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OpenArena Contributions => Maps => Topic started by: Neon_Knight on December 10, 2012, 08:52:06 PM



Title: Concepts: UT3's DM-Gateway
Post by: Neon_Knight on December 10, 2012, 08:52:06 PM
http://www.youtube.com/watch?v=ZEkR3WM2EKo

The basic idea of the map is something like 3 separate worlds (in that map, a frozen base, a jungle and a city) united by way of portals/teleporters.

How much feasible is this in OA?


Title: Re: Concepts: UT3's DM-Gateway
Post by: fromhell on December 10, 2012, 11:09:23 PM
Not very I don't think. q3map2 iirc, only supports one sun and one sun only.


Title: Re: Concepts: UT3's DM-Gateway
Post by: Neon_Knight on December 11, 2012, 05:37:47 AM
Well, that could be solved by making the three worlds taking place at the same time in the same area, I mean, only one sun and only one skybox.


Title: Re: Concepts: UT3's DM-Gateway
Post by: Akom74 on December 13, 2012, 01:36:10 PM
Not very I don't think. q3map2 iirc, only supports one sun and one sun only.

Ehm, i have made a map to test this and it work with 3 different skies.
Try it and you will see.

;)


Title: Re: Concepts: UT3's DM-Gateway
Post by: Akom74 on March 26, 2013, 11:46:37 AM
@Neon_Knight: What about if i'm doing one Gateway map for the OACMP ?  ;D

Tell me if you agree....  :P :D

 ;)


Title: Re: Concepts: UT3's DM-Gateway
Post by: Neon_Knight on March 26, 2013, 12:27:49 PM
We have enough maps for the OACMP right now.
For Vol. II, it's possible.
Anyway, if you wish to do something like this, do it then.


Title: Re: Concepts: UT3's DM-Gateway
Post by: Akom74 on March 26, 2013, 12:32:20 PM
I'm working on it right now  ;D
My version will have 4 world connected by teleporters.

For the OACMP i'm doing another CTF map.......
.....soon, some screens :P

;)


Title: Re: Concepts: UT3's DM-Gateway
Post by: Akom74 on June 28, 2013, 01:48:36 PM
Here i am with updates  ;D ;D

I'm doing the gateway map for OA with 4 world.
Unfortunately i have some issues with creativity and ask help to Pelya.
Pelya gives me some good idea to complete the two issued world.

Here some screens:
http://akom74.forumattivo.com/t185-oa-community-mappack#658

;)


Title: Re: Concepts: UT3's DM-Gateway
Post by: pelya on July 01, 2013, 01:33:06 PM
Don't blame me if you'll find some recognizable things in this map...
(http://www.nationsonline.org/gallery/Monuments/Colosseum_in_Rome.jpg)


Title: Re: Concepts: UT3's DM-Gateway
Post by: Akom74 on July 01, 2013, 01:39:09 PM
Thanks Pelya.

Maybe in my next map i'll do something :P :P
Now i'm working to fix some issues, i hope next week-end i can release the first-alpha version of OA_Gateway.

Anyone want to try it ?

;)


Title: Re: Concepts: UT3's DM-Gateway
Post by: Akom74 on July 06, 2013, 06:44:07 AM
Hi All of you.  ;D ;D

I'm here with an "alpha version" of oa_gateway.
It have 4 world and 4 different skies.

(http://i36.servimg.com/u/f36/13/33/70/40/th/shot0010.jpg)  (http://i36.servimg.com/u/f36/13/33/70/40/th/shot0013.jpg)  (http://i36.servimg.com/u/f36/13/33/70/40/th/shot0019.jpg)  (http://i36.servimg.com/u/f36/13/33/70/40/th/shot0020.jpg)

Maybe i have to change something, it's not finished now, but i want to hear from you some comments and suggestion or whatever  :P :D :D

DOWNLOAD LINK:
Code:
https://www.box.com/s/sucq94l5006f21gn588j

 ;)


Title: Re: Concepts: UT3's DM-Gateway
Post by: jangroothuijse on July 07, 2013, 05:26:24 AM
Nice, somehow the dark sky reminds me of Dangerous Dave...?

In the largest room (grey-purple building, blue sky) are a lot of dead-ends, perhaps they could be connected (through low corridors?)? Or perhaps they could have jumppad at the end...?


Title: Re: Concepts: UT3's DM-Gateway
Post by: pelya on July 07, 2013, 10:27:19 AM
Nice idea! I'll list some issues (it's still alpha, I understand)

1. Teleporters work inconsistently - when I've just moved from one teleporter to the next one, I was able to skip that level where you can fall to death. Going through teleporter and back not always puts you to the same spot. Also, would be nice to color teleporters according to the level where you'll appear, but since there are only 2 teleporters in each level, I can live without that feature.

2. Levels are too dark - all of them. Also, only two levels have a good sky.

3. Camp spot?
(http://i256.photobucket.com/albums/hh163/_pelya/OpenArena/th_shot0003_zps5b30c2c5.jpg) (http://s256.photobucket.com/user/_pelya/media/OpenArena/shot0003_zps5b30c2c5.jpg.html)

Other than that, this level is okay, and does not need more work, as for me, except for proper lighting and more items.
(http://i256.photobucket.com/albums/hh163/_pelya/OpenArena/th_shot0005_zps6a3538f9.jpg) (http://s256.photobucket.com/user/_pelya/media/OpenArena/shot0005_zps6a3538f9.jpg.html)

4. This level is okay too, just needs more items.
(http://i256.photobucket.com/albums/hh163/_pelya/OpenArena/th_shot0007_zpsfa1acf11.jpg) (http://s256.photobucket.com/user/_pelya/media/OpenArena/shot0007_zpsfa1acf11.jpg.html)

5. This area is too small, compared to all other levels. Make it 2x bigger please (maybe another such structure, or lust make it longer, dunno). Also, you can see pixels in the clouds.
(http://i256.photobucket.com/albums/hh163/_pelya/OpenArena/th_shot0004_zps7f55c807.jpg) (http://s256.photobucket.com/user/_pelya/media/OpenArena/shot0004_zps7f55c807.jpg.html)

6. Because of poor lighting, you cannot see the difference between the shadow and the hole in the floor
(http://i256.photobucket.com/albums/hh163/_pelya/OpenArena/th_shot0006_zps856e1086.jpg) (http://s256.photobucket.com/user/_pelya/media/OpenArena/shot0006_zps856e1086.jpg.html)

Also, I dislike levels where you can fall and die easily, but that's just me. Why not teleport everywhere who is falling back to the level, with some falling damage added? You may teleport them to 3 other levels at random.

This map, as it is, can hold 10-12 players maximum, UT map in the video is much larger, with some unusual ramps, arcs and fancy floor level changes - your map is just one big straight floor with teleporters. Not that it's bad - this can be said about almost every OA map, but some variety would be nice.
(http://www.adventureclassicgaming.com/images/galleries/576/576_6_medium.jpg)


Title: Re: Concepts: UT3's DM-Gateway
Post by: Akom74 on July 07, 2013, 12:33:52 PM
Thanks Jangroothuijse & Pelya  ;D

It's an alpha or "first look" version, and i have to make some changes.
The part with the red sky it's a mix of some ideas and i think to rebuild it.

Other comments and suggestion will be apreciated and followed if it's possible.

I'm waiting for Gig response about this map  :P :D

;)


Title: Re: Concepts: UT3's DM-Gateway
Post by: Gig on July 08, 2013, 02:30:06 AM
Quickly tried the map, wandering alone and with bots in FFA mode.

Pretty interesting concept. Seems good for FFA. Looks good!

I've found navingating through worlds a little cahotic. Going back into the teleporter you just exited sometimes brings you to a different world than the one you previously were. Did you do that on purpose (do you want to confuse the players?), or do you have to fix that? Seemingly random teleporters may work well in FFA, but I suppose they may cause some problems to players in other gametypes, so I don't know what to suggest you about that. If it were me, I would probably link the teleporters in a straight way... but you are the artist, man, and I don't know which gametypes do you want to support!  :)

PS: Maybe in the "city" part there are too much dark hiding spots...


Title: Re: Concepts: UT3's DM-Gateway
Post by: Akom74 on July 08, 2013, 09:20:31 AM
Thanks Gig.

I have to make some changes.
The teleporter ar random bacause of the too quickly release :P
In the original map you can see the world you are going, and i want to do the same thing.

;)


Title: Re: Concepts: UT3's DM-Gateway
Post by: Neon_Knight on July 08, 2013, 10:32:43 AM
I wouldn't recommend using mirrored teleporters. They put an unnecessary stress on the engine. What about marking the teleporters with something else? I don't know, a signal about the world to be visited by stepping into that particular teleporter.


Title: Re: Concepts: UT3's DM-Gateway
Post by: Akom74 on July 08, 2013, 11:28:35 AM
I wouldn't recommend using mirrored teleporters. They put an unnecessary stress on the engine. What about marking the teleporters with something else? I don't know, a signal about the world to be visited by stepping into that particular teleporter.

If you look at the original UT3 map, the teleporters are not wlike a portal, they have an image of the destination with an effect on it.

No stress for the engine :P
(i have also to caulk some brushes)

;)


Title: Re: Concepts: UT3's DM-Gateway
Post by: Neon_Knight on July 08, 2013, 12:05:19 PM
We have the stress problem with oa_dm5. The teleporter renders the other side with the current room already renderized.


Title: Re: Concepts: UT3's DM-Gateway
Post by: Akom74 on July 08, 2013, 12:47:55 PM
We have the stress problem with oa_dm5. The teleporter renders the other side with the current room already renderized.

Yes, but i will make my teleporters like the original for UT3, with a static image with a simple effect on it. In OA_Dm5 you can avoid the problem using an image, or another effect like the one i've used in oa_akomdm4.

;)


Title: Re: Concepts: UT3's DM-Gateway
Post by: Akom74 on July 22, 2013, 11:29:35 AM
Hi all of you.

Sad news about this map. I've changed some polygons and deleted the red-place to rebuild it.
I've make some wall and take a different skybox and try to compile it to see how it work.

Unfortunately the Q3Radiant give me this error:
LoadTGA: Only type 2 (RGB), 3 (gray), and 10 (RGB) TGA images supported

I try to build it with NETradiant and it give me this error:
************ ERROR ************
safe_malloc failed on allocation of 7016 bytes


What can i do to avoid this errors ?? I dont want to redo all.... :( ....
In the attachment you can find the original .map file (at this moment) and i ask you to try something. May be it's my editors corrupted or something else, i don't know....
Damn.....

;)


Title: Re: Concepts: UT3's DM-Gateway
Post by: Neon_Knight on July 22, 2013, 11:33:03 AM
Quote
I have the following compile error after loading the shaders :

********* ERROR ***********
LoadTGA: Only type 2 (RGB), 3 (gray), and 10 (RGB) TGA images supported.

How can i find out which tga-file doesn't fit ? [Strahlemann]

A : it's quite possibly not a *.tga at error here but more likely you've got a *.jpg in your working directory that's been saved with pregressive compression which Q3 doesn't like... resave the image without and you should be ok... [anon.]

http://www.katsbits.com/tutorials/idtech/q3map2-error-messages.php?subaction=showfull&id=1135218746&archive=&start_from=&ucat=15&

Basically, resave your .jpg files without progressive compression, and the problem might be solved.


Title: Re: Concepts: UT3's DM-Gateway
Post by: Akom74 on July 22, 2013, 11:35:55 AM
Quote
I have the following compile error after loading the shaders :

********* ERROR ***********
LoadTGA: Only type 2 (RGB), 3 (gray), and 10 (RGB) TGA images supported.

How can i find out which tga-file doesn't fit ? [Strahlemann]

A : it's quite possibly not a *.tga at error here but more likely you've got a *.jpg in your working directory that's been saved with pregressive compression which Q3 doesn't like... resave the image without and you should be ok... [anon.]

http://www.katsbits.com/tutorials/idtech/q3map2-error-messages.php?subaction=showfull&id=1135218746&archive=&start_from=&ucat=15&

Basically, resave your .jpg files without progressive compression, and the problem might be solved.

This is the problem !! I don't have changed any textures, all are the old and the same of the old package i send to you (all) some post above.

I'm really sad..... :(
.


Title: Re: Concepts: UT3's DM-Gateway
Post by: Akom74 on July 22, 2013, 12:19:32 PM
Ok, guys, i've found it !!  ;D ;D

It was the script that need a TGA and not a jpg.

WRONG CODE:
Quote
textures/akom_teleporter/slime9_teleporter
{
   qer_editorimage textures/akom_teleporter/slime9_teleporter.jpg
   
   {  
      map textures/akom_teleporter/slime9_teleporter.jpg
      surfaceparm nomarks
      surfaceparm nolightmap
      tcmod rotate 10
      blendfunc GL_ONE GL_ONE
      rgbGen identity
   }
}

GOOD CODE:
Quote
textures/akom_teleporter/slime9_teleporter
{
   qer_editorimage textures/akom_teleporter/slime9_teleporter.tga
   
   {  
      map textures/akom_teleporter/slime9_teleporter.tga
      surfaceparm nomarks
      surfaceparm nolightmap
      tcmod rotate 10
      blendfunc GL_ONE GL_ONE
      rgbGen identity
   }
}

Is basically the same code, but this need only a TGA, even if i write jpg in the script and have a jpg in the right folder, this kind of script want a TGA, don't ask me why......
.....but the good news is, it compile now and i can finish to redo the red part and create a castle in it.

See you soon for any news. Maybe tomorrow.......

EDIT: maybe in the week-end i'll give you a new version, i need some suggestions....  :P

;)


Title: Re: Concepts: UT3's DM-Gateway
Post by: Akom74 on July 28, 2013, 09:02:57 AM
Sorry for the multi-post  :P

I'm here to give you a new version !!

I've hardly worked on the teleporters's effect/view
and this is the result:

(http://i36.servimg.com/u/f36/13/33/70/40/shot0030.jpg)

(http://i36.servimg.com/u/f36/13/33/70/40/shot0031.jpg)

Tell me what do you think about it  :P

Here is the Download Link:
Code:
https://app.box.com/s/sucq94l5006f21gn588j

Updates:

1) Now the teleportser have the right effect.
2) Deleted the "red-arena" and rebuilded that piece as a castle (beta version).
3) Added a couple of lights at the "City-Arena", also added some more items.
4) Added some items in the "Monument-Arena" and insert a couple of caves.
5) Now the teleporters are fixed, no more random teleportation.
6) In the "Giant Robot-Arena" i've make some changes but i'm confused.... how to improve it ? Help me.
7) Increased the general light of all arenas.

 ;)


Title: Re: Concepts: UT3's DM-Gateway
Post by: Gig on July 28, 2013, 11:26:36 AM
Screenshots look nice. I can't test the map right now, I will do in the next days.


Title: Re: Concepts: UT3's DM-Gateway
Post by: Akom74 on July 28, 2013, 01:11:32 PM
Sorry guys, i've missed one texture in this PK3, in the attachment you can find the right one.

It need to be placed in textures\akom_env2
After that you have to delete the grayclouds.JPG file (NOT the TGA !!)

Sorry for this issue :P

;)

P.S.: The "Castle-Arena" part is in First-look version, just to see how it is, but you can tell me whatever you want about it anyway (i mean suggestion or better way to build it) :P :P


Title: Re: Concepts: UT3's DM-Gateway
Post by: Gig on July 29, 2013, 12:41:14 AM
What about an updated .pk3 instead?


Title: Re: Concepts: UT3's DM-Gateway
Post by: Akom74 on July 29, 2013, 11:44:02 AM
Ok, i've recompiled and reupped the PK3.

Now it work.

Here is the Download Link:
Code:
https://app.box.com/s/sucq94l5006f21gn588j
(I know it's the same link than before, but it's updated and the link remain the same, the PK3 is fixed now.)

Updates:

1) Replaced the wrong sky texture.
2) Replaced the teleporters textures that conflict with the other PK3 (OAcmp).

;)


Title: Re: Concepts: UT3's DM-Gateway
Post by: Neon_Knight on July 29, 2013, 01:24:16 PM
Well, tested.

Overall the map is good. However, there're some things:

In general, the map lacks Z-axis fighting, a.k.a. "vertical combat". All the arenas just look and play the same. But since constructive criticism is accompanied by suggestions, here're my advices:

1) In the green-sky arena, you can turn this place...
(http://i.imgur.com/dv0NT6Ms.jpg) (http://imgur.com/dv0NT6M)
...into a sniping spot, by carving this part behind the statue.
(http://i.imgur.com/y3OjoQos.jpg) (http://imgur.com/y3OjoQo)
If you're worried about camping, bear in mind that the other arenas might hold most of the action, and, anyway, you can always choose to switch the Railgun with one of the Lightning Guns from the Rocky arena. Speaking of which...

2) What about turning the arena into some kind of hub? It's short enough to connect all the other arenas.
(http://i.imgur.com/TgUQZPgs.jpg) (http://imgur.com/TgUQZPg)
In fact, I have an idea for this connection between arenas:
(http://i.imgur.com/R6Js9bv.png) (http://imgur.com/R6Js9bv)

3) The Castle Arena has enough potential for vertical fighting. For example this place:
(http://i.imgur.com/YbdGiShs.jpg) (http://imgur.com/YbdGiSh)
Here it's possible to rocketjump to the upper levels, but there's not much reason to do so. What about placing a jumppad or a stair and some goodies? Also, it would be a good idea to place a bridge between the following area and a carve in the wall facing it:
(http://i.imgur.com/Mekqp1Qs.jpg) (http://imgur.com/Mekqp1Q)

4) And, finally, the City! Here're some suggestions for vertical fighting in this area. This place could use a Jumppad:
(http://i.imgur.com/JiZf4PUs.jpg) (http://imgur.com/JiZf4PU)
And this ground floor (and similar) could have a launchpad.
(http://i.imgur.com/s9AhrfCs.jpg) (http://imgur.com/s9AhrfC)
Lastly, in this area, the buildings could contain some catwalks or something else.

Also, in the City and Castle arenas, place more cover stuff, such as statues or lighting lamps. They also help improving visibility, since the walls at the Castle are pretty dark. Remember: players should be visible enough with r_gamma 1.


Title: Re: Concepts: UT3's DM-Gateway
Post by: Akom74 on July 29, 2013, 01:43:09 PM
Thanks Neon_Knight  ;D

Some ideas for the "Castle-Arena" are good, i'll do something soon.

The "City-Arena" it's thinked for a fast "shoot and run" as the "Monument-Arena", small and fast play.
I've thinked to the "Giant Robot- Arena" to be the biggest, and to the "Castle-Arena" to be more complex, i mean vertical fight, but unfortunately the space is an enemy and the size of the map could be heavy for some computer hardware.

;)


Title: Re: Concepts: UT3's DM-Gateway
Post by: Akom74 on July 31, 2013, 12:05:37 PM

Sorry for double post  :P

I'm waiting for jangroothuijse, Pelya and Gig's comments about this new release.
Meanwhile i'm doing some changes following Neon_Knight's suggestions.

@Neon_Knight: To make tha arenas Hub style you mean that i have to place 3 teleporters for every arena ?
@Neon_Knight(2): I have improved the light for every arena, you still see them too dark, do you have toe original video setting or changed settings ? No problem for me to bright up the lights, but first i have to hear others beta-tester response.

I have to change a bit the teleporters geometry, but i want to know what do you (all) think about the effect. Do you like it ? I try to do it as the same of UT3 with the textures of OA and one custom from original.

;)


Title: Re: Concepts: UT3's DM-Gateway
Post by: Neon_Knight on July 31, 2013, 12:27:03 PM
You can also opt for doing just two teleporters in the main arenas (thus cycling between them) and leave three for the hub, at the cost of culling traffic towards the hub.

Its all up to you, really.

The teleporters are perfect as they are, I wouldn't touch them.


Title: Re: Concepts: UT3's DM-Gateway
Post by: Akom74 on July 31, 2013, 12:36:44 PM
You can also opt for doing just two teleporters in the main arenas (thus cycling between them) and leave three for the hub, at the cost of culling traffic towards the hub.

Its all up to you, really.

The teleporters are perfect as they are, I wouldn't touch them.

But this image suggest a three-way teleportation:

Quote
(http://i.imgur.com/R6Js9bv.png)

By the way, i can insert 4 teleporter in the "Monument-Arena" to use it as a Hub, and leave two teleporters in the other arenas.

;)


Title: Re: Concepts: UT3's DM-Gateway
Post by: Neon_Knight on July 31, 2013, 12:42:58 PM
Hmmmm, I've suggested the small arena for a Hub as it really looks like it could be one. I can't see the monument arena as a hub, really.


Title: Re: Concepts: UT3's DM-Gateway
Post by: Akom74 on July 31, 2013, 12:58:05 PM
Hmmmm, I've suggested the small arena for a Hub as it really looks like it could be one. I can't see the monument arena as a hub, really.

For "Monument-Arena" i mean this: (http://i36.servimg.com/u/f36/13/33/70/40/th/shot0020.jpg)

;)


Title: Re: Concepts: UT3's DM-Gateway
Post by: Suicizer on July 31, 2013, 03:59:57 PM
Personally, I only see some flat rooms filled with pillars which are connected to each other by some teleports.


Title: Re: Concepts: UT3's DM-Gateway
Post by: Akom74 on August 01, 2013, 11:58:32 AM
Personally, I only see some flat rooms filled with pillars which are connected to each other by some teleports.

Yes, you're right, I am a total newbie but I'll try to improve.

Maybe in the weekend, i will get to a newer version, not flat and with fewer pillars.

I hope to be forgiven if I make some mistakes, but I ask the opinions and suggestions of all users just to improve myself.

;)


Title: Re: Concepts: UT3's DM-Gateway
Post by: Neon_Knight on August 01, 2013, 12:08:23 PM
It's all OK. I do tend to commit those mistakes once in a while.


Title: Re: Concepts: UT3's DM-Gateway
Post by: Gig on August 02, 2013, 02:58:09 AM
Tried the map. Not bad, I like also the new "castle" part (patience for the removed part).  :)
What more can I say, except the small glitch you see in the screenshot, and that textures on teleporters do not work if I have OACMPvol1Beta3 package?
That maybe also some other worlds may have some raised platforms (I might think to a balcony in the city, but maybe it's mostly the gigant robot part that gives the feel of "something still missing"... I don't know exactly). And maybe a few jump-pads would be welcome (in the castle, at the moment we have to do all that walk just to reach a simple shotgun and some small bonuses... I mean, what about adding a jump-pad to go there more quickly?).

PS: Excuse me Akom... in what would you be a "newbie"?  ???


Title: Re: Concepts: UT3's DM-Gateway
Post by: Neon_Knight on August 02, 2013, 06:04:42 AM
The shader prolem can be solved by placing the new shaders in a different file.

I agree with Gig that there should be a better bonus for going to the top floor. What about a Rocket Launcher?


Title: Re: Concepts: UT3's DM-Gateway
Post by: Akom74 on August 03, 2013, 04:27:27 AM
Tried the map. Not bad, I like also the new "castle" part (patience for the removed part).  :)
What more can I say, except the small glitch you see in the screenshot, and that textures on teleporters do not work if I have OACMPvol1Beta3 package?
That maybe also some other worlds may have some raised platforms (I might think to a balcony in the city, but maybe it's mostly the gigant robot part that gives the feel of "something still missing"... I don't know exactly). And maybe a few jump-pads would be welcome (in the castle, at the moment we have to do all that walk just to reach a simple shotgun and some small bonuses... I mean, what about adding a jump-pad to go there more quickly?).

Teleporter's textures work perfectly with the last version, check if you have the right PK3.
The download link is the same because the file is upgraded directly on the server.

PS: Excuse me Akom... in what would you be a "newbie"?  ???

(sarcasm mode ON) As you can see from Suicizer words, i have made a series of flat arenas filled with pillars and connected by some teleporters, every noob can do it.....than i'm a noob..... :P ;D

I'm sorry, i know i'm not the best mapper ever, but i try to do something for this community.

;)


Title: Re: Concepts: UT3's DM-Gateway
Post by: Akom74 on August 05, 2013, 04:58:10 AM
Updates  :D

(http://i36.servimg.com/u/f36/13/33/70/40/th/shot0035.jpg) (http://www.servimg.com/image_preview.php?i=1758&u=13337040)   (http://i36.servimg.com/u/f36/13/33/70/40/th/shot0036.jpg) (http://www.servimg.com/image_preview.php?i=1759&u=13337040)  (http://i36.servimg.com/u/f36/13/33/70/40/th/shot0037.jpg) (http://www.servimg.com/image_preview.php?i=1760&u=13337040)

(http://i36.servimg.com/u/f36/13/33/70/40/th/shot0038.jpg) (http://www.servimg.com/image_preview.php?i=1761&u=13337040)  (http://i36.servimg.com/u/f36/13/33/70/40/th/shot0039.jpg) (http://www.servimg.com/image_preview.php?i=1762&u=13337040)  (http://i36.servimg.com/u/f36/13/33/70/40/th/shot0040.jpg) (http://www.servimg.com/image_preview.php?i=1763&u=13337040)

1) As you can see from the first shoot, the "Castle-Arena" was rebuilded to look better and remind Q2  ;D
2) Modified the building as suggested by Neon_Knight and added a jumppad inside.
3) Added a couple of catwalks. Added also the borders at the top of the building and created the OA logo, hope you like it.
4) Added a sort of "Dungeon" under the "castle" and yes, i've added two more (rocky) pillars (http://i36.servimg.com/u/f36/13/33/70/40/th/shot0039.jpg)
5) Added another teleporter in the "Monument- Arena" but i have to add more teleporters also in the others arenas if i want to go in all from one to another.

Soon i hope to give you a playable version, stay tuned.

Meanwhile, look at the work in progress in Q3Radiant :P

(http://i36.servimg.com/u/f36/13/33/70/40/th/gatewa10.jpg) (http://www.servimg.com/image_preview.php?i=1764&u=13337040)

;)


Title: Re: Concepts: UT3's DM-Gateway
Post by: pelya on August 05, 2013, 06:47:16 AM
Looks good, I like that catwalk in the city. Sorry, I could not test the previous version, because of real life.


Title: Re: Concepts: UT3's DM-Gateway
Post by: Akom74 on August 06, 2013, 05:18:11 AM
Hi everyone  :D

I'm here to give you a playable version of the OA_gateway map.

Download Link:
Code:
https://app.box.com/s/sucq94l5006f21gn588j

Updates:

1) Work a lot in Castle geometry and in City catwalks.
2) Added some lights.
3) In the "Giant Robot- Arena" i have made some changes, tell me if you like it.
4) Added AAS for play with BOTs. They seems to roam well.
5) Added a jumppad in the garbage container to jump over the catwalks, and BOTs use it !!
6) Fixed dungeon's lights and added a jumppad to escape :P

Know issues:

1) Some lights need to be fixed.
2) Some geometry need to be fixed.
3) Sometime (not always) BOTs tend to remain in the same place in the "City-Arena", don't know why  ???
4) Some places need more items :P

Note: This is only a "test-version" and NOT a "final-version". Please, tell me if you find some bug or wathever don't work well.

;)


Title: Re: Concepts: UT3's DM-Gateway
Post by: Gig on August 06, 2013, 07:51:55 AM
Tried the map. It's much better now, especially the castle part. I like it.  :)

Just a few notes/suggestions:
1) Well, I think you may place a few more weapons, but you aleady said you need some more items.
2) I think also a personal teleporter may fit well a map filled with teleporters.
3) I have not understood why someone should go to the underground room of the castle... probably it's just due to 1).
4) In the giant robot arena, you have to walk enough just to find two shotguns. What about making them spawn alternately with nailguns? Maybe you may want to tweak spawn time, too?
5) See the first screenshot attached. You can jump over there only at 125 Hz. I think you should make it lower (to allow to get there also with different game physics) or higher (to make it not possible to simply jump there). The first one in case you want to allow this "shortcut" to reach the lower level, the second one if you want players to be forced to take the standard paths to go downstairs.
6) See the second screenshot attached. On the right, there is a thin brown border on the floor (partially covered by the medkit icon), that is missing on the left part.
7) See the second screenshot attached. On the opposite side of the room, there is that area that is very difficult to reach (something like a grenade-rocket-jump or a grenade-plasmaclimb is required). Once you go there, there is nothing there. I don't know... maybe you may make that area easier to reach, and place something there... or maybe you may completely make it unreachable, with a playerclip invisible wall. Or just leave it as it is now.
8) Two worlds have similar (grey) skies... maybe you may change one of them.
9) You may use bouncepads with different design or different colors than the old classic OA one (e.g. the one from wrackdm17, or the one from this thread (http://openarena.ws/board/index.php?topic=4785.0)...). Maybe a different pad style for each world may be nice, but it's not strictly necessary.



Title: Re: Concepts: UT3's DM-Gateway
Post by: Akom74 on August 07, 2013, 01:09:51 AM
Tried the map. It's much better now, especially the castle part. I like it.  :)

Just a few notes/suggestions:
1) Well, I think you may place a few more weapons, but you aleady said you need some more items.
2) I think also a personal teleporter may fit well a map filled with teleporters.
3) I have not understood why someone should go to the underground room of the castle... probably it's just due to 1).
4) In the giant robot arena, you have to walk enough just to find two shotguns. What about making them spawn alternately with nailguns? Maybe you may want to tweak spawn time, too?
5) See the first screenshot attached. You can jump over there only at 125 Hz. I think you should make it lower (to allow to get there also with different game physics) or higher (to make it not possible to simply jump there). The first one in case you want to allow this "shortcut" to reach the lower level, the second one if you want players to be forced to take the standard paths to go downstairs.
6) See the second screenshot attached. On the right, there is a thin brown border on the floor (partially covered by the medkit icon), that is missing on the left part.
7) See the second screenshot attached. On the opposite side of the room, there is that area that is very difficult to reach (something like a grenade-rocket-jump or a grenade-plasmaclimb is required). Once you go there, there is nothing there. I don't know... maybe you may make that area easier to reach, and place something there... or maybe you may completely make it unreachable, with a playerclip invisible wall. Or just leave it as it is now.
8) Two worlds have similar (grey) skies... maybe you may change one of them.
9) You may use bouncepads with different design or different colors than the old classic OA one (e.g. the one from wrackdm17, or the one from this thread (http://openarena.ws/board/index.php?topic=4785.0)...). Maybe a different pad style for each world may be nice, but it's not strictly necessary.

1) Yes, i have to place more items :P
2) Really ??
3) As point (1) :P
4) In "Giant Robot-Arena", when you spawn in the game you are near the granadelauncher or the Railgun/Lightningun, also when you teleport in this arena from the others. Maybe i can insert the nailgun at the bottom of the legs, at the third teleporter (also fixed).
5) Maybe i have to make it higher :P
6) Fixed.
7) In this case, i make an oblique roof, you will see.
8) Yes, the red sky don't give me satisfaction and i've placed one that i'm sure it work. I have to make another :P
9) Yes, i'm thinking at something more good for the "Castle-Arena" .....stay tuned....

Another suggestion ?

If i've missed something from previous suggestions, please tell me.

;)


Title: Re: Concepts: UT3's DM-Gateway
Post by: Gig on August 07, 2013, 03:54:15 AM
2) Yes. Of course, this is just an idea, and IMHO.
4) This is what I meant: currently, considering there are better weapons nearby and quicker to get, why should someone go on the shotgun platforms (except for railcamping)?

PS: I think you may extend a little the upper level of the city, connecting the catwalk with another building. For the additional part, there is no need to be as detailed as the current catwalk (all those archs are nice, but may limit movement and are extra polygons to be drawn... so they are not required to be so "concentrated" on all the upper floor).


Title: Re: Concepts: UT3's DM-Gateway
Post by: Neon_Knight on August 07, 2013, 06:36:27 AM
You should also consider placing any of the newer weapons (Nailgun, Chaingun, Prox). They would fit the map, seeing as there's plenty of cover places and almost no corridor.


Title: Re: Concepts: UT3's DM-Gateway
Post by: Akom74 on August 07, 2013, 03:04:02 PM
You should also consider placing any of the newer weapons (Nailgun, Chaingun, Prox). They would fit the map, seeing as there's plenty of cover places and almost no corridor.

Yes, i'll add the Nailgun and the Chaingun.
Tomorrow i hope to give you (all) a new version.

@Gig: Catwalks added, you will see :P

;)


Title: Re: Concepts: UT3's DM-Gateway
Post by: Akom74 on August 08, 2013, 06:03:38 AM
Hi everyone.

I have a compiling problem with OA_Gateway.

I've changed some brushes and inserted some items as requested.

1) In Q3Radiant without -VIS it compile but not always.
2) In NETradiant it gives me this:

(http://i73.servimg.com/u/f73/13/33/70/40/th/compil10.jpg) (http://www.servimg.com/image_preview.php?i=1767&u=13337040)

************ ERROR ************
safe_malloc failed on allocation of 9016 bytes


Searching in the WEB, some users suggest to detail some brush and other users tell to delete some lights, but nothing change.

Yes the map it's huge, but i don't want to delete nothing, or not much....

Can you guys try to compile for me ?

In the attachment you can find the original .map file.

If anyone can compile it for me, it will be apreciated.

;)


Title: Re: Concepts: UT3's DM-Gateway
Post by: Gig on August 08, 2013, 06:39:16 AM
Sorry, I will not be able to compile anything for about 10 days.

You may make a try with q3map2build.
From here: http://openarena.ws/board/index.php?topic=2722.msg47955#msg47955
you should reach a package of it from Neon Knight:
 http://openarena.ws/board/index.php?topic=4679.msg47717#msg47717
But you have to add .dll files from GTKRadiant 1.5 (not NetRadiant) for having it working.

I'd like to re-package it, including the required .dll files (and a recent bspc, maybe the one from GTKRadiant 1.6), but I cannot do this now.



Gig from cell phone.


Title: Re: Concepts: UT3's DM-Gateway
Post by: Suicizer on August 08, 2013, 05:02:02 PM
Hi everyone  :D

Note: This is only a "test-version" and NOT a "final-version". Please, tell me if you find some bug or wathever don't work well.

After checking out, it has been improved greatly (good job so far!).
Nevertheless, there are still a couple of things which could be improved:
- The ramps in the arena which is castle-themed are too steep to preserve your speed. They are actually slowing you down immense. They could also be a bit more wide, as only 1 person could actually walk on it without any place to strafe (which means he's just waiting for to get killed when taking the ramps).
- I'm still not font of using teleporters, as it has a huge advantage seen from gameplay aspect. When someone else took the teleporter just a few seconds ago, it's obvious that person would still be waiting for you at the other side while you can't see him what so ever. That's why I would suggest, what about using caves instead? I don't know how are actually positioned right now, but it would add a way more original aspect and quality than some cheap ass teleporter.
- There should be way more pickups around the map (as mentioned before). Think at least 2 weapons each arena (preferable 3), while actually providing ammo for the arena which is nearby.
- Although you already added some deeper layer of flow, the room often still have only 1 floor (as the city for example, while has 1 main floor and some upper path to a teleporter which makes you getting stuck in those bars which cloak the path).
- When texturing, try to keep a certain average resolution, so you won't use a 256x256 pixel-sized texture on walls while scaling it up and use a trimming of 512x128 pixel-sized on a small trim which is lying perpendicular to the wall (look at the castle's wall-texture for example).
- Some sounds maybe? People tend to forget this all the time, while it actually is 1 of the crucial things to make a detail on a map (or just the map itself) convincing.

That's it for now.


Title: Re: Concepts: UT3's DM-Gateway
Post by: Gig on August 09, 2013, 09:43:18 AM
- I'm still not font of using teleporters, as it has a huge advantage seen from gameplay aspect. When someone else took the teleporter just a few seconds ago, it's obvious that person would still be waiting for you at the other side while you can't see him what so ever. That's why I would suggest, what about using caves instead? I don't know how are actually positioned right now, but it would add a way more original aspect and quality than some cheap ass teleporter.

I've just had a MAD idea. What about "doubling" all teleporters? I mean, when you have the teleport (let's call it A1) from world A to world B, what about placing a second, identical A -> B world teleport (let's call it A2), something like 6-15 meters away? This way, if you are chasing someone who enters A1 teleport, you can choose to follow him directly into A1, but you may also choose to enter A2 instead. On the other world, that guy will not know if you will come out from B1 or from B2, making his "camping" a little more difficult.
If you wish to distinguish A1-B1 from A2-B2, you may use different colors for some detail in their brushes.
What do you think? Is this too fool?
It's just an idea, I don't know if that would really work well...


Title: Re: Concepts: UT3's DM-Gateway
Post by: Akom74 on August 09, 2013, 11:16:21 AM
Updates !

(http://i73.servimg.com/u/f73/13/33/70/40/th/shot0114.jpg) (http://www.servimg.com/image_preview.php?i=1770&u=13337040)   (http://i73.servimg.com/u/f73/13/33/70/40/th/shot0115.jpg) (http://www.servimg.com/image_preview.php?i=1771&u=13337040)  (http://i73.servimg.com/u/f73/13/33/70/40/th/shot0116.jpg) (http://www.servimg.com/image_preview.php?i=1772&u=13337040)

@Suicizer: The ramps are in UT style. I've changed the wall textures in the "Castle-Arena" (Texture taken from UFOai). In the "City-Arena" i've rebuilded the lamps, now you can't collide with them because them are higher (see screenshots). In all Arenas already are two or three weapons. I'm working to the rest :P

@Gig: All the teleporters have this "issue", i don't think to do other teleporter, in the arenas now there are three teleporters.

I think i'm near to release the final version of this map.

;)


Title: Re: Concepts: UT3's DM-Gateway
Post by: Gig on August 09, 2013, 11:28:09 AM
This map will not be in oacmp volume2?


Title: Re: Concepts: UT3's DM-Gateway
Post by: Akom74 on August 09, 2013, 11:38:53 AM
This map will not be in oacmp volume2?

It can be, but i don't want to release it in 2045 (i'm jocking Neon_Knight :P )
We still have to release Volume1  "officially".

We have to hear Neon_Knight about it.

;)


Title: Re: Concepts: UT3's DM-Gateway
Post by: Neon_Knight on August 09, 2013, 12:35:27 PM
I've said it already: once Vol.1 is released, we will start with Vol.2.


Title: Re: Concepts: UT3's DM-Gateway
Post by: Akom74 on August 13, 2013, 04:43:30 AM
Update !!  ;D

Here you can Download the "near-final" version:
Code:
https://app.box.com/s/sucq94l5006f21gn588j

It's NOT the final version, but it's very close :P

Updates:

1) Added sound for teleporters.
2) Added sound in the cave.
3) Changed some geometry in the "Castle-Arena".
4) BOTs now roam all the arenas.
5) Changed catwalks in the "City-Arena" and added others to the other building.
6) Added some noclip_full for the buildings, now you never can be blocked from the building's brushes.
7) Some Brush work in the "Giant Robot-Arena", and some little fixes.

Knowed Issues:

1) The sound of the general music cover the sound of the teleporter  :(
2) BOTs don't go to the pillars room above in the dungeon in "Castle-Arena", don't know why...

Please tell me if you find other bugs.

;)


Title: Re: Concepts: UT3's DM-Gateway
Post by: Gig on August 19, 2013, 08:36:46 AM
Hi Akom! I'm just returned from some days of being offline. I can't test your map right now, but I'll do in the next days!  :)


Title: Re: Concepts: UT3's DM-Gateway
Post by: Gig on August 20, 2013, 03:24:47 AM
Hi! I've quickly tested the new version!
I like it!  ;D ;)

Things to say:
- I think you may make something else spawning alternately ("teamed") with the nailguns in the gigant robot arena... to have something appearing there also when playing with old mods that do not support nailgun.

- You may use a more cool jump-pad shader in the city.

- I experienced a couple of "missing texture" in the castle arena (see screenshot).

UPDATE: I tried with music turned off... what's the meaning of that "buzz" sound in the cave? And why do I continue to hear it also if I leave the cave?


Title: Re: Concepts: UT3's DM-Gateway
Post by: Akom74 on August 20, 2013, 07:54:10 AM
Hi! I've quickly tested the new version!
I like it!  ;D ;)

Things to say:
- I think you may make something else spawning alternately ("teamed") with the nailguns in the gigant robot arena... to have something appearing there also when playing with old mods that do not support nailgun.

- You may use a more cool jump-pad shader in the city.

- I experienced a couple of "missing texture" in the castle arena (see screenshot).

UPDATE: I tried with music turned off... what's the meaning of that "buzz" sound in the cave? And why do I continue to hear it also if I leave the cave?


I've noticed that missing texture, but i noticed after the release, if you launch the map with sv_pure 0 (<- zero) the textures is not missing, is an original from OA, and i don't know why of this issue..... ???

The sounds have this "bug" from Q3A, that's because i don't want to use them.

;)


Title: Re: Concepts: UT3's DM-Gateway
Post by: Gig on August 20, 2013, 07:58:07 AM
if you launch the map with sv_pure 0 (<- zero) the textures is not missing, is an original from OA, and i don't know why of this issue..... ???
In my case, it's not shown even if I set sv_pure 0. This makes me think you may have it outside from .pk3 files, under either basepath or homepath. What about making a search for its name in those folders, to find where you have that file?


Title: Re: Concepts: UT3's DM-Gateway
Post by: Neon_Knight on August 20, 2013, 10:28:33 AM
Took a quick look to your map.

The missing texture in the Castle area belongs to a texture pack (babel) which indeed was included in a previous version of OA (0.8.0) but had to be removed for licensing (http://openarena.ws/board/index.php?topic=2307.0) issues (http://openarena.ws/board/index.php?topic=2306.0).

The Castle area is vastly improved, and that's a Good Thing!

See, one of the reasons the Railgun in OA feels overpowered is precisely that the maps don't limit this weapon. And by "limit" I don't mean changing it's properties. I mean, that the Railgun in an open space (for example, q2dm1, "The Edge", for Quake II, which has that dome area with that lot of stairs, or practically any space map) tends to rack a lot of frags. With a lot of places to get cover, it becomes hard to score a frag, and this also counts for Instagib. With this said, I'm glad there's more places to get covered from it.


Title: Re: Concepts: UT3's DM-Gateway
Post by: Akom74 on August 20, 2013, 02:57:16 PM
Took a quick look to your map.

The missing texture in the Castle area belongs to a texture pack (babel) which indeed was included in a previous version of OA (0.8.0) but had to be removed for licensing (http://openarena.ws/board/index.php?topic=2307.0) issues (http://openarena.ws/board/index.php?topic=2306.0).

The Castle area is vastly improved, and that's a Good Thing!

See, one of the reasons the Railgun in OA feels overpowered is precisely that the maps don't limit this weapon. And by "limit" I don't mean changing it's properties. I mean, that the Railgun in an open space (for example, q2dm1, "The Edge", for Quake II, which has that dome area with that lot of stairs, or practically any space map) tends to rack a lot of frags. With a lot of places to get cover, it becomes hard to score a frag, and this also counts for Instagib. With this said, I'm glad there's more places to get covered from it.

Thank you Neon_knight, i'm pretty sure of that texture (banner) is from cosmo_sfx folder, but i've noticed that's my fault if you don't see it. I have moved it from his folder to mine without insert it n the PK3 :P :P
.....i'm old, i know....XD....

;)


Title: Re: Concepts: UT3's DM-Gateway
Post by: Gig on August 21, 2013, 12:31:34 AM
Excuse me Akom... if that texture is from stock OA, why should you need to copy it to your own folder? Did you do some changes to it?


Title: Re: Concepts: UT3's DM-Gateway
Post by: Akom74 on August 21, 2013, 12:40:35 AM
Excuse me Akom... if that texture is from stock OA, why should you need to copy it to your own folder? Did you do some changes to it?

Yes, i've thinked to give that banner the flag effect, but i've miss something....XD....

;)


Title: Re: Concepts: UT3's DM-Gateway
Post by: pelya on August 22, 2013, 09:43:13 AM
The map vastly improved from the time I've tested it before. Now it has enough vertical details and routes and does not feel like one big floor anymore. Also, the illumination is good, I love bright maps.
Sometimes it feels like there are too little weapons in city and castle areas - some respawn points do not have any weapon nearby. In the city you spawn facing fountain, but there are plasmagun and rocket on the floor, would be nice to see one of them or a jumppad right when you spawn, so you know where to run. There are similar spawnpoints in the castle, maybe it would be nice to add few more weapons there.
On the other hand, I like that there are many ammo crates, health and armor shards.
I don't think that rail is overpowered, it is kind of balanced by nailgun in robot area, and you can always escape through teleport.

BTW can we please use that one-way grate above jumppad in Moixie's DM map instead of that trapdoor?


Title: Re: Concepts: UT3's DM-Gateway
Post by: Akom74 on August 22, 2013, 10:07:40 AM
The map vastly improved from the time I've tested it before. Now it has enough vertical details and routes and does not feel like one big floor anymore. Also, the illumination is good, I love bright maps.
Sometimes it feels like there are too little weapons in city and castle areas - some respawn points do not have any weapon nearby. In the city you spawn facing fountain, but there are plasmagun and rocket on the floor, would be nice to see one of them or a jumppad right when you spawn, so you know where to run. There are similar spawnpoints in the castle, maybe it would be nice to add few more weapons there.
On the other hand, I like that there are many ammo crates, health and armor shards.
I don't think that rail is overpowered, it is kind of balanced by nailgun in robot area, and you can always escape through teleport.

I will fix the spawn issue, thanks Pelya.

Quote from: pelya
BTW can we please use that one-way grate above jumppad in Moixie's DM map instead of that trapdoor?

Of course it's possible, just place a single_patch_mesh :D
Just select a brush and go in the curve menu' and select single patch mesh.
one side it's solid and the other is not solid.

;)


Title: Re: Concepts: UT3's DM-Gateway
Post by: Suicizer on August 22, 2013, 02:49:30 PM
The map vastly improved from the time I've tested it before. Now it has enough vertical details and routes and does not feel like one big floor anymore. Also, the illumination is good, I love bright maps.
Sometimes it feels like there are too little weapons in city and castle areas - some respawn points do not have any weapon nearby. In the city you spawn facing fountain, but there are plasmagun and rocket on the floor, would be nice to see one of them or a jumppad right when you spawn, so you know where to run. There are similar spawnpoints in the castle, maybe it would be nice to add few more weapons there.
On the other hand, I like that there are many ammo crates, health and armor shards.
I don't think that rail is overpowered, it is kind of balanced by nailgun in robot area, and you can always escape through teleport.

I will fix the spawn issue, thanks Pelya.

Quote from: pelya
BTW can we please use that one-way grate above jumppad in Moixie's DM map instead of that trapdoor?

Of course it's possible, just place a single_patch_mesh :D
Just select a brush and go in the curve menu' and select single patch mesh.
one side it's solid and the other is not solid.

;)

I seriously hate that onr way grate. I rather like to see a trapdoor ehich opens and closes after jumping through the whole as it's a way more realistic and logial experience.


Title: Re: Concepts: UT3's DM-Gateway
Post by: Akom74 on August 22, 2013, 03:34:42 PM
I seriously hate that onr way grate. I rather like to see a trapdoor ehich opens and closes after jumping through the whole as it's a way more realistic and logial experience.

I can't insert any door, or moving object if VIS process gives me the compiling error :(
.


Title: Re: Concepts: UT3's DM-Gateway
Post by: Neon_Knight on August 22, 2013, 05:01:34 PM
Which error, more precisely?


Title: Re: Concepts: UT3's DM-Gateway
Post by: Akom74 on August 22, 2013, 11:26:47 PM
Which error, more precisely?

....ehm, i think you don't have read this message of mine (http://openarena.ws/board/index.php?topic=4682.msg48015#msg48015)  :P :P :D
at the top of this page, i've inserted even the original .map file.

Now the .map file is changed but the error stil remain, and no one answered me about it... :( ....

;)


Title: Re: Concepts: UT3's DM-Gateway
Post by: Neon_Knight on August 23, 2013, 05:15:40 AM
Hmmm... are you also able to compile the bot file? Sounds like there's a leak in your map.
With the tons of details, it could also be a good idea to make detail everything which doesn't touch the void, as the map is just one large room.