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OpenArena Contributions => Maps => Topic started by: Moixie on October 17, 2010, 07:15:13 AM



Title: New CTF maps
Post by: Moixie on October 17, 2010, 07:15:13 AM
in first, I write because no one read the other post I made  :'(

so, since the last tim I made some new CTF maps or new CTF maps version:

The totally new mxctf1:
http://dl-tm.at.ua/load/0-0-0-9-20

I made a next version to the colloseum:
http://dl-tm.at.ua/load/0-0-0-1-20

mx1ctf5, no comments...:
http://dl-tm.at.ua/load/0-0-0-8-20

and the volcano, new since 1 week:
http://dl-tm.at.ua/load/0-0-0-12-20

I added some screens of these 4 ctfs there are under "GPL License" thing, it would be cool if you could add it to the next Oa version.... ^^'


Title: Re: New CTF maps
Post by: Graion Dilach on October 17, 2010, 07:30:45 AM
Well, I think we've read it.. and I played mxdm1 yesterday again.

For commiting, post them into the SVN Commits thread.

I checked the pk3s and they contains two additional textures, base_door/metaldoor.jpg and base_light\jaildr1_4.JPG.  Well, the sources of these two textures should be also included for the GPL license.

Of course I'll playtest.


Title: Re: New CTF maps
Post by: Moixie on October 17, 2010, 07:39:21 AM
About mxdm1, I have finished the next version but it doesnt rock as much as I thought,
the sky ruins the black/white theme =/

you can download it here:
http://dl-tm.at.ua/load/0-0-0-10-20

hm, how to post them into the "SVN Commits Thread"? or where should I post them?


Title: Re: New CTF maps
Post by: Graion Dilach on October 17, 2010, 08:15:04 AM
Well, IMO the Volcano needs some work. If I see correctly, the walls are plain. But I'm not very sure, because Sergei's kamikaze attacks blocked me to see those walls fully. (Hell, I've felt I'm in a middle of a firework.) I did not even tried to get through the map.

BTW, Proxmine is unusable in non-team games.

The other three are nice, I like them, maybe try to remove the flag in DM from Colosseum. Also, it'd be better if you could cut out the UI messages from the loadscreens.

Also I saw that Kyonshi numerously went to a wall with her head on ctf5 and she stopped there... it needs some kind of optimization. Maybe forcesidesvisible at aas compiling is enough.

Oh, and to your question: http://openarena.ws/board/index.php?topic=1945.0

UPDATE: And I think dm1 is good as-is... I didn't feel it too q3dm6ishish.


Title: Re: New CTF maps
Post by: Cacatoes on October 17, 2010, 09:31:58 AM
SVN commit thread is here: http://openarena.ws/board/index.php?topic=1945.150

You just have to post in it, with the links of your maps (I see sources are included in the pk3 so that's good).


Title: Re: New CTF maps
Post by: Pain on October 17, 2010, 10:43:06 AM
lava mappy map looks good. I love falling into äh taking a bath in lava. too bad it won't work for insta ... wide and open area.

mx1 reminds me of ... one level from JB:GE64  :D


Title: Re: New CTF maps
Post by: WingedPanther on October 17, 2010, 12:55:01 PM
These are very fun maps.  Thanks a lot for making them.


Title: Re: New CTF maps
Post by: Moixie on October 17, 2010, 01:03:19 PM
okok, I will fix maps.
I will change their name (Mx3CTF2 isnt really classy...) and changing the "logon message" too (if you have some ideas, tell me :) )

hm, Pain? sorry if Im stupid, but whats "JB:GE64"?

I will not put my maps directly on the comit thread, I wanna be sure that all is perfect, its my first time ! xDD (I feel like a... no, I wont say it x) )

ps: thx winged panther, we wrote it in the same time, I had to write this once more ! x)


Title: Re: New CTF maps
Post by: Graion Dilach on October 17, 2010, 02:21:56 PM
Well, other people uses similar namings. Look at Pulchr's mapnames [pul_(mainmode)(number)(version)] or Neon Knight's/Armageddon Man's [am_(mapname)].

If you mean the long map name as logon screen... well, I can't help. I didn't care about that and it's your job to name your map.


Title: Re: New CTF maps
Post by: Pain on October 18, 2010, 08:39:08 AM
hm, Pain? sorry if Im stupid, but whats "JB:GE64"?

James bond golden eye 64 :)


Title: Re: New CTF maps
Post by: Moixie on October 18, 2010, 12:11:10 PM
I ve fix some details in mx1ctf5, mx3ctf2 and mx2ctf1
there arnt any bots problem in the n°5, the flags dont appaer anymor ein the colloseum and some mistakes have been fixed

you can download these 3 ctf maps there:  http://dl-tm.at.ua/load/0-0-0-13-20

I didnt work on the Volcano because I think it needs much more work and it ll be better with news version whereas others CTF have already been update in the past ( look at the firsts and the lasts, there are surprises.. x) )

about names... I hate calling things, the most of the time, when I have to call something, I call it Bob but in this case... I dont think it ll be a nice Idea x)
give me Ideas !!!
I didnt put any screenshot on maps, are there some obligations in the screen or what are every things forbidden if there are ?
Nevermind, Im working on...


Title: Re: New CTF maps
Post by: Neon_Knight on October 18, 2010, 12:38:20 PM
Why don't you go for the obvious route? mxdm1, mxdm2, mxctf1... :P


Title: Re: New CTF maps
Post by: Graion Dilach on October 18, 2010, 04:11:25 PM
I suggest adding a new shader named after the map, not expanding oalite. It could give you some problems. For example, currently your new shader won't load in, because pak0.pk3 is loaded later and it overwrites your version.

Otherwise, great update. ctf2 has a misnaming in the arena script, but that doesn't stop me from try and enjoy it. I feel Colosseum (this could be a long name) a good DM map.


Title: Re: New CTF maps
Post by: Moixie on October 19, 2010, 11:23:35 AM
I ve tried to improve the maps a litlle more but I didnt do so much things.. =/

--> I ve done a new shader named "mx"
--> added some target_locations to mxctf2, we see where are every members of a team with the "team overlay" now :)
--> made screenshots, added my name with Paint =)
--> found logon messages for maps ! The Colosseum, and others are suprises...
--> the Megahealth is higher on the Colloseum because we couldnt take it easily on straffing
--> added lights in mxctf5 and in the collseum
--> added a ceil to mxctf1's base, it felt too open before
--> added:a plasma, a Y armor and machinegun's ammos in a litlle room created at the begginning of the RA corridor of mxctf5
--> added more details in the high mxctf1 corridor

thats the only things I made... if you find some mistakes, tell me ! I wanna fix something ! x)
I ll send a new pak3 with these 3 maps in some days, I hope


Title: Re: New CTF maps
Post by: St0n3*r on October 24, 2010, 07:15:57 PM
Look nice ;)
Will test that soon :)
It's uploaded on your server? (else i will download to try it on mine ^^ but.. i'm lazy you know :P)

Thanks a lot!
After test i come back with LOT complains  >:D >:D >:D lool


Title: Re: New CTF maps
Post by: Moixie on October 28, 2010, 11:04:24 AM
Hello !
Sry, I didnt touch to the computer since the last week.. I was in Italia, at Roma :)
I visited the real colloseum and ruins around it, and I can say... that my version needs much work x)

Mx3ctf2, Mx2ctf1 and Mx1ctf5 are on the -dL-server, lastest version arnt in :)

then, I will work on these versions, new versions should be upload in some days

by the way, Im working on a dM map... I think you ll like, but ATM I ve some problems with proportions...


Title: Re: New CTF maps
Post by: Someone_mad on October 28, 2010, 11:35:00 AM
The volcano is just sooo f'cken disturbing...! ^^
             ±END¤CONNEXION±


Title: Re: New CTF maps
Post by: Moixie on October 28, 2010, 11:46:00 AM
The volcano is just sooo f'cken disturbing...! ^^

thats why i love it too :)
we use to play it usually on the -dL-Server, these parts are so... there are no words to describe it  x)


Title: Re: New CTF maps
Post by: Gig on October 28, 2010, 02:44:37 PM
Tried...
Nice maps!  :)

Rememer to add support for the additional gametypes!  :)


Title: Re: New CTF maps
Post by: Moixie on October 29, 2010, 03:16:04 AM
hm, I tried to but I dont really know what to do for Harvester, for the moment I made it:

--> added 2 Obelisk on the 3 ctfs
--> added a whithe flag on the midlle of eaches ctfs
--> changed the colloseum's floor

by the way, for .arena files, what are Harvest/Overload and the One flag capture name??


Title: Re: New CTF maps
Post by: Gig on October 29, 2010, 06:45:19 AM
Take a look if there is something useful here:
(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Mapping
(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Mapping_information_for_special_gametypes
(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Mapping_resources_%26_tutorials


Title: Re: New CTF maps
Post by: Neon_Knight on October 29, 2010, 06:46:01 AM
The only thing you need to do is to put the white flag in the middle of the map. The flags are turned into the skull generator and skull receptacles without the need to do anything else. Of course, be sure to check the white flag properties in order to make it to spawn only in One Flag CTF and Harvester. Otherwise, it would be visible in other gametypes as well.

EDIT: Oh, wait, Gig answered by me. :P


Title: Re: New CTF maps
Post by: Moixie on October 29, 2010, 08:03:37 AM
okok, I tried to do it on the colloseum: http://dl-tm.at.ua/load/0-0-0-14-20

tell me if it works or if I have forgotten something =)

and, what about the new screenshot ?? x)


Title: Re: New CTF maps
Post by: Gig on October 29, 2010, 11:16:04 AM
Tested the new version.

- One Flag CTF: seems to work perfectly (ultra-rapid captures!  :))
- Overload: works, but the bots team-mate of yours shoot at you. I read something about this once, here around, but now I can't find the post... someone told that it was a bug from Team Arena, and was related with the alignment of the obelisk (that had to be perfecly aligned with the ground or something similar)... someone finds that post? UPDATE: Found, this thread (http://openarena.ws/board/index.php?topic=3559.0) (but maybe there is also another one: this one does not mention Team Arena... or simply I remember wrong).
- Harvester: There aren't the blue and the red flags, so it is unusable.
- Double Domination: There aren't the double domination points (I think they should be simply the red and blue flag), so it is unusable
- Domination: There aren't the domination points, so it is unusable. You may place one in the central square (I don't know it there is an English word for a rounded square) and two in the place of the flags... or one in the central square and two in the lateral rooms (those with the armors)... or even four points: two in the place of the flags and two in the lateral rooms (technically, you can place up to 6 domination points).

Is it possible that having some of such gametype-related object "share" the central place with the quad may give some problem? (Just a question). Maybe, when playing is these gametypes, should the quad be placed elsewere?

Neon Knight... it would be great if you could update the help pages linked above with the needed info for the One Flag CTF, Harvester and Overload gametypes...


Title: Re: New CTF maps
Post by: Neon_Knight on October 29, 2010, 12:06:02 PM
I thought I did that long ago... I hope nobody deleted that info out of malice.


Title: Re: New CTF maps
Post by: Gig on October 29, 2010, 12:23:19 PM
I don't notice edits that "shrinked" the size of the two pages in their chronologies:
(DO NOT LINK) h t t p s : / / openarena . wikia . com/index.php?title=Mapping_information_for_special_gametypes&action=history
(DO NOT LINK) h t t p s : / / openarena . wikia . com/index.php?title=Mapping&action=history
Maybe you wrote in another page?

PS: We should also write the names of the entities of the runes DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Mapping_information_for_special_gametypes#Runes]here (http://([b) (I don't know them).

PPS: To do a better thing, we should also create a page with the list of all the possible entities... but again, I don't know them!

PPPS: Are DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/index.php?title=Mapping_information_for_special_gametypes&diff=7638&oldid=6735]these suggestions I wrote (http://([b) correct? In particular, about the size of LMS maps...


Title: Re: New CTF maps
Post by: Moixie on October 30, 2010, 10:21:45 AM
hm, I ve made it again
"double dom" and "dom" work nicely, other are right too
I removed the megahealth and the 2 armors on "Dom" and only the mega on "one flag capture"

about Harvester, I dont understand what is it and how to play it x)
I put it in the .arena and there are blue and red flags now, but I dont understand  :-\

you can download the new test version here: http://dl-tm.at.ua/load/0-0-0-14-20


Title: Re: New CTF maps
Post by: Graion Dilach on October 30, 2010, 10:47:11 AM
In Harvester, after every frag, a skull spawns in the middle of the map, perhaps at whiteflag.

To earn points for the team, you must capture those skulls by carrying them to the flag.

And of course I like you work.


Title: Re: New CTF maps
Post by: Gig on October 30, 2010, 04:29:09 PM
about Harvester, I dont understand what is it and how to play it x)

(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Manual/Gamemodes#Harvester


Title: Re: New CTF maps
Post by: Graion Dilach on October 30, 2010, 04:46:03 PM
Although in Colosseum, Harvester doesn't works.

The skulls aren't spawns and the skull-bases aren't visible.


Title: Re: New CTF maps
Post by: Gig on October 30, 2010, 05:28:31 PM
Tested.
- Domination and Double Domination work perfectly!  ;D
- In Overload mode, your teammate bots continue to shoot at you! Did you check the alignment of the flag, as suggested in the thread I linked (Sago said that the origin of the obelisk had to touch the floor)? Maybe you may take a look to the .map file (that should be available in the SVN) of a map where Overload mode works correcly, like PS27CTF or OA_REPTCTF11.
- Harvester mode does not work. The flags spawn as flags and disappear when someone touches them. Even the CTF_GATE1 map, that in the menu is listed as Harvester-compatible, does not work correctly: the skulls appear (even if no model for the skull generator is shown), but there are no skull receptacles, so you cannot score! That map should be fixed before the next version of OpenArena!
Maybe the Harvester points aren't simply flags... maybe oneone could take a look to the .map file of OA_REPTCTF11 (where the Harvester mode works correcly: the skull generator and the skull receptacles are shown, and work) to figure out what is the correct way to configure the map for this gametype.

Hey.. I found this link (http://webcache.googleusercontent.com/search?q=cache:BQNCRUSpON4J:https://zerowing.idsoftware.com/svn/radiant.gamepacks/Q3Pack/trunk/install/docs/Team_Arena_Mapping_Help/pages/ta_game_types.html) about the entities used in Team Arena maps... take a look!


Title: Re: New CTF maps
Post by: Someone_mad on October 31, 2010, 02:29:49 PM
Hey moixie...!
I've posted yo maps on a french forum...!
http://openarena.forumactif.com/maps-f8/maps-en-vracs-t60.htm (http://openarena.forumactif.com/maps-f8/maps-en-vracs-t60.htm)
Hope you agree...!
                   ±END¤CONNEXION±


Title: Re: New CTF maps
Post by: Gig on October 31, 2010, 05:40:46 PM
I hope you said they are still betas... and that they should check this thread for new versions...


Title: Re: New CTF maps
Post by: Someone_mad on October 31, 2010, 06:45:33 PM
I've put the mention 'work in progress' but in french ^^
Don't worry, I'm not here to steal the project, I really like open arena and its community.
I just want that the french people can use, test and comment the work (not everybody can talk english).
And anyway, I will have a look to the final version, I'm impatient ^^.
              ±END¤CONNEXION±


Title: Re: New CTF maps
Post by: chaoticsoldier on November 01, 2010, 02:42:03 AM
I agree with Gig.
By the way, what game does the main image on that site come from? It sure doesn't look like OpenArena  ???


Title: Re: New CTF maps
Post by: Someone_mad on November 01, 2010, 07:57:46 AM
I agree with Gig.
By the way, what game does the main image on that site come from? It sure doesn't look like OpenArena  ???
That's true, I'm not the king of the admins then I haven't the choice ^^, but I will ask Eleckflamme...!
News soon.
(try change it)
         ±END¤CONNEXION±


Title: Re: New CTF maps
Post by: Gig on November 01, 2010, 09:02:19 AM
Returning to talk about the map... I played a bit it in Domination mode, and found it very funny! Try it!
Since the domination points are placed differently from the flags, I'd suggest to place some other item (the armor?) in the place where there are the flags in the other gametypes.

Remember to show the Colloseum map in the menu for Domination mode.

P.S.:I didn't test yet, but I suppose that this map may be funny also in FFA and Tournament modes (and maybe also TDM)...


Title: Re: New CTF maps
Post by: Moixie on November 01, 2010, 09:43:44 AM
about the map, we usually play the colloseum on FFA or in TDm, it rox ;) (but we prefer mxctf5 for the tournament... xd)

then, I ll have to place again infos_player_deathmatch because in Domination or in FFa, we appear in bases and it isnt really interressant(especially for double domination, its impossible to capture =/) , same for others ctfs....

hm, others CTFs apparently work on additionnal g_gametypes, I think you ll can download a new pack in some days.

Quote
Since the domination points are placed differently from the flags, I'd suggest to place some other item (the armor?) in the place where there are the flags in the other gametypes

Good idea, I ll try to find something for diferent gametype, like a red armor for Domination or another weapon for FFA or TDM...


Title: Re: New CTF maps
Post by: Gig on November 01, 2010, 12:07:00 PM
About this page (http://webcache.googleusercontent.com/search?q=cache:BQNCRUSpON4J:https://zerowing.idsoftware.com/svn/radiant.gamepacks/Q3Pack/trunk/install/docs/Team_Arena_Mapping_Help/pages/ta_game_types.html) about mapping for Team Arena game modes, I noticed that they say, for Capture the Flag and One Flag Capture modes:
Quote
Place a team_CTF_blueflag in the blue base.
Place a team_blueobelisk in the blue base where the goal should be. Give it a facing angle. This forms the flag base. Do not mark any gametype.
Questions:
1) Is that "team_blueobelisk" placed there only for its graphical look, or it has some practical utility even outside the "harvester" and "overload" modes?
I took a look to my  TeamArena Demo (ftp://ftp.idsoftware.com/idstuff/teamarena/TeamArenaDemo.exe)... When playing in CTF mode, there is a "thing" on the ground that emits a colored "light" (under the two flags); when playing in Harvester mode, there is no flag and the "thing" that emits light looks different and its light beam is longer; when playing in Overload mode, there is simply the obelisk, starting from the ground, no light. I'd like to know if they created the map with different items on the ground, depending from the gametype, or it is the engine that automatically chooses a different 3D model for the "team_blueobelisk" (and red, of course) depending from the current gametype. Someone knows the answer?
The TA demo contains only a map, thus I'm not sure if in other maps there is something different under the flags, but I suppose not.
2) What do they mean with that "Give it a facing angle" sentence?
3) Why did they wrote that "Do not mark any gametype" sentence? Is it because they wanted some kind of "base" shown in every gametype? Did they not plan to have a CTF map played in FFA, TDM or Tournament mode?

I'm asking these questions, since I don't know when Neon_Knight will update the page on our Wiki... now that I found that link, I may start writing by myself (even if I'm not a mapper), but I'd like to understand the things first!
I suppose that, about that "team_blueobelisk" item in CTF and One Flag Capture mode, we may write something like
Quote
"You can place a team_blueobelisk in the blue base, where the flag is, to place a "base" under it; this to point out where is the flag should be when it's not there. You can omit it if you use something else (like a colored texture on the ground) to point out the flag position. You can let it be shown in all the gametypes, or use the "gametype" key to manually select the gametypes (remember that the obelisks are much more important in Harvester and Overload modes, where they are needed).
Do you think it is correct?


Title: Re: New CTF maps
Post by: Moixie on November 01, 2010, 01:55:49 PM
hm, I can repond to your question ! (thats strange xD)

1) "Blue team Obelisk. Used for Overload and Harvester game types. Facing needs to be set."
(entitie's description of the blue_team obelisk in NetRadiant)
its the same for the 2 gametypes so "it is the engine that automatically chooses a different 3D model for the team_blueobelisk (and red, of course depending from the current gametype".

2) I don't really know, I think its where it looks when the map starts
I don't think it can help but:
"angle : an angle facing needs to be set for this entity. This item has a specific facing."
(From NetRadiant too)

by the way, I didnt take care of it in the Colloseum and the neutral_flag which has the same thing worked,
I dont think its so important...

3)

-------- NOTES --------
Do not assign a gametype to this item. It is used in all four team game types. the The game will call for it as needed.
(writen in the entity description of NetRadiant)

its just because it doesn't need to...



it looks like an exam copy, I hope you won't note me.. =/

then, I ve finished every embarassing work of the 3 maps, I start placing infos (a long work really interressant..) and, do you think I should put a neutral_flag in mxctf5? one flag capture would be so... x)

ps: I tested in every gametypes, it worked =)



Title: Re: New CTF maps
Post by: Moixie on November 02, 2010, 06:03:35 AM
I ve finished !

you can download it here: http://dl-tm.at.ua/load/0-0-0-15-20

by the way, let me put some screens =)

ps: sorry for the double post.. it wasnt polite =/


Title: Re: New CTF maps
Post by: Gig on November 02, 2010, 03:30:17 PM
In the v4 of the colloseum, the central domination point misterously disappeared. The HUD shows three letters (A, B, C), but I can find only two domination points.

And in Overload mode, the bots team-mates of yours continue to shoot at you (try set g_friendlyfire 1 to have further confirm).

One flag CTF, Harvester and Double Domination seem to work correctly.  :)

-----------
mx1ctf5_t2:
Good, but in Overload mode your team-mate bots shoot at you.
I suggest to place something in the place of the flags in the gametypes where the the obelisks or domination points have been placed elsewhere...
-------------
mx2ctf2_t2:
Very good, it seems to work in One Flag Capture, Overload, Harvester, Double Domination and Domination.
Yes, there in Domination your bots team-mates do not shoot at you!!!  :)
In domination mode, only two flags? Okay, but what about using significative names, like "upper" and "lower"? Now both of them are called "A"...


Title: Re: New CTF maps
Post by: Udi on November 02, 2010, 04:19:53 PM
And in Overload mode, the bots team-mates of yours continue to shoot at you (try set g_friendlyfire 1 to have further confirm).

If I recall correctly, this happens when the obelisk doesn't touch the ground properly.

Moixie, why do you have single, ffa and tournament gametypes defined in your arena files for the CTF maps?


Title: Re: New CTF maps
Post by: Moixie on November 03, 2010, 01:55:14 AM
Quote
If I recall correctly, this happens when the obelisk doesn't touch the ground properly.

apparently yes =/
I just tested it on mxctf5 and yes.. they don't attack me anymore :'( (I thought they touched the floor but there were some units upper, I didnt think they hsould be "buried" in the floor, then if we use: Suspended? can it solve the problem? or will they still attack us? ( we cant suspend them xd)

Quote
In domination mode, only two flags? Okay, but what about using significative names, like "upper" and "lower"? Now both of them are called "A"...

I wasnt very inspired xD
then, I like these places because with the grid which is on the 2nd floor we can see the 2 flags from the same place but we played it yersteday and bases arnt really used... I ll maybe put 2 others flag on the blue and on the red base.

Quote
Moixie, why do you have single, ffa and tournament gametypes defined in your arena files for the CTF maps?


as strange as a cat in a niche, my maps ( and especially the colloseum and ctf5) are better on FFA than in CTF ! xDD

Quote
the central domination point misterously disappeared

hm, strange
hm, I have removed it and put another one but it still doesnt work oO
3 minutes later: I put it upper, and I suspended it, it works but the flag touches the floor oO

Quote
mx2ctf2_t2

are you talking about mx2ctf1_t2? x)

then, the pak3 is comming once more...
this time I made:
---> the colloseum domination problem, fixed
---> overload's problems, fixed
---> mx2ctf1, still 2 flags but named upper and lower =)
---> mx2ctf1, obelisks removed on CTF Oo
---> mx2ctf1, new loadscreen, the last one didnt rock =/
---> mx1ctf5, at the obelisk place: when there isnt obelisks, a medkit
                            flags place: megahealth on FFa and tdm, medkit on harvester and overload
                            middle: haste on FFA or TDM (its gonna be gory !), mega on others


Title: Re: New CTF maps
Post by: Neon_Knight on November 03, 2010, 06:31:15 AM
The thing in the obelisk which should hit the floor is the origin point, not the model per se.


Title: Re: New CTF maps
Post by: Moixie on November 03, 2010, 06:50:59 AM
hm?
the origin? what does it mean?
then, I dont know how so but overload apparently works on the colloseum and mxctf5


Title: Re: New CTF maps
Post by: Gig on November 03, 2010, 06:53:31 AM
I repeat, I'm not a mapper, but I suppose the "origin" should simply be the X,Y,Z coordinates you specify when placing an item...
These coordinates should touch the ground, when placing the obelisk...


Title: Re: New CTF maps
Post by: Neon_Knight on November 03, 2010, 07:39:00 AM
I repeat, I'm not a mapper, but I suppose the "origin" should simply be the X,Y,Z coordinates you specify when placing an item...
These coordinates should touch the ground, when placing the obelisk...
In fact, it is.

Do you see the green-blue-red lines when you select an entity and zoom it? That's the origin.


Title: Re: New CTF maps
Post by: Moixie on November 03, 2010, 09:13:34 AM
Are you sure of this?
because... look at pictures x)

The 1rst is the colloseum before.
we can see that the origin doesnt touch the floor and the obelisk model is buried in the floor but bots attack us.. :'(

in the 2nd, it works
we can see that the origin doesnt touch the floor too , the obelisk is buried too in the floor (maybe less) but bots dont attack us. oO

I dont really understand where its diferent =/


Title: Re: New CTF maps
Post by: Neon_Knight on November 03, 2010, 10:30:49 AM
I don't see in any of the cases that the origin point (the red-green lines) are touching the floor. It doesn't matter if the model is sunk or not, as it's just the visuals (and in 0.8.5 it was fixed, AFAIK)


Title: Re: New CTF maps
Post by: sago007 on November 03, 2010, 11:24:54 AM
I dont really understand where its diferent =/
The models in OpenArena are misaligned. I posted some aligned models in this thread: http://openarena.ws/board/index.php?topic=3051.0
Back then I posted that I did not know about the bot-bug.

(and in 0.8.5 it was fixed, AFAIK)
Unfortunately not. It is still a problem.

In the source code it appears that the obelisk should fall to the ground and thereby be added to the ground entity list (the list the bot searches for possible goals). But for some reason it does not fall to the ground. Only the hitbox falls to the ground.


Title: Re: New CTF maps
Post by: Graion Dilach on November 06, 2010, 05:02:37 PM
Sorry for the late reply, I had a busy week.

Good progress but I found a bug on the latest beta of Colusseum.

(http://graiondilach.netne.net/dl/shot0003.png)

Red base looks fine.


Title: Re: New CTF maps
Post by: adriano on November 07, 2010, 06:17:24 AM
A new CTF map from *SoS*THOR is in development (DOWNLOAD (http://www.mediafire.com/?2t5hnrmoaj42eb7)), see also here:
http://clansos.sosforum.net/links-downloads-f8/e-mi-improvviso-mapper-p-t353-15.htm


Suggestions?



(we know about textures, it will be fixed)


Title: Re: New CTF maps
Post by: Gig on November 07, 2010, 06:37:21 AM
Hi guys. DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/index.php?title=Mapping_information_for_special_gametypes&diff=7732&oldid=7713]I did what I could (http://([b) to expand the DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/index.php?title=Mapping_information_for_special_gametypes]Mapping information for special gametypes (http://([b) page.

But I'm not a mapper, thus someone of you should check it, correct it, and possibly expand it with the gametypes still missing. Please.


Title: Re: New CTF maps
Post by: Neon_Knight on November 07, 2010, 08:26:03 AM
I've added a bit of info.
Hi guys. DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/index.php?title=Mapping_information_for_special_gametypes&diff=7732&oldid=7713]I did what I could (http://([b) to expand the DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/index.php?title=Mapping_information_for_special_gametypes]Mapping information for special gametypes (http://([b) page.

But I'm not a mapper, thus someone of you should check it, correct it, and possibly expand it with the gametypes still missing. Please.

I've added a bit of info.


Title: Re: New CTF maps
Post by: Moixie on November 08, 2010, 05:00:07 AM
Can we get someone in here that is not so cheesy ?

hm, interresting. good question.



then, about the white line in the blue base
Im sorry and I will fix it, but its the kind of "bugs" I like to see in my maps, it reminds me how I made it and maybe just that I made it...

by the way, I found another bug in the colloseum, there is a Neutral flag in CTF.. I fixed it.


Title: Re: New CTF maps
Post by: Gig on November 08, 2010, 11:33:37 AM
A new CTF map from *SoS*THOR is in development (DOWNLOAD (http://www.mediafire.com/?2t5hnrmoaj42eb7)), see also here:
http://clansos.sosforum.net/links-downloads-f8/e-mi-improvviso-mapper-p-t353-15.htm
Suggestions?
(we know about textures, it will be fixed)
Maybe creating an apposite thread about it, leaving this to the maps from Moixie?
Just an idea...

PS: Nice looking map!  :)


Title: Re: New CTF maps
Post by: Gig on November 08, 2010, 12:49:28 PM
I've added a bit of info.
Thank you, man!
I took a look, it seems a good work. Thank you!
Since I noticed you used "bold" font for each entity name mentioned, I beginned to add it to some entities names that still did not were bold.... but then I thought that maybe you wanted to do more updates to the page, and the "non-bold" entities could help you to remember where you left. So I stopped "bolding" them. They started from One Flag Capture mode, if you want to continue from there in updating the page...

I have some questions:
1) Why did you say the "Domination" mode to be a "non-objective-based gamemode", DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Mapping_information_for_special_gametypes#General]here (http://([b)? Probably simply because it uses deathmatch spawn point... then a way to fix the sentence, for example, could be <<For non-objective based gamemodes (FFA, Tournament, LMS, Team Deathmatch), plus Domination, players start at ...>>
2) Now I discover that the names used in the "gametype" key within the map, and in the .arena files differ for gametype 1 ("tournament" in the map - "tourney" in the .arena). Is this a typing error or is correct? In the latter case, we should mention this DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Mapping#Gametypes]here (http://([b).
3) What about dividing the "Elimination and CTF Elimination" section into two separate sections? It would be clearer where talking about the "gametype" keys, I think...
4) What about writing info about the number of spawnpoints needed? Few spawnpoints will cause telefragging at the beginning of the match, I suppose. How many? 16? And I don't understand if there are not enough points flagged as "INITIAL", would the others be used or there will be telefragging? In general, maybe that part DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Mapping_information_for_special_gametypes#General]about spawnpoints (http://([b) may be a little more detailed. Well, in gametypes different than Elimination/CTF Elimination/Last Man Standing, the risk of initial telefragging is lower since players enter the game as soon as their machines end loading the map (not all computers have the same speed), or as they select "join game/red/blue" from the menu (not all players will do it in the same fraction of second)... but Elimination and LMS modes may pontentially be played in every map...
5) I suppose we could also copy the phrase that is in the "Mapping" page: <<Note: You should always have at least one spawnpoint (info_player_deathmatch) without a gametype key in a map or the map might crash when new gametypes are added.>>
6) What about moving (renaming) the page to "Mapping informations for each gametype"? "Information" or "Informations"? Other suggestions?

PS: Again, thank you!


Title: Re: New CTF maps
Post by: Thor001 on November 08, 2010, 03:27:57 PM
My mistake... sorry


Title: Re: New CTF maps
Post by: Neon_Knight on November 08, 2010, 07:04:49 PM
Checked some maps, here're my thoughts, tips and suggestions:

mx2dm1 (q3dm6ish remix)
* Very grim and colour-lacking. There's next to no distinction between areas or floors. You should consider that.
* Consider replacing the Railgun with another weapon. In the upper floor, it just covers a lot of space.
* Keep on the development of this map. It looks "inspired by" q3dm6(ish), yet it isn't a straight-forward version of that map unlike q3dm6ish. In some occasions I even had a feeling of playing cpm1a.
* The map feels very "blocky". You should consider using patches for corners.

mx1ctf5 (sweet brutality)
* Nice for small matches.
* Check the doors, sometimes one of these opens while the other doesn't.
* Consider using patches in the jumpers, they look very blocky.
* Other than those 3 options, I have no complaints.

mx2ctf1
* Put the Railgun out of the map, (it may be a Game Breaker) and/or place some covering in the passages (such as boxes, oildrums, or things like that, check also my first suggestion below) Try to place these in such way that these shouldn't interrupt the player's movement.
* Some textures are missing. Screenshots:
* This teleporter looks a bit messy. Screenshot:
* Change the destination of the teleporters or just remove them. It's not a good idea to have them ending directly in the base.
* The models for the flagbases are floating. Check suggestion 2.

I haven't opened the editor yet (I must make it to work) yet I have some extra suggestions:

* Extract (BUT DON'T DELETE) the models folder from the pak0.pk3, pak5-TA.pk3 and pak6-patch085.pk3 files into the baseoa folder. That way you can use many models which come from the game. You can also download the entire models folder from the SVN. (use a download client or a subversion client to checkout just that branch) There're many other models and you can even create your own ones, which you can manipulate later by hand-hacking the model files.
* If you have problems with the flags and obelisks, then just use the flags, and the obelisk models. The white flag should have the "gametype"/"oneflag harvester" property, so it shouldn't show in the other modes.


Title: Re: New CTF maps
Post by: Neon_Knight on November 09, 2010, 11:20:37 AM
I've managed to check mx2ctf1 in NetRadiant. And yes, the problem was that the origin property of the obelisks was floating. Give the following items the following properties, through the entity window:

blue obelisk => "origin" "-256.000000 -192.000000 -188.000000"
blue obelisk => "gametype" "obelisk harvester"
red obelisk => "origin" "-216.000000 3328.000000 -188.000000"
red obelisk => "gametype" "obelisk harvester"
neutral obelisk => "origin" "-240.000000 1568.000000 -372.000000"
neutral obelisk => "gametype" "harvester"

Don't worry if it sinks a bit. Just test it as it is.

Oh, and just another advice: use caulk when doing your map, and texturize it later. I've checked that there're lots of textured surfaces which aren't visible ingame. That hurts the performance.


Title: Re: New CTF maps
Post by: Neon_Knight on November 11, 2010, 08:55:23 AM
I've found a solution for your problem with the doors in mx2ctf1:

Use the "team" property in the doors, that way they should open at the same time:

"team"/"bluedoors" for both doors of the blue side.
"team"/"reddoors" for both doors of the red side.

@Gig: Sorry that I couldn't reply your PM. I didn't saw your post. I'll check that later.


Title: Re: New CTF maps
Post by: Gig on November 11, 2010, 02:17:16 PM
I don't see doors in mx2ctf1...

Maybe are you talking about mx1ctf5? The two parts of those doors that do not open at the same time are a bug? I thought they were a feature, to do something different than usual... I find them funny... :)


Title: Re: New CTF maps
Post by: Neon_Knight on November 11, 2010, 02:42:20 PM
Yeah, mx1ctf5, my mistake. :P


Title: Re: New CTF maps
Post by: Moixie on November 12, 2010, 01:42:49 PM
Mx1ctf5:

--> Doors open in the same time
--> I used Patches for jumpers
--> A new sky, it looks better than before
--> I caulked all the map, performance seems a litlle better =)
--> the lower floor is lower.. xD
--> removed the Domination point wiwh was in the midlle, I called the 2 others Red/blue Corridors
--> I used a "Target_intermission", because there are bugs when we touch a door like a Spectator
--> a New Screenshot which goes with the target_intermission, it does like in ps37ctf

Mx2ctf1:

--> The railgun is now on the teleporter Platform, then, I dont think it can really stop attackers but there were no weapons out of bases, its boring when you have the flag, ennemies are in your base and the only weapon you have is the machinegun..
--> I put the Obelisks how you wanted it to be, there werent any problem with that before thought
--> Im trying diferent sort of teleporter, for the moment, a Mirror or a portal seem being the best =/
       I will finnally put something more like before, a mirror or the portal would be too.. I prefer like it is now, I put a screen
--> the teleporters' exit is where the rail was =)
---> I added some boxes in the lateral ways and in the base

M3ctf2:

--> I added some atificials lights in the map, now everyplace aare seeable
--> no bugs anymore in the blue base
--> I caulked everything ! muahahhaha !
--> I deleted many brushes, 698 brushes in the t4, actually 500 =)
     its really cleaner
--> no Obelisks problem anymore, bots dont shoot at me ! :')


ps: sorry about the Screen, its on TGA... I fixed it..

pps: I dont like working on a map if I dont see how its going... then I prefer working on and when Im sure that all is perfect I select everything and I apply the Caulk, then I just put textures surfaces by surfaces and I am Happy :)

ppps: I dont really like models.. I think it could stop attackers who are running away or helping camp to put some barils or any other models, then, I put some boxes in the bases and in the laterals ways =)



Title: Re: New CTF maps
Post by: Neon_Knight on November 12, 2010, 01:52:05 PM
Also check Edit => Preferences => Brush => Always use caulk for new brushes and Edit => Preferences => Clipper => Clipper tool uses caulk. That may help you. These are available in NetRadiant, though I don't know/remember in other *Radiant editors.


Title: Re: New CTF maps
Post by: Moixie on November 15, 2010, 05:25:52 AM
I have a problem with the blue light texture in the mx2ctf1.  :(
I dont know why.
I didnt really search why it doesnt or how it would work, I think it is about the shader...

(then, I dont know anything about shaders.. thats maybe why I think this is the problem  :-\ )


Title: Re: New CTF maps
Post by: Neon_Knight on November 15, 2010, 05:41:04 AM
You should add the shader name in your baseoa/scripts/shaderlist.txt file (I don't know which operating system you use) before using any shader you made. There are plenty of other shaders to be added there as well.


Title: Re: New CTF maps
Post by: Moixie on November 15, 2010, 11:32:55 AM
I use "Windows" (yes... :'( )
then, I tried to do it but I removed the shaderlist.txt some weeks ago because I didnt like how it looked xDD
so I tried to get it on the svn bu tthere was only a list written, so I tried to create it once more... apparently, it failed x)


Title: Re: New CTF maps
Post by: Neon_Knight on November 15, 2010, 12:07:43 PM
Just write an empty file with all the names of the .shader files in the pk3s. That should be enough.


Title: Re: New CTF maps
Post by: Peter Silie on November 15, 2010, 02:19:19 PM
And be sure, to have no shader somewhere in your oa path (pk3 and so on) with the same name.
I had trouble for weeks to find such a shader somewhere deep in an existing pk3  >:(


Title: Re: New CTF maps
Post by: Udi on November 15, 2010, 02:35:08 PM
I had trouble for weeks to find such a shader somewhere deep in an existing pk3  >:(

The DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/List_of_OA_shaders]OA shaders (http://([b) Wiki page could help in such cases. Only with the stock shaders of course, if you have a shader in some other extra package, you have to find it by hand.


Title: Re: New CTF maps
Post by: Gig on November 16, 2010, 04:31:20 PM
Moixie, when a new beta to try?  :)
Did you make some improvement to Volcano?


---------------------------
Neon, did you have the time to read this post (http://openarena.ws/board/index.php?topic=3956.msg36123#msg36123)? What do you think about it?


Title: Re: New CTF maps
Post by: Moixie on November 17, 2010, 06:26:57 AM
once the texture problem fixed, I ll search for some times and if I think that all is correct I ll upload it =)
then.. the colloseum and mx2ctf1 havnt so much improvements whereas Mx1ctf5 seems really better to my eyes =)

by the way, I caulked the maps and performence are much better than before for mx1ctf5 and the colloseum

I didnt touch to the volcano yet and I think that I won't touch to it for a moment =)
Actually, the map was just a trip and I dont think that the map in itself is really good or just playable..

about the textures, I got the "shader list" and I add my name to it. I put it in the mx2ctf1_t3 pak3  but it still doesnt work, and.. red lights texture in the teleporter dont work anymore oO (it starts nicely)
I just tried it in some minutes so I will see it today and I think you ll can test all the map tonight (if I am lucky and cleverer than usual)


Title: Re: New CTF maps
Post by: Neon_Knight on November 17, 2010, 08:32:48 AM
You should do something about it. It has potential to be very fun.
I've forgot to put my critics about that map. It can be a fun fragfest map, with some things:

* Switch the battle suit and proxy mines (Prox should has no ammo if no team items are in each base) places, for example: put battlesuits in the bases, and the prox in the middle area. Oh, and a normal battlesuit, not a modified one. (I've noticed the BS has 90 minutes)
* Since the map is called "Volcano", you should put in the top a sky.
* Add some cover in the bases. Big rocks, for example. You can also add a rock in front of the flag.
* Add some platforms. I don't know, some at the sides of the base with some other weapon or item. Maybe the Kamikaze and the Megahealth.

Just my $0,02.


Title: Re: New CTF maps
Post by: Moixie on November 17, 2010, 10:53:35 AM
I won't care about the volcano for a moment but, I tried to put a skie in first but it didnt look nicely then I can do it diferently,
rocks are definitly a great Idea, I had it too x) (it rocks !)

I will remove proxy mines, at the first I thought about it just for a BIG jump to the other base with the BFG and the mines so. but they arnt good at all and replacing by a chaingun or a lightning gun should be better especially because players who take the batllesuit are almost invulnerable once they are in the ennemy base with the Rocket or the BFG.

I will put base upper than the lava and puting 2 litlle gatesway at the surface where there would be a Jumper and the 2 batllesuits so. jump from the upper base to the lava should be disturbing ^^

then, I will work on the lava floor with Easy gen, I read something about it and I didnt understand anything but it should do the floor better =)

by the way, the Rotative system with the stones stops when somebody block it or when a weapon/flag fall in it floor =/
is there a way to crash players or to make it continuing even if something block?
I ll remove the kamikaze and I ll put 1 and only 1 in the center of the map =)

then, what about puting a "quad" high in the air?

------------------------------------------------------------------------------------------------------------------------

Mx2ctf1:

hm, its worst than before :'(
many textures are misssing in the Base_light file but I dont know if it is normal and if I removed a texture pack which would be in my baseoa, do you have only 4 textures for the red light in the Base_light?

then, I removed every shaders in every pak3 where it would be and I just add the blue texture just like normal texture but its still missing on the map when I compile, Im lost

then, it could explain something
when the God|Clan put the old version of the map in their server (which is on 0.8.1) some textures were missing, reds lights one, now, in NetRadiant textures are shown like: afford and when I compile the map, maps are on some blocks but they dont do any light
so I checked the new patch version's texture file and there are no base_light file oO

Textures which are missing:

Ceil_22a_2k (red light)
Ceil_38a_2K (turquoise light)



Title: Re: New CTF maps
Post by: Neon_Knight on November 17, 2010, 12:02:56 PM
Try mapping with just an empty baseoa dir. Well, "empty": leave just the configfiles. If you're using the game's baseoa dir for the pk3, you must leave the pak*-* files which come with the game.

I see them all.


Title: Re: New CTF maps
Post by: Gig on November 17, 2010, 12:17:09 PM
@moixie: Yes, try to use a "clean" installation of OpenArena for mapping. And maybe using a different fs_homepath (./ uses the installation folder instead of appdata) may exclude the risk of an autodownloaded pk3 influencing the in-game look.

@txc neon knight: please do not be angry (or hungry? I think it's "angry") with me.. but I'm still waiting for an answer.... I'm sorry worrying you.


Title: Re: New CTF maps
Post by: Neon_Knight on November 17, 2010, 02:57:21 PM
No drama, sorry for not replying. I'll check your post.


Title: Re: New CTF maps
Post by: Moixie on November 18, 2010, 05:49:34 AM
@moixie: Yes, try to use a "clean" installation of OpenArena for mapping. And maybe using a different fs_homepath (./ uses the installation folder instead of appdata) may exclude the risk of an autodownloaded pk3 influencing the in-game look.

Im already on the installation folder and I have still been on.
Apparently, from the last time where I had every textures on the base_light to now there s no diference, I didnt remove any file in the BaseOa, I change the Shaderlist.txt but I removed it and there are still no changement =/
I will install Oa once more and see if it changed, then I ll try to clean everythings which is in the BaseOa (there are some 50 or 60 scrath maps begun, I ll put old version and maps I dont care somewhere else =/ )

then, I ve finished the beta of the mx1ctf5 and of the mx2ctf3,
which way do you prefer? getting these 2 maps now or waiting for the mx2ctf1?

ps: I ve cleaned up my BaseOa and created a Oarchive out of it, it should be better like that.
can it do some bugs like forgetting some textures if there are too many things in the directory?


Title: Re: New CTF maps
Post by: Neon_Knight on November 18, 2010, 06:22:25 AM
Wait a minute... did you've modified the pak* files?

@Gig: I've did some changes in the wiki, according to some of those of your posts, sorry that I didn't do a long answer.


Title: Re: New CTF maps
Post by: Moixie on November 18, 2010, 12:07:54 PM
I dont think so but Im actually downloading it again,
if it works, it would mean that I did,... but I dont know how I'd do it

then, the problem isnt the textures, the problem is NetRadiant, it doesnt see textures but when I compile the map textures arnt missing and I dont know why he cant find them.. "pak* files" can has a responsability in the problem I think but which one? x)

ps: hm, I replace every files and it didnt change, textures are still missing or textures I used have never existed? tell me, how many red squares you have?

pps: I put the new Oa pack, and it works !!! xD
        I try to put my blue texture in this moment =)

        apparently the problem was because NetRadiant didnt consider the new Oa version whereas Oa worked on it, but I dont know why, the problem appeared after a compiling test Oo
        then, there are no problem anymore and I should be able to put the blue texture quickly, you ll can get the 3 maps' beta for tommorrow around 17h I think.

ppps: I thought about something but I dont know if I can, the blue texture exists in many maps (Tr1ckhouse by example) and it blinks in the same time whereas the one I did on paint doesnt. xD
Can I take the Tr1ckhouse texture and script or is it forbidden?


Title: Re: New CTF maps
Post by: Neon_Knight on November 18, 2010, 12:53:33 PM
Then it's a problem of the shaders.
I'll upload a file in a moment, it should help you to solve your problem.


Title: Re: New CTF maps
Post by: Gig on November 18, 2010, 02:52:25 PM
Hi Neon... Are you talking about DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/index.php?title=Mapping_information_for_special_gametypes&diff=7893&oldid=7892]this edit (http://([b)? It's correct, but I have to admit that I was hoping in something more...  :(


Title: Re: New CTF maps
Post by: Udi on November 18, 2010, 03:32:26 PM
ppps: I thought about something but I dont know if I can, the blue texture exists in many maps (Tr1ckhouse by example) and it blinks in the same time whereas the one I did on paint doesnt. xD
Can I take the Tr1ckhouse texture and script or is it forbidden?

No you can't. The license of tr1ckhouse-beta3:

Quote
--------------------------------------------------------------------------------

* Copyright / Permissions *

--------------------------------------------------------------------------------

(c) 2004 - By BorisXIV

This map may not be copied without permission

Always use GPLv2 or Public License stuff for OA maps!


Title: Re: New CTF maps
Post by: Moixie on November 19, 2010, 06:08:32 AM
hmmm

I give up, the red jail and the blue jail are going to be removed, I ll replace it by something else which look better but which dont do lights... I think its the best way for the moment =)


Title: Re: New CTF maps
Post by: Neon_Knight on November 19, 2010, 06:28:04 AM
Uploaded here ATM. Use this file and test if it works.

http://www.mediafire.com/?6fjtk761pah1a8j


Title: Re: New CTF maps
Post by: Moixie on November 20, 2010, 06:46:35 AM
So, you can download the news betas here: http://dl-tm.at.ua/load/0-0-0-16-20

globally,

* textures changed in the mxctf1 (worse than before in my opinion)
* I added 2 powerups in mxctf5 and mxctf2 for the FFA and it works nicely.
* the rail's place changed in the mxctf1, same for the teleporters' destinations
* new screenshot for mxctf5 and mxctf1
* new name for mxctf1 ("The Benefits of Technlogy!")
* there isnt a stupid neutral flag on ctf in Mxctf2 anymore


Title: Re: New CTF maps
Post by: Neon_Knight on November 23, 2010, 08:13:03 AM
I will remove proxy mines, at the first I thought about it just for a BIG jump to the other base with the BFG and the mines so. but they arnt good at all and replacing by a chaingun or a lightning gun should be better especially because players who take the batllesuit are almost invulnerable once they are in the ennemy base with the Rocket or the BFG.
Nah, don't remove them. Just place one at the center of the map and make it riskier to get.

As a rule of thumb, each time you place any of the missionpack weapons (Nailgun-Chaingun-Prox) you should add as well at least a Team Rune. (Doubler-Guard-AmmoRegen-Scout) Guard works great at reducing the mines' and weapons' damage. And since these are "team" runes, you should place one at each base.

EDIT: The same goes for the two new holdables (Invulnerability and Kamikaze)

I will put base upper than the lava and puting 2 litlle gatesway at the surface where there would be a Jumper and the 2 batllesuits so. jump from the upper base to the lava should be disturbing ^^
What?

then, I will work on the lava floor with Easy gen, I read something about it and I didnt understand anything but it should do the floor better =)
Nice one.

I ll remove the kamikaze and I ll put 1 and only 1 in the center of the map =)
And if possible, same deal as above: riskier to get.

then, what about puting a "quad" high in the air?
Nah, if you place Kamikaze, then that should be enough.

Just my $0,02


Title: Re: New CTF maps
Post by: Gig on November 23, 2010, 04:40:22 PM
I don't see the textures on the doors in mx1ctf5. I removed the previous versions of your maps.

Maybe you may add domination points to mxdm2 mxdm1...


Title: Re: New CTF maps
Post by: Moixie on November 24, 2010, 08:30:39 AM
Quote
Nah, don't remove them. Just place one at the center of the map and make it riskier to get.

grrr
they havnt any interrest, they cant kill a player who took a batlle suit and are almost unusuable in the map because its too open... riskier to get whereas there are no interest to get it ?!? xDD
I will put it, it can help to do a great jump from a base to the other but I dont think it can be really interresting

Quote
What?

look at the picture,
I meant, puting base really upper than the lava of 6 or 7 metters, then, puting 2 gatesway (1 per bases, I didnt do this yet... it isnt on the screen) at the surface, a litlle like the bases are in the version I posted, with some jumpers on... some weapons, health.. I didnt really decide yet



Quote
I don't see the textures on the doors in mx1ctf5

sadly yes... =/
I forgot to put the door's texture in the texture file =/

Quote
Maybe you may add domination points to mxdm2

mxdm1, I just put the link to answer to a Graion sentence, 
Im not working on for the moment but there ll have some in the next version






Title: Re: New CTF maps
Post by: Moixie on December 20, 2010, 01:55:13 PM
So, since the last time I just finished a new mxctf6 version (The Volcano)

you can download it here: http://dl-tm.at.ua/load/0-0-0-18-20

First, there is a new floor underlava, yep.. after some long hours of intensif debate with myself I decided to change this flat and monotonous floor and I replace it with a terrain made with EasyGen. The result is beautiful. It looks like the "Groudon's lair" in Pokemon ruby version hehe.. forget that =/
Then, to get to the bases there are 2 platforms on each sides with some lianas that we climb like a ladder and we become the new defenders' target. =)
To finish, the 2 bases are totally diferent, they were flat, now they are like 2 big mountains where the lava of the "lava lake" comes from. These bases are a litlle campy. In the heights, you have just to aim players who are climbing, to defend the base. It looks more to a "hunting party" to anything else... So, getting the flag is almost impossible if 2 or more ennemy defend it, but once somebody took the "Kamikaze Blast"......

I guess this version is surely better but the fps s**, textures dont rock and many litlle details ruin the map, Merry christmas !!!

thats maybe the reason of why I will not say "The return of the Volcano",
even if its better, it isnt really like the 3 others CTF yet... xD



         But get back to the real subject, what about the three last tests versions (mx2ctf1_t3, mx3ctf2_t5 and mx1ctf5_t3)

         personnally I fixed some litlle problem:
         _ teleporters in the colloseum
         _ replaced some texture on mx2ctf1_t3 and I am thinking about doing all "dark" (like in the actual 2nd floor)


ps: I am actually working on an alternative version of the colloseum where it would be in a "cave" where there would have water which doesn't hurt and where "quad" would replace the "batlle suit" :)

pps: Sorry about the double post :'(


Title: Re: New CTF maps
Post by: Gig on December 20, 2010, 02:44:28 PM
Nice  :)
Had a very short test.

- Sometimes I can get "stuck" on the climbing walls, becoming impossible to move, unless doing something strange like exploding a rocket or moving on a strange direction (I'm not sure). It happened to me at least a couple of times. I took the attached screenshot when I was stuck there.

- If one gets on the upper floor by rocket-jumping, the path is not lighted at all.

- The lava sometimes flows backwards... it is okay for the "pool", but very strange for the "falls"... if there isn't a shader with the lava flowing always in the same direction, maybe you could ask if Udi (or someone else) may create it for you?

- The rocks in the central part do not rotate anymore... :( They were nice...


Title: Re: New CTF maps
Post by: Moixie on December 20, 2010, 03:28:26 PM
Quote
The rocks in the central part do not rotate anymore...  They were nice...

yep =/
when I had put the terain in the lava it didn't work, I decided to remove it soo... =/

Quote
- Sometimes I can get "stuck" on the climbing walls, becoming impossible to move, unless doing something strange like exploding a rocket or moving on a strange direction (I'm not sure). It happened to me at least a couple of times. I took the attached screenshot when I was stuck there.

yes I know, this is a trap to trap people who arnt sweet ! installed by the "Evil Santa Claus Corporation"
in fact... it happenned everytime at a certain height before and I had to put the bases downer (it explains the slopes at the start of bases) I tried many diferent things and I didnt get a solution. But I think I made it deliberately because I wanted to trap bad soldiers... then, if you wait sometimes you are thown in the lava ! awesome ! xD

Quote
- If one gets on the upper floor by rocket-jumping, the path is not lighted at all

I think I dont understand, is that about lights or about knowing that we can climb lianas?

Quote
- The lava sometimes flows backwards... it is okay for the "pool", but very strange for the "falls"... if there isn't a shader with the lava flowing always in the same direction, maybe you could ask if Udi (or someone else) may create it for you?

effectively, I thought about during a long time and I finally decided to keep it like it was... but if I would be able to have a lava would flow always in the same direction I'd use it =/
for the alternative version I ve already find the textures for falls and pool.

ps: look at the picture, this is rests of bots who plounged in the base's lava xD
they try to stay on the flag rock so they push others who are on and... xD
put the maximum of bots you can in "I can win" in the same team and look at how they ll do to win... xD


Title: Re: New CTF maps
Post by: Gig on December 20, 2010, 04:12:39 PM
Quote
- If one gets on the upper floor by rocket-jumping, the path is not lighted at all
I think I dont understand, is that about lights or about knowing that we can climb lianas?
It's about lights. Spectate over the map: the central part is completely black, if seen from above...


Title: Re: New CTF maps
Post by: pulchr on December 20, 2010, 10:49:37 PM
ps: look at the picture, this is rests of bots who plounged in the base's lava xD

put a "nodrop" brush around that area where the bots keep dying unless you can fix their behaviour. all those dropped weapons will lower the frame rate for slower computers.


Title: Re: New CTF maps
Post by: VortexHU on December 21, 2010, 04:46:34 PM
So, since the last time I just finished a new mxctf6 version (The Volcano)

you can download it here: http://dl-tm.at.ua/load/0-0-0-18-20

first of all: lol @ bfg under the lava :D tho i figured it out when i saw the battle suits.

this is a crazy map! the climbing's definitely different (leaves in a volcano!), starting w/rox and armor and swimming thru lava... long distances begging for rails yet wisely offering none!

i'd like to watch some real ppl play it b/c the bots don't take the quick lava route.

about the lava shader, u can customize it so instead of the back-and-forth flow u get directed flow, then just use that for the falls. see attached shader for example!



Title: Re: New CTF maps
Post by: Moixie on January 17, 2011, 05:54:56 AM
sorry if I m late once more.. there were christamas, the new year, connection problems, personals problems and a persistent non motivation....

so, I come back with a new version of: Mxdm1 ! (the q3dm6ish reemix... the so famous remake's remake !)

this is the same or almost the same,just some things changed:
_ Textures (from black and whit to a beautiful pale blue :') )
_ playable on: Dom and DoubleDom now :)

and thats aproximatively all... I put some screens, you can download it from here: http://dl-tm.at.ua/load/0-0-0-19-20

ps: thx VortexHU, it really helped me, I created a new texture a litlle diferent and apply it... I ll show you results once I ll finish it, but there are many changements...

pps: I made some quick changements to the 3 ctfs, I don't think I can do more.. will see..


Title: Re: New CTF maps
Post by: Someone_mad on January 17, 2011, 06:06:40 AM
Naturally, I put it on the french forum, if you accept...!
    ±END¤CONNEXION±


Title: Re: New CTF maps
Post by: Moixie on January 17, 2011, 06:07:48 AM
I was writing a post about on your french forum.. removed it x)


Title: Re: New CTF maps
Post by: Cacatoes on January 17, 2011, 06:29:49 AM
For some minutes I felt like in a swimming pool when playing the map, only chlorine odor and swimsuit miss. Arbitrary perception, your map doesn't look like a swimming pool.
:)


Title: Re: New CTF maps
Post by: Someone_mad on January 17, 2011, 06:56:12 AM
huhu, I'm faster than you bod'...! ^^
       ±END¤CONNEXION±


Title: Re: New CTF maps
Post by: Moixie on January 22, 2011, 07:38:46 AM
hmmm, the q3dm6ish remake's new version needs some more lights... it feels flat, boring..  :-\

I found some mistakes on the 3 ctfs (the colloseum, Sweet Brutality and the other that needs another name.. but I am on !) and I fixed them, I dont think I am able to do great changements unless changing all the gameplay on maps, I can maybe change the stairs corridor of mxctf1.. other feels complete to me.. :-\
I have already fixed every mistake I found on NetRadiant, I don't send 3 news versions now because changements are not so important and I don't think its so interressant... Can I release them 3 now ?  ::)

ps: Cacatoes, its a shame we cant add odors to maps :'(


Title: Re: New CTF maps
Post by: Neon_Knight on January 22, 2011, 08:37:45 AM
Well, the textures don't help that much to the lightning. Maybe the different levels should have different textures? That should be a starting point.

The size of the map is another problem, (there're many small areas for Q3/OA gameplay standards) but I don't know how much you can do there, aside of rebuilding it.

BTW, you should consider doing a CTF version of that recreation as well. I've tried it once when I've retexturized q3dm6ish (http://openarena.ws/board/index.php?topic=2425.0), and it worked very well.


Title: Re: New CTF maps
Post by: Neon_Knight on March 09, 2011, 03:34:09 PM
Any news of these maps?

BTW, read your Personal Messages (http://openarena.ws/board/index.php?action=pm).


Title: Re: New CTF maps
Post by: Moixie on April 06, 2011, 11:49:09 AM
no news of these maps =/

I read your mp, I will try to see what I can do there.


Title: Re: New CTF maps
Post by: Moixie on July 15, 2011, 11:45:57 AM

(http://dl-tm.at.ua/Maps_picture/mx4dm1.jpg)

download: http://dl-tm.at.ua/load/0-0-0-27-20

the map is a q3dm6ish remix with more ways, teleporters, other textures, other weapons,... I fixed some problems and changed the lights, it looks much better than the last version.
I wanted to tell more about the map but I don't know how... if someone has ideas...
 
The copying file and the .map are in the .pk3.


Title: Re: New CTF maps
Post by: adriano on July 15, 2011, 12:27:01 PM
wow, it looks very much better than the last version. Well done.
Just one thing: The texture of the little blue lights is missing.


Title: Re: New CTF maps
Post by: Moixie on July 15, 2011, 02:05:01 PM
many new blue lights have been added with the 0.8.5, you are maybe still in 0.8.1...
I didn't add blue lights to the map, I only used ones I could use.


Title: Re: New CTF maps
Post by: pulchr on July 15, 2011, 02:18:13 PM
hello moixie!

i've played a quick test against bots and here are some ideas i got while playing:

* all bots fight in the same area all the time (the narrow corridor). they don't traverse most parts of the map which is a shame. if you want to change this you might want to add some clusterportals and see if that works. you could also try and see if adding "item_botroam" to some of the unused areas of the map will change how the bots move around.

* the bots doesn't seem to be able to use the jumppad that goes from the bottom to the top floor, near a yellow armour. instead they teleport and then runs quite a long way to get to the player position. (set the gametype to team deathmatch. add one bot and tell him to follow you - then use the jumppad to see if he follows you around.)

* i would've liked to see at least the teleporters and jumppads in a different colour. sometimes it's hard to see the difference between a teleporter or a glass section in the wall. jumppads looking like pools of water are imo also a bit strange and if the colour was different they would be easier to spot.

* even though the bots can take the MH (i've tested) they fail pretty often - you might want to add a botclip of just a few units on both sides of the jump and see if they get better at it, i think it would be better.

* this doesn't affect gameplay but i would add some more space between the +5 health bubbles - they look a bit too tightly positioned (imo).

* spelling of the location "1rst floor"

* location near the shotgun on the first floor shows as "2nd floor" even though there's a location name called shotgun? maybe the location has gotten the wrong position? (this is not very important...)

* many of the spawns (yes, there are many and i like that!) are a bit uncomfortably angled when the player spawns. personally i prefer spawns that are placed either with a wall behind me or with a non-action area behind me. i hate when i spawn and die before i even can see who shot me. i also dislike spawns in doorways since it often blocks players that run around. and the viewangle upon spawns should imo also be directed towards the direction that the player is most interested in (action areas, pickups, teleporter exits etc).

here are some comments about the spawns:
* one spawn is on top of a RL, i would move this closer to the wall and change the angle towards the RL.
* RA spawn - move to the corner and change angle towards the RA.
* 2nd floor spawn near GL - change view so more of the doors are seen upon spawn.
* YA spawn - change angle so the YA is seen immediately (if it has spawned).
* spawn near RL & GL - change view so that the big room is seen in the view.
* one of the spawns at the bottom floor is directed towards the jumppad but if i spawn there i would like to see the shotgun instead.
* there's a spawn in the middle of the doorway between the shotgun and the RA - move this one to the wall and change the view?
* the spawn near the RG seem to be placed on top of the teleporter exit? move it sideways and change the view to show the RG, room and teleporter exit.

i think this map can get pretty fun and it should replace the old version of q3dm6 that was in openarena. the added parts are interesting and works pretty good. i look forward to the next version ;)


Title: Re: New CTF maps
Post by: adriano on July 16, 2011, 09:25:22 AM
many new blue lights have been added with the 0.8.5, you are maybe still in 0.8.1...
I didn't add blue lights to the map, I only used ones I could use.
Strange... I am on 0.8.5 but from the blue lights I only see the ceil_34_* .

I have a similar problem with my first map (http://openarena.ws/board/index.php?topic=4199.0) (where I need to continue): When I try to play the map offline I can see all textures (+ it is not so much bright), but when I e.g. try the map on a server then I can't see the the wallbot_BLUE-texture but the wallbot-texture (red) works.
Do you think I can fix this by putting the blue textures in the pk3 ?


Title: Re: New CTF maps
Post by: Graion Dilach on July 16, 2011, 09:42:39 AM
Actually, that sounds if an additional (pulchr or NK map) pk3 contains the used texture. And that causes the bug of missing texture, since most servers uses pure settings which means no additional map pk3.

Personally, I had no problem with the map, and I like it. The theme is definitely amazing.


Title: Re: New CTF maps
Post by: Moixie on July 16, 2011, 12:44:29 PM
hello moixie!

Hello !

hello moixie!
* many of the spawns (yes, there are many and i like that!) are a bit uncomfortably angled when the player spawns. personally i prefer spawns that are placed either with a wall behind me or with a non-action area behind me. i hate when i spawn and die before i even can see who shot me. i also dislike spawns in doorways since it often blocks players that run around. and the viewangle upon spawns should imo also be directed towards the direction that the player is most interested in (action areas, pickups, teleporter exits etc).

I didn't change the first map version's spawns' placement. it was 1 or 2 years ago... I even don't remember if I didn't keep q3dm6ish's spawns and just added some... I don't like and I guess nobody likes spawning in the midlle of a place, it can become really dangerous. Especially on TDM, I will try to remove some of them.

* all bots fight in the same area all the time (the narrow corridor). they don't traverse most parts of the map which is a shame. if you want to change this you might want to add some clusterportals and see if that works. you could also try and see if adding "item_botroam" to some of the unused areas of the map will change how the bots move around.

I never really looked after bots, I still considered that map were played with players, by players,... I use to play almost only with players, on servers. I will try to see how I would be able to adapt the map to them.

* i would've liked to see at least the teleporters and jumppads in a different colour. sometimes it's hard to see the difference between a teleporter or a glass section in the wall. jumppads looking like pools of water are imo also a bit strange and if the colour was different they would be easier to spot.

all the ambiance theme is based on the pale blue color. I don't know how I would change the jump pads' or the teleporters' shape without changing everything around... but I will try.


Title: Re: New CTF maps
Post by: Neon_Knight on July 16, 2011, 01:16:42 PM
Are you going to do a CTF version of your q3dm6ish remix? It would be really awesome.


Title: Re: New CTF maps
Post by: VortexHU on July 16, 2011, 02:43:30 PM
all the ambiance theme is based on the pale blue color. I don't know how I would change the jump pads' or the teleporters' shape without changing everything around... but I will try.

you can try little bits of contrasting color, e.g., on the jump pads. try http://colorschemedesigner.com/. with the color of the lights, 64ffff, the complementary color given is ffaa64. others might have better color suggestions.


Title: Re: New CTF maps
Post by: Moixie on July 23, 2011, 12:00:07 PM
Are you going to do a CTF version of your q3dm6ish remix? It would be really awesome.

Maybe, I don't see exactly how it'd look like.... but later, I guess there are still things to fix in the dm version

all the ambiance theme is based on the pale blue color. I don't know how I would change the jump pads' or the teleporters' shape without changing everything around... but I will try.

you can try little bits of contrasting color, e.g., on the jump pads. try http://colorschemedesigner.com/. with the color of the lights, 64ffff, the complementary color given is ffaa64. others might have better color suggestions.

grrr... nap !!! :'(


Title: Re: New CTF maps
Post by: Gig on November 06, 2011, 05:10:58 AM
What happened then with these maps from Moixie? Have them been completed? Are they ready to be committed?


Title: Re: New CTF maps
Post by: Moixie on November 27, 2011, 05:22:57 PM
Here I am !!!
(that was so unnecessary !)

What happened then with these maps from Moixie? Have them been completed? Are they ready to be committed?

they were kidnapped and sequestered in a litlle room deep in the computer's memory for almost a year. But the brave Moixie found them and saved them from an undoubtful death ! Now they are happy and will have many children.

Anyway, here are the last version: http://dl-tm.at.ua/load/0-0-0-30-20 (http://dl-tm.at.ua/load/0-0-0-30-20)

Well, there are only minor changes. Some litlle mistakes are fixed and maps are now adapted to almost all gametypes. The biggest change is surely the screenshots choice. Players thought it couldn't be worse, I proved it could !
Bah, however, globally it's still better than the lasts one. I think we can call that an improvement.
 


Title: Re: New CTF maps
Post by: Neon_Knight on November 27, 2011, 05:26:17 PM
Moixie, you're forgetting something if you want to include your maps into OA.

Post them in the SVN Commits thread, at the Development subforum.