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Author Topic: CTF map: oasago2 (Beta 4)  (Read 83619 times)
sago007
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« on: March 25, 2007, 05:44:40 AM »

I got some time in this week and thought that I would use it on mapping.
I wanted to make a map that was suited for fewer players because we are usually only about 4 players then I play.

The map name is: Sago's Castle 2 (because the theme relates it to my first map)
It is a small CTF map for 4-8 players
Designed after: CTF-TFC-Solemn for UT2004 (selected because of the low player count)
For bots at least 3 players on each team should be used.
Status: Beta 4

PK3-file:
http://brie.ostenfeld.dk/~poul19/public_files/oasago2b4.pk3

Screenshot:
Look in later post for more updated ones.
« Last Edit: January 26, 2009, 12:28:38 AM by sago007 » Logged

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tw3k
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« Reply #1 on: March 25, 2007, 09:23:30 AM »

fun map Grin
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dmn_clown
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« Reply #2 on: March 25, 2007, 05:36:47 PM »

Your maps are getting better but you still have room for improvement:
- the broken textures generally are used as weapon spawn points and should be used as such
- You should consider doing a custom texture for your windows that includes a transparency rather than using small brushes which increases r_speeds
- the cylinders your torches are hanging in need to be capped
- your fires aren't centered over the torches and several of them have more than one flame visible (You should also consider using the red and blue flames as it is a ctf map).
- your bsp file size is way to large (6 meg +) play around with your compile options and decrease it.
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sago007
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« Reply #3 on: March 26, 2007, 06:27:16 AM »

@dmn_clown
Thanks for your suggestions. I'll properly look at it soon. I have noticed several ways to reduce the tris count but the windows was not originally part of it consideration. 

I didn't even know that the broken textures was used to mark weapon sports. I just thought they was meant to create some variation. That was good to know.

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Sindwiller
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« Reply #4 on: March 27, 2007, 08:54:30 AM »

Looooove the layout. Very funny to play map. Needs some more details in my eyes. Keep it up!
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kick52
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« Reply #5 on: March 28, 2007, 07:52:36 AM »

nice map looking at the pics.

i'll download it tonight and play.
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baronofhell
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« Reply #6 on: March 28, 2007, 08:18:32 AM »

Love the layout, will be action packed even with 4 or 5 on each side.

Like clown said, fire needs to be centered. Also, the torches need some work.
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sago007
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« Reply #7 on: March 30, 2007, 05:03:28 PM »

I just wanted to upload another beta before the easter holiday.

I have centered most of the flames. The torches still not capped, I just thought about it now...
Some iron work has been added so the walls look less bare... There are still room for more.

I simplified some of the brushes but it has not prevented the bsp-file from growing :-(



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sago007
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« Reply #8 on: April 20, 2007, 04:35:01 AM »

Time for beta 3.

The BSP file is a little smaller
The torches are the way I want them now.

Also a version for OA 0.60 is available. It includes two textures from the SVN version.
This will most likely be the only version for 0.60 as all my other plans require never versions.

I still use the same windows as before. I have tried with the grates from the SVN version but it blocks vis in an undesirable fashion.

Files for this version:
http://brie.ostenfeld.dk/~poul19/public_files/oasago2b3.pk3
http://brie.ostenfeld.dk/~poul19/public_files/oasago2b3_060.pk3
« Last Edit: March 28, 2009, 05:06:44 PM by sago007 » Logged

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dmn_clown
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« Reply #9 on: April 20, 2007, 07:41:42 AM »

the textures on your torches are stretched a bit too much, otherwise it looks ok.
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sago007
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« Reply #10 on: April 27, 2007, 01:25:58 PM »

My first final unfortunately suffered from a bug. Very small and not gameplay effecting but still.

Updated to Final +0.1
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FragUPlenty
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« Reply #11 on: May 14, 2007, 04:08:38 PM »

This is an awesome map. Just a few more enchancements and you oughta be good to go.
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sago007
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« Reply #12 on: April 04, 2008, 05:26:21 PM »

Ok, the SVN version (as of 772) has some bugs if not using the missionpack.

I think dmn_clown has added colored lightsm sounds and missionpack support. It is rather good (except for the sounds but I think they are placeholders).

However this version contains the original weapons and location information.

To summarize this version adds:
Colored light in bases (See screenshot)
One flag capture support
Harvester support
Overload support
Double Domination support
Location information (See screenshot)

Screenshot:


This should really go in the SVN for the next version.

The map, bsp and aas are in this pk3-file:
http://brie.ostenfeld.dk/~poul19/public_files/oasago2f3.pk3
« Last Edit: March 28, 2009, 05:07:04 PM by sago007 » Logged

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Gerbil
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« Reply #13 on: April 09, 2008, 07:26:25 AM »

Sweet, thanks Cheesy

oasago2f2 is the best map in oa0.7.1 easily Smiley
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sago007
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« Reply #14 on: April 10, 2008, 10:32:50 AM »

RAZ3R found some misplaced touches. There are still slightly misplaced fires if you look really close, but such things will always be.

The latest version is in the SVN and here: http://brie.ostenfeld.dk/~poul19/public_files/oasago2f4.pk3

Some pictures that could be the new levelshot:





I prefer the last, but comments or suggestions are welcome... I don't have more time working on the map itself though...
« Last Edit: March 28, 2009, 05:07:52 PM by sago007 » Logged

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pulchr
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« Reply #15 on: April 10, 2008, 10:50:28 AM »

very nice sago. this map and oa-ctf4ish is the best maps in openarena 0.7.1 imo.

i haven't tried all of the new maps coming up for the next release, hopefully we get a couple more sweet ones!
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RAZ3R
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« Reply #16 on: April 10, 2008, 12:06:07 PM »

This is by far the best official ctf map. My only complaint with it is the trim on the walls which you can get stuck under when walking up the slopes if you are against the wall. This would be easy to fix with player clip but it seems the map#s already been finalised now Sad.
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pikaunforgiven
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« Reply #17 on: April 10, 2008, 06:25:03 PM »

i agree, its my favorite ctf map because i can get a ton of speed strafe jumping on it without feeling like a long distance, but at the same time there is more than one path to each base. it tends to generate the most competitive gameplay of all the ctf maps i have played on online.
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Peter Silie
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« Reply #18 on: August 13, 2008, 02:57:28 PM »

What did you do?
Using the proximity mines breaks down the gameplay in oasago2.
now the map is playable like hydronex: run, run, run, shoot, die, next try. boring!
it is very hard to handle the mines _and_ a handfull of enemies. you have to watch your steps very carefully and get in contact with the defense at the same time. but the defense can use the whole area and you are nailed at one place. if the playreskills are equal the offense never can win the fight (because the def can use 2 weapons at the same time).

Maybe you should replace the mines with the nailgun (or back to the grenade launcher).
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pulchr
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« Reply #19 on: August 14, 2008, 12:31:16 AM »

i experienced the same as above poster yesterday when playing this map online. the flags are mined like there's no tomorrow and it's near impossible to get close to the flag. i guess the mine layer are situated too close to the flags. the distance between spawn, mine layer and flag is so short that it get's too powerful.

ok, there's no ammo packs for the mine layer - but it doesn't matter cause the mine layer weapon are so close to for defenders that it gets picked up again. not exactly running out of mines even if you spew them all around.

anyway - that's what i felt after my first "excessive" mine round Tongue
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sago007
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« Reply #20 on: August 14, 2008, 02:35:33 AM »

Interesting.

I never thought of the mine layer as being so overpowerfull.
I always considered the grenade launcher to be underpowered in the map and could as well not have been there. And I didn't expect to beak the balance as the weapons was just tossed around randomly in the first place. I knew that clearing the mines would take some seconds but I never expected it to be more than a little challenge.

But thanks for notifying me of this and not just stay silent.
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Neon_Knight
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« Reply #21 on: August 14, 2008, 09:02:37 AM »

Prox Launcher can be powerful, but it doesn't instant-kill AFAIK.
Also, ,mines can be shoot down with RL or another weapon. (RL prefered)
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Peter Silie
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« Reply #22 on: August 14, 2008, 01:51:58 PM »

@sago: thanks for your comment. i hope to see you online soon, so you can watch the prox-minse. And: greatest map for oa!

it is right that you can "activate" them with the RL or the plasma. But if you try to blast them, you will find out, that their stands a defender, who will kick you up and away.
And this point changes the "feeling" of oasago2.
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Case
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« Reply #23 on: August 21, 2008, 01:51:30 AM »

One of the best maps!
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sago007
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« Reply #24 on: September 05, 2008, 05:46:58 AM »

Final +0.6 is up (Final +0.5 is the 0.8.0 version)
http://brie.ostenfeld.dk/~poul19/public_files/oasago2f6.pk3

Mine Layer replaced by Rocket launcher.
Railgun and plasmagun on the platforms have swapped places.
Some other small changes.
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