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yoursuicide
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« Reply #25 on: January 07, 2007, 12:06:29 PM »

Heya haven't checked it out yet, but am downloading it


it's also going in rotation at findmykitty.net:27960 or 69.20.192.67:27960

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pheldens
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« Reply #26 on: January 08, 2007, 12:42:32 PM »

Thanks mapper, I'll update it on meldersnet.nl
was nice fragging the other day hehe.

Try making a ctf map too if you feel like it (glue the main halls of your map mirrored together, and add some side colours, and flag spawns), we lack a proper gpl ctf map.
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pheldens
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« Reply #27 on: January 08, 2007, 01:46:07 PM »

People get annoying version problems if they ran the map before.
maybe working with versions in the mapname is safer.


Also the map is still quite dark for me on gamma 1.0 , but this may vary per driver/hardware combo.  it's pretty and improved though.
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dmn_clown
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« Reply #28 on: January 19, 2007, 10:12:25 AM »

The quad falls into one of the fog pits, as well.  (Due to the removal of the planks it was on) maybe just have it spawn suspended and force people to jump to reach it.

(Still a neat map).

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THOR
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« Reply #29 on: January 19, 2007, 11:04:22 AM »

Perhaps I'll have to mess with this thing linux usr here, placed it in the baseOA folder and its a no show. Sad tried to open it I get some off the wall error message am I getting the wrong file ?? czest.pk3 ?
« Last Edit: January 19, 2007, 11:15:30 AM by Zippy » Logged
Czestmyr
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« Reply #30 on: January 19, 2007, 11:20:01 AM »

What kind of error do you get? The map should work. Im running on Linux myself. Just copy the file into YourHomeFolder/.openarena/baseoa folder. That should work.

EDIT: Yeah, and the file is "czest1dm.pk3"
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THOR
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« Reply #31 on: January 19, 2007, 12:17:08 PM »

Okay to be more specific when attempting to open it using ARK It throws a flag stating non standard extension then when i try using the zip filter it crashes. I tried several other pk3's I have an another drive and all was well. Oh BTW the  Obiwans house map works in OA save missing textures in the bathtub and the ductwork.

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Ferk
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« Reply #32 on: January 19, 2007, 12:21:11 PM »

we lack a proper gpl ctf map.
Look at the svn, there are already some very good ctf maps. I think that the only missing ones now are tourney maps
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sorry for my english
THOR
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« Reply #33 on: January 20, 2007, 06:17:28 AM »

Czestmry, Yep I finally got the map to run via console command. Nice Job!! Smiley theres a few quirks but no sticky textures and not being a mapper myself. I can see it was a great effort "applause" . Oh and that reminds me there is a bug on the House of Cheethon map where right after you go down the pitfall and jump back to the quad damage up you get stuck and unable to move...FYI.
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Jeric Hikari
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« Reply #34 on: January 20, 2007, 09:28:07 AM »

Gotta say so far this's my favorite map to go head to head against my GF with. Big, but not TOO big for one on one or four man free for all(i'm on dialup, i like keeping numbers small).
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tw3k
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« Reply #35 on: January 20, 2007, 09:44:02 AM »

yeah nice work! it would be really great as an urban terror map, great for roof top snipers Smiley
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sir_frags
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« Reply #36 on: January 21, 2007, 02:44:47 AM »

I tried sending this as a PM, but I cant get past those stupid verification letters. Cant even play them so I can hear them Sad

I like your map. Ran it on my server tonight, and sure enough 4 people connected and then disconnected right away. I did get one guy in there to play with me though.

I was wondering. Have you considered making a "day" version of this map? That is, make one that is bright and filled with sunshine?

Thank you!


*Frags*
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Neon_Knight
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« Reply #37 on: January 31, 2011, 05:30:42 PM »

Bump. I've sent a PM to Czestmyr, but he didn't replied to me. I want to improve this map.

Any ideas?
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sago007
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« Reply #38 on: January 31, 2011, 05:39:56 PM »

Any ideas?
I posted a slightly improved version awhile ago: http://openarena.ws/board/index.php?topic=1945.msg34296#msg34296

By slightly I mean that my main objective was to clip the outer parts of the map to prevent cheating.
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Neon_Knight
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« Reply #39 on: February 01, 2011, 06:25:38 PM »

So far, my changes:

- The lamps, chairs, libraries and tables were turned into models.
- Improved brushwork.
- The Megahealth was moved to the pit (Quad Damage) area.
- The Red Armor was moved to the small bridge area.
- The Lightning Gun is now in the central area.
- The Quad Damage was moved to the chair/table/library area.
- Pit area reworked.
- Domination support, with 3 points.
- Elimination support: the blue team starts in the small bridge area, while the red team starts near the pit.

I'll post a downloadable version soon.
« Last Edit: February 04, 2011, 08:47:14 PM by |TXC| Neon_Knight » Logged


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Neon_Knight
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« Reply #40 on: February 03, 2011, 07:53:36 AM »

Just a heads-up.

This map is taking a lot of work, and there's too much to be done.

I had to turn a lot of things into models, detail brushes and patches, but the map is going well.

I've added some jumppads in order to make it up for the amount of deleted ladders, but everything is going well.
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Peter Silie
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« Reply #41 on: February 03, 2011, 02:52:27 PM »

I am very curious about the result!!!
(can´t wait Smiley )
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Neon_Knight
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« Reply #42 on: February 03, 2011, 05:34:23 PM »

No offense to Czestmyr, in fact I wouldn't have touched this map if I disliked it.

Some areas are looking pretty different.

The problem with this map is the way its built. It has lots and lots of structural brushes and it craps out in the whole Vis thing. There're lots of rooms where it's impossible to play. I'm trying to fix that, aside of some stuff like the RA and MH being steps away, but I won't guarantee nothing.
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Neon_Knight
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« Reply #43 on: February 04, 2011, 12:10:30 PM »

With all the luck, today I'll be delivering a playable version.
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Neon_Knight
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« Reply #44 on: February 04, 2011, 08:40:41 PM »

Here it finally is!

All the changes mentioned above, and my main objective (make the map to run faster) was achieved, or so I guess.

Things to do now:
- Redistribute ammo, health and shards.
- Improve lighting. The map is too dark.
- Botclipping and clusterportaling.
- An extra level in some areas, in order to add choice options to the map?
- Add DOM and Elim support in the arena file.

Screenshots:


D/L link:
http://www.onykage.com/files/armageddonman/published/reworks/czest1dmv2-a1v2.pk3

EDIT: Reuploaded the file, I've forgot to include the models.
« Last Edit: January 05, 2014, 11:02:51 PM by Neon_Knight » Logged


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Udi
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« Reply #45 on: February 04, 2011, 10:36:55 PM »

All the changes mentioned above, and my main objective (make the map to run faster) was achieved, or so I guess.

I like the original one better. Maybe it's the lighting, but the new version looks too simple. I don't like how the stairs are replaced with jumppads (all of them), it makes me feel like if the idTech 3 engine was crippled. Bot activity is still centered at the courtyard, we should also test human behaviour, but the new item placement seems superior, so thanks for that Smiley. But the map had an unmatched feeling, a unique aura which is now less dominant. I repeat, maybe it's the lighting, or maybe the jumppads makes it feel so unreal for a gothic themed map.

I cannot test performance, since the game tells it runs on an avarage 50 fps on Ubuntu with Compiz, but it actually feels more. But I have never had problems with performance, only with the item placement and narrow rooms which could be fixed without touching the details. As for me, I vote for a genuine look and feel, rather than performance.
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Todo list: 1. q3dm17 textures replacement (95% done)
chaoticsoldier
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« Reply #46 on: February 04, 2011, 11:21:06 PM »

I mostly agree with Udi on this one. It looks too well lit now to be called "Monastery at Night", and the map does appear to be a bit plain now too. I think the shadows might be partly what gave the map that unique aura Udi spoke of.

I don't know why, but I actually achieve a little less FPS on this new version than with the old one. (Does anyone else experience this?)

I feel uncertain about the jump pads too. In several places it is simply quicker to leap over the jump pads to get up, rather than to actually use the jump pad.
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Peter Silie
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« Reply #47 on: February 05, 2011, 04:49:14 AM »

I prefer the new version, because gameplay is faster now. Also lightning fits more to a fast gameplay (but you are right: maps name is weird now Wink )
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Neon_Knight
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« Reply #48 on: February 08, 2011, 07:43:05 PM »

I've found out why the textures looked so washed. It was an error from my part, I've copypasted another command sequence and forgot to delete the -gamma 1.5 option in the -light stage.
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VortexHU
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« Reply #49 on: February 08, 2011, 09:08:31 PM »

I like how the room with the rocket and pulse ammo no longer has those staircases. A lot of rooms feel more open, and it's nice to be able to actually see stuff. I agree that the jump pads would at least need more work (like the one that shoots you at the wall about 20 feet away, and some of those heights look too short for jump pads).

You might know this already, but you can scale area and point light illumination using the -area and -point switches to q3map2. I know the gamma adjustment was a mistake, but just in case...

http://shaderlab.com/q3map2/manual/
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