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Author Topic: Modification for map: Aggressor  (Read 27305 times)
unarmedplayer
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« on: July 26, 2007, 03:17:20 AM »

Hi.

Aggressor is good map when you begin your adventure with dual. But when two good player meet at this map its to small and his counstraction is not perfect.

Maybe you 'mapers' insted of creating new map can make a modification for this map.

The main thing is add a one or two rooms with one extra rocketlauncher.

is there someone who could make this map better for play :] ?
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w1zrd
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« Reply #1 on: July 26, 2007, 06:48:32 AM »

is there someone who could make this map better for play :] ?
Cortex did a fun experiment with it and added a Quad Smiley
Nice idea to get a 'half-aggressive' aggressor map Wink
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unarmedplayer
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« Reply #2 on: July 31, 2007, 07:11:43 AM »

it's not about name.

it's about gameplay.

Is there anyone who could make this modification?
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hyp3rfocus
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« Reply #3 on: August 01, 2007, 06:54:13 AM »

hi unarmed player,

i'll give it a go, but i'm new to this so it might be a bit rough. i've taken a plan view of the map from radiant and put it here...
http://www.imagehosting.com/show.php/982477_aggressor.png.html
...if you could draw where you want the extra rooms, passageways, weapons etc, then i'll try and implement it. plenty of descriptions would help.

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« Reply #4 on: August 01, 2007, 06:55:38 AM »

If it opens in GTKRadiant i would, But right now i'm way too much of a Noob.
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« Reply #5 on: August 01, 2007, 06:57:21 AM »

@Hyp3rfocus, How did you make that plan view appear without grids...?
edit the colours in the grid options?
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hyp3rfocus
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« Reply #6 on: August 01, 2007, 07:03:33 AM »

Quote
If it opens in GTKRadiant i would, But right now i'm way too much of a Noob.
you're in luck. i've just got i working on radiant. see this thread...
http://openarena.ws/board/index.php?topic=948.0
...it's rough, but it compiles and plays.

Quote
@Hyp3rfocus, How did you make that plan view appear without grids...?
i used gimp. :-)
« Last Edit: August 01, 2007, 07:05:50 AM by hyp3rfocus » Logged
hyp3rfocus
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« Reply #7 on: August 01, 2007, 10:44:25 AM »

hello unarmed, i wanted to see how hard it would be to add rooms and tunnels, so i've modified agressor so there is an extra room with a rocket launcher and two passageways connecting. it's a bit bland, but i was just experimenting. i look forward to seeing your designs.

here's a link to download the pk3 file and map file.
http://www.mediafire.com/?a0bx4jzmf3f
« Last Edit: August 01, 2007, 11:14:39 AM by hyp3rfocus » Logged
unarmedplayer
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« Reply #8 on: August 01, 2007, 11:22:49 AM »

Hi hyp3rfocus

Sorry for my late but today i make a business matter.

Thx for map screenS.

I test you map and you guess where i see place for new room :]

This is screenshots
http://217.97.144.147/~i4659/up/upload/unar1.jpg
http://217.97.144.147/~i4659/up/upload/unar2.jpg
http://217.97.144.147/~i4659/up/upload/unar3.jpg

unar2.jpg and unar3.jpg show where can be enter/exit for room

unar1.jpg show what room could have.

at room wil bee goot to add some staircase/platform to make mow not so easy. And also right behind enter/exit should begin room without so long  hall.


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hyp3rfocus
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« Reply #9 on: August 01, 2007, 11:32:28 AM »

wow, that's a big coincidence. the second shot is exactly where i put the passageway when i was experimenting. that'll save me a bit of work.  :-)

Quote
at room wil bee goot to add some staircase/platform to make mow not so easy.
yes, the entrance in the third picture is on a higher level than the entrance in the second, so there will need to be a flight of stairs up to it.

Quote
And also right behind enter/exit should begin room without so long  hall.
definately. i didn't put too much thought into it when i made those long passages, they were quite annoying.

right, i'll get back to work. :-)
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hyp3rfocus
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« Reply #10 on: August 01, 2007, 01:37:59 PM »

ok, the modifications are done. you can download the pk3 and map here...
http://www.mediafire.com/?2dyb2xtyjhe

i've checked the parts i did and they seem pretty clean. there are some strange bits to the map from when i converted it from a quark map to a radiant map, but i'll clean those up later.

hope you like it.  :-)
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unarmedplayer
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« Reply #11 on: August 01, 2007, 02:27:05 PM »

hyp3rfocus can you check does this file run well ?

i have problem to run it?

Tomorrow i will give reply at 18 P.M.

GL :]
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hyp3rfocus
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« Reply #12 on: August 01, 2007, 03:11:32 PM »

i'm guessing the problem might be that the map doesn't show up in the menu.

sorry about that, i'd been starting the map from the console and it didn't occur to me. i've changed it now and this latest one should show up in the single player's skirmish menu and you should be able to start it as a server in the multiplayer menu.

just download the pk3 from here...
http://www.mediafire.com/?7tyzyev5z2j
...and drop it in openarena's baseoa folder.

EDIT : updated the pk3 to a new one with more fixes.
« Last Edit: August 02, 2007, 06:32:28 AM by hyp3rfocus » Logged
hyp3rfocus
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« Reply #13 on: August 01, 2007, 06:41:40 PM »

map file for those that are interested...
http://www.mediafire.com/?31gy9n91ebj
« Last Edit: August 02, 2007, 06:37:14 AM by hyp3rfocus » Logged
unarmedplayer
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« Reply #14 on: August 03, 2007, 05:43:28 AM »

Ok now is good and u have some suggestion:

1. Make little bigger teleport: http://217.97.144.147/~i4659/up/upload/shot0006.jpg
2. make bigger enter/exit: http://217.97.144.147/~i4659/up/upload/shot0007.jpg similar size to this: http://217.97.144.147/~i4659/up/upload/shot0008.jpg
3. other structure of new room: http://217.97.144.147/~i4659/up/upload/shot0009.jpg and http://217.97.144.147/~i4659/up/upload/shot0010.jpg  you will need jump for yellow armor (to red armor) and the rocket luncher at the center of the room. And also let the ceiling be so high  until to sky.

And also i think then we can start test this map at battle :] so we will need opinion. What do you think about this people ? :]
« Last Edit: August 03, 2007, 05:45:28 AM by unarmedplayer » Logged
w1zrd
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« Reply #15 on: August 03, 2007, 06:05:59 AM »

And also i think then we can start test this map at battle :] so we will need opinion. What do you think about this people ? :]
I am currently hosting this map for all of you as a 1on1 map on *RAINBOW|tourney* with the following settings:
fraglimit 10
timelimit 7
no voting allowed

For a limited time only, so be sure to try it out while you can Smiley
« Last Edit: August 11, 2007, 12:52:23 AM by w1zrd » Logged

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Fitacus
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« Reply #16 on: August 03, 2007, 07:40:15 AM »

Yay the map plays really well with the extra "survivor room". Anybody want to test it 2nite? Cheesy
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hyp3rfocus
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« Reply #17 on: August 03, 2007, 08:10:09 AM »

Quote
I am currently hosting this map for all of you as a 1on1 map on *RAINBOW|DM|1on1*
thanks w1zrd!  :-)


ok, here's the latest version....
http://www.mediafire.com/?1enztvw4md2
...i've redesigned the extra room like you wanted, put wider passageways to it and made the teleports bigger.

i've also found a few more glitches and tidied them up. if anyone sees any more can they give me a shout.
« Last Edit: August 03, 2007, 08:14:14 AM by hyp3rfocus » Logged
w1zrd
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« Reply #18 on: August 03, 2007, 08:23:16 AM »

This is for version #10, suggestion that I think could be worth thinking about:
A) The aggressor map does not contain many 90 degree sharp angles, it's created with softer corners.
B) The entrance from shotgun towards the 'new' rocket launcher could be made a little bit wider (and also not as sharp with the angles)
Have a look at the screenshots and my wonderful 2D drawing Smiley

I am currently testing #17 and have now updated the server with this version also.
unarmed17.pk3 which can be found here

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w1zrd
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« Reply #19 on: August 05, 2007, 04:54:29 PM »

This map is now taken out of rotation for that server but can still be callvoted by the players and by using /callvote map unarmed17 in the console.
Note: this applies to the unarmed17 only
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hyp3rfocus
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« Reply #20 on: August 10, 2007, 04:16:07 PM »

here's the latest version of this map...
http://www.mediafire.com/?7icxbxd2yzr

i had a good chat with w1zard when the previous version was hosted on his server. he pointed out a lot of style elements in aggressor that weren't in my added room, which was why it didn't look right. i think i've got most of them now and the room seems to blend in with the rest of the map a lot better.

thanks w1zrd.
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w1zrd
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« Reply #21 on: August 11, 2007, 12:25:03 AM »

here's the latest version of this map...
http://www.mediafire.com/?7icxbxd2yzr

i had a good chat with w1zard when the previous version was hosted on his server. he pointed out a lot of style elements in aggressor that weren't in my added room, which was why it didn't look right. i think i've got most of them now and the room seems to blend in with the rest of the map a lot better.

thanks w1zrd.
Glad that I can help, thank you yourself for all the work you put in to making this map. I have tested version#19 locally and now a few more suggestions come to mind. Mostly these are minor details like misaligned textures and some that needs replacing, so if you take a look at screenshot#01 you can see that some of the wooden edges might need a texture replacement, preferable by using the same one which is used on the stairs on screenshot#02. Also on screenshot#02 I would suggest adding some form of texture to break the monotony of that wall.

 In screenshot#03 I have a suggestion for a hole in the roof (similar to the one seen on the right) and this is simply to neutralize the greyscale and emptiness that room otherwise has. It would make a difference with a visual skybox, even if it's sadly black. How does the r_speed perform in that room on your system? In screenshot#04 I have marked out the wall again where some texture alignment needs to be arranged (the wall+lights across the map) and additionally maybe some extra textured banner or similar to break the grey tiles.

As a last thing for remarks on the map, I've been testing it with the variable /r_flares 1 but none of the lights, nor white or red, gives any flares. But again, this is just something to think of before compiling a final version of this little beauty.

Phew...

So, some of the player comments that was said about unarmed#17 was:
  • portals are to wide
  • textures misaligned
  • no flares
  • need one more spawnpoint
  • want BFG
  • works better in multiplayer, less good for 1on1
  • nice map
  • awesome!!!
  • and plenty more where that came from...

So, as a conclusion I would think that most of the people who did play the map and reported back to me had a good experience playing it.
As for my personal opinion I think it simply takes a little getting used to since we've been playing 'normal' aggressor for so long.

The map unarmed#19 is now hosted on the *rainbow* servers and can be played by typing /callvote map unarmed19 in the console on one of the tourney servers, or by requesting from an rainbow admin if it should be played as a deathmatch/FFA map.

Well done, nice job!
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dgz
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« Reply #22 on: August 11, 2007, 06:11:46 AM »

i tried it today by accident. its a lot better now. will use it for my next q3 duel tournament Smiley my first try to put in tournament was over six months ago in CPMA environment. works great but it offers way too much spawnrape.

thanks guys Smiley
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unarmedplayer
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« Reply #23 on: August 11, 2007, 02:41:32 PM »

hyp3rfocus one more time i have job for you :]. I prepare upgrade for this map. A little things at new room. And I prepare little surprise for every one.

And also hyp3rfocus thx for all job you made untli now.

w1zrd thx for comments from the player.

See you soon :]
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hyp3rfocus
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« Reply #24 on: August 25, 2007, 12:53:49 PM »

hi w1zrd, i've not touched this map for a while because i've been busy with other stuff, but i've got stuck back into it.

i think i've got most of the weird textures fixed, but i've probably missed a few.

i don't know about setting the lighting to do flares, is that one of the options in the pull down build menu or something that needs to be applied to the individual lights?

i've done a lot of work on the new room. i didn't like the way the bottom of the stairs were so close to the doorway so i've moved them back. i've extended the room so that there is a recess past the long corridor to break it up a bit and i've put a spawn point there. i've also put in a skylight like you suggested, i tried to mimic the style of the other one in the map.

hope you like it.

download page
« Last Edit: August 25, 2007, 01:11:58 PM by hyp3rfocus » Logged
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