggestion.

I gave your new version a look, and to me it looks even harder now. Which is only bad for me, as this map is a serious thorn in my side when playing online. Embarrassed
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Neon_Knight
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« Reply #16 on: July 24, 2013, 07:50:02 pm »

So, I'll be implementing such solution. Also, lighting fixes suggested by FH.

This map could very well be the "final boss" map of OA.
I can even sneak one or two traps as countermeasures towards railcampers, and something else for BFGholes.
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Neon_Knight
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« Reply #17 on: July 28, 2013, 10:16:31 pm »

OK, new version:
- Improved lighting
- Now the Railgun trap is button-based. Said button is located in the lower level.
- Newer barrier, also button-based. Said button is also located in the lower level.
- Teamgame locations.
- Newer textures in jumppads.
- Lower level has changed, it's less railgun-risky and wider.
- Illuminated megahealth chamber.
- Launchpads changed. Jumppads remained the same.
- Other minor changes.

EDIT: Forgot to update the levelshot. My bad.
« Last Edit: July 29, 2013, 02:00:40 pm by Neon_Knight » Logged


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Neon_Knight
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« Reply #18 on: July 29, 2013, 02:00:47 pm »

Screenies! (D/L link in the post above)



Next stuff:
- Unlock SP-only spawnpoints so only bots can use them.
- Curves/patches.
- Transform some of the stuff into models.
- Replacing concrete in many areas with something else.
- Lighting improvement in some areas.
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Neon_Knight
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« Reply #19 on: August 01, 2016, 10:26:15 pm »

Development of this map continues here:

http://openarena.ws/board/index.php?topic=5273.0
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