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 oa_ctf4ish - Evolution

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adriano
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Numero di messaggi : 1846
Data d'iscrizione : 2009-05-16
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PostSubject: oa_ctf4ish - Evolution   Sun 07 Aug 2016, 22:03

Hi all,

I'm back with some mapping-work. Again a modified version of oa_ctf4ish... "WHY?" you may ask..., "you already made sos_ctf4ish". Yes, but people don't want to miss an easy reachable rail and the pillars in the air also disturb. So it wasn't a big deal. "Ok, why we need changes on the original oa_ctf4ish map?" Because rail camping from the rail platform is still annoying (that's what me and other notice at :F-servers).

NOTE: The map is in an experimental stadium and I want to give you the possibility to bring your ideas in (especially in terms of gameplay but also for the mapstyle). Which changes would you do on the map? Download and try here: https://dl.dropboxusercontent.com/u/71172136/s12b.pk3

The new version in my oppinion will be...
1. with rail, but in a way where you can't camp undisturbed
2. with OA logos instead of *SoS* (because we already have our personal map)
3. a little bit restyled (some ideas from QL's SPACE CTF)






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Adr!ano
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adriano
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Numero di messaggi : 1846
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PostSubject: Re: oa_ctf4ish - Evolution   Sun 07 Aug 2016, 22:06

There are two Battle suits and one Quad damage above the center platform right now. I will just let spawn Battle suit and Quad damage (or maybe I should use other power up??) alterning on one position in the center. The 4-seconds long flight-powerup is just a funny rescue from falling down to death. It happens sometimes when you get pushed with shotgun.


I would like to ask you which rail position is the best solution for you and also how much ammo it should have.
I compare two different positions:
1.] The new position I've given (on the new platform above the base) with 3 shots only
PROS:
- difficult to camp on it when you're on the enemy base because the platform is near to the base floor, so you can easily get shooten from near distance
- situation: You lost the flagg and enemy is running away -> Fast access to the rail (when you respawn at base) to stop the flagg carrier
- with 3 shots you get probably just 1-2 hits (depends how good is your aim; maybe I should raise it to 4 or 5 shots??). To get more shots you have to move and get ammo in the center of the map. => less camping possible

CONS:
- easy and fast access to the rail from own base, so you can fastly start camping Grin BUT only 3 shots (or maybe 4-5) and a respawn time of 15-20 seconds should prevent heavy camping
- when you get the rail in enemy's base then in most cases you won't use it because rocket launcher and Shotgun is the better option to hit the enemy at the base with little distance

2.] Rail in the position of BFG (rail replaced with BFG)
PROS:
- less camping because it isn't that easy to get
- it is not a comfortable place to camp in the center of the map
- while you're going to the enemy base using the jumppad you can achieve one hit to one defender *rail-well-used*

CONS:
- this position is braking too much the map's tradition: I think a lot will miss the old position on the high-lying rail platform. (not only campers)
- due to the aloof position the rail as gun-alternative will be involved in the game very little (not by accident this was the BFG position)

Do you like more 1.] or 2.]? Or do you have other solutions?

p.s. I asked also on forum www.openarena.ws ->maps

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Adr!ano
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Thor
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PostSubject: Re: oa_ctf4ish - Evolution   Sat 13 Aug 2016, 01:34

Ciao Adri, solo una curiosità, che cosa usi per fare le mappe? Ho perso il vecchio materiale e ora mi piacerebbe usare gtkradiant sotto linux, ma la versione 3 non è molto compatibile con oa.

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THOR
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adriano
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PostSubject: Re: oa_ctf4ish - Evolution   Mon 15 Aug 2016, 16:16

Thor wrote:
Ciao Adri, solo una curiosità, che cosa usi per fare le mappe? Ho perso il vecchio materiale e ora mi piacerebbe usare gtkradiant sotto linux, ma la versione 3 non è molto compatibile con oa.
Ciao Thor,
uso la versione 1.5 die GtkRadiant sotto Windows. Credo che sia l'ultima versione compatibile con OA. Per Linux dai un'occhiata qui: http://openarena.wikia.com/wiki/Configure_GTK_Radiant_under_Linux

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Adr!ano
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adriano
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PostSubject: Re: oa_ctf4ish - Evolution   Wed 17 Aug 2016, 12:05

Check out the OpenaArena.ws discussion here: http://openarena.ws/board/index.php?topic=5275.msg54128

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Adr!ano
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Thor
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PostSubject: Re: oa_ctf4ish - Evolution   Thu 18 Aug 2016, 19:32


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THOR
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HeadCrash



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PostSubject: Re: oa_ctf4ish - Evolution   Wed 21 Sep 2016, 05:04

really nice
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adriano
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PostSubject: Re: oa_ctf4ish - Evolution   Wed 21 Sep 2016, 12:30

HeadCrash wrote:
really nice

Thanks, I am still working on it (very slowly but I do), it is not finished, I have new things build in, I will post the newer test-version soon (tomorrow I think)

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Adr!ano
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HeadCrash



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PostSubject: Re: oa_ctf4ish - Evolution   Wed 21 Sep 2016, 15:00

good to know banana
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adriano
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PostSubject: Re: oa_ctf4ish - Evolution   Sun 25 Sep 2016, 12:31

Hi all, sorry for my late reply. I have lack of time, but I was able to continue with the map in the past days. DOWNLOAD version "s21c"
What's new?
- new jumppad base to base with plasma gun (mid-air) between
- some redesigning here and there
- some health and ammo placed on other spots. I removed the invulnerability but I will rethink about its usage in the map
- the blue base is the same as the red, so it is ready for some online gameplay test
- fixed flight curve of the jumppad from middle of the map to railplatform, so you won't crash against the platform side
- the jumppad under the base brings you to the yellow armor instead of the rail platform. The main reason for that is to prevent easy access from own base to the rail


What's missing?
- bot support
- good light distribution and light intensity
- some texture fixes (I've to change the red textures on blue base and I'm not happy with the grate at yellow armor aaand the texture problems shown in the last screenshot(no, the surface isn't caulked and yes, Idk right now how to fix that))
- Rail trap maybe? -> It won't solve camping at all because campers also jump down from the rail platform and camp from their own base (that's what I noticed in online games) BUT why not? =D
- other things to fix that turn out after testing it with players






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Adr!ano
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adriano
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PostSubject: Re: oa_ctf4ish - Evolution   Mon 28 Nov 2016, 16:42

Hi all, I'm back with some progress. See video and/or read here:

- direct teleporter exit to rocket platform without jumppad (=> time saving)
- added a crusher where you can walk in and take the "invulnerability" powerup (ofc I remove the other "invulnerability" from the old spot). It's a neat place to hide when you have the enemy flagg. A barrier protects from camping.
- readded the old yellow armor where it was
- now you can also reach the rail platform with the jumppad under the base by doing air strafing
- added an automatic rocket shooter to prevent camping on the new yellow armor platform above the flagg. It shoots after some seconds, but sadly it shoots also when you leave the platform. I wasn't able to find a solution yet that let the shooter shoot ONLY if you stay more than let's say 8 sec ON the platform. If you leave the platform before 8 seconds past then it shouldn't shoot.

Let me know what you like or don't like from the changes!

EDIT:

I removed the camping barrier at the crusher and added +2 damage / sec on that platform. => so you can't stay for ever hidden on that platform. And you can't freely camp there because the inflicted damage disturbes the aiming!

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Adr!ano
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fabiux



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PostSubject: Re: oa_ctf4ish - Evolution   Mon 28 Nov 2016, 22:52

Nice!!!
I would increase platform damage a bit more than 2 / sec but I guess it's okay for stopping campers.
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adriano
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PostSubject: Re: oa_ctf4ish - Evolution   Mon 28 Nov 2016, 23:32

fabiux wrote:
Nice!!!  
I would increase platform damage a bit more than 2 / sec but I guess it's okay for stopping campers.

Thx! =) I thought the same, I'll try to find a good equilibrium for the damage.

I am curios to see the usage of the crusher and the invunerability powerup. I think it will bring a little bit new dynamics to the gameplay. And while I am writing here I think I will add an activator button above the crusher and remove the option that the crusher activates by shooting at it. Why? It is a way too easy to fragg somebody on the railplatform because the surface of the crusher is big. It will be similar to the map 13dream but not such a little activator button as it is there.

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Adr!ano
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DEXTER MORGAN



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PostSubject: Re: oa_ctf4ish - Evolution   Tue 29 Nov 2016, 22:00

Good work!!i like it Very Happy Very Happy Wink
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fabiux



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PostSubject: Re: oa_ctf4ish - Evolution   Tue 29 Nov 2016, 22:36

Yes! Invulnerability will surely introduce uncommon dynamics!
And I think the crusher button is way better than shooting at the crusher itself, aside making the action a bit more challenging it is also more clear and intuitive for noobs.
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adriano
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PostSubject: Re: oa_ctf4ish - Evolution   Wed 30 Nov 2016, 12:35

Thx for the feedback! Due to the invunerability powerup I thought that there must be a protection for the players that get attacked from a player that uses the invunerability powerup. -> So the new yellow armor platform will be solid (so you can't anymore shoot through) and I'll add a new pillar. Just 1 on each base, on the left you have the yellow armor and on the right you have the pillar. Idk if I am going too far from the original map with all these changes. Tell me what you think. Do you like that there is a pillar on the base?



That's the activation button for the crusher:

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Adr!ano
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AssY



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PostSubject: Re: oa_ctf4ish - Evolution   Wed 30 Nov 2016, 13:14

Holy moly!

Nice work adri - is there a server for testing?

Remember - I likt to find bugs unibrow unibrow unibrow

Joke - I wanna try it Very Happy
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adriano
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PostSubject: Re: oa_ctf4ish - Evolution   Wed 30 Nov 2016, 15:35

AssY wrote:
Holy moly!

Nice work adri - is there a server for testing?

Remember - I likt to find bugs unibrow unibrow unibrow

Joke - I wanna try it Very Happy

Thanks AssY, I am not finished yet, there is no pk3, I need to add bot support and optimize some little things. I'll let you know when it is ready for testing (probably at the end of this week or later)!

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Adr!ano
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AssY



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PostSubject: Re: oa_ctf4ish - Evolution   Wed 30 Nov 2016, 16:03

Onki donki

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fabiux



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PostSubject: Re: oa_ctf4ish - Evolution   Wed 30 Nov 2016, 20:00

The pillar is a very good addition and in my opinion it gives the map a even better look.
Go go adri!
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adriano
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PostSubject: Re: oa_ctf4ish - Evolution   Sat 03 Dec 2016, 20:08

Download version s23c




You can test it with bots until it's avaible on a server (I'll let you know when it will happen)
Hf Wink

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Adr!ano
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adriano
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PostSubject: Re: oa_ctf4ish - Evolution   Sun 04 Dec 2016, 21:19

Our mate fg made the map available on :F normal ctf for stupids ( /connect 62.75.152.253:27960 and /callvote map 4ish_test2 ). And once you are there, you can't oversee the new facelift ( weaponbar and statusbar, http://www.stupidctf.tk/ for more information ). Another reason to check it out. Also try to follow the flagg carrier informations on the upper left while playing, you can see the position and health. Hf! =)

...and on :F Insta we have now real stars Like a Star @ heaven . How cool is that? Very Happy

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Adr!ano
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fabiux



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PostSubject: Re: oa_ctf4ish - Evolution   Sun 04 Dec 2016, 23:15

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AssY



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PostSubject: Re: oa_ctf4ish - Evolution   Mon 05 Dec 2016, 06:51

Surprised Shocked
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PostSubject: Re: oa_ctf4ish - Evolution   Today at 10:45

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