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 [MAP] cfX_Arena (working titel, TBA)

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PostSubject: [MAP] cfX_Arena (working titel, TBA)   Wed Aug 01, 2012 10:22 am

hey, heres a scetch of a map i wanna do:

the base idea was an colloseum like arena with rooms on the outside on different levels (3 i think)
so it has a round center with the important weapons / items.
the spawns will be outside.
not all of the outer rooms are on all levels.

there's a small error on the pic, the room on the back in the middle, should be on the ground floor, so its always the opposite Smilie
edit: no - the middle left room should be on ground floor, so the oposite sides are on the same level Smilie

ideas - suggestions - tipps?

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PostSubject: Re: [MAP] cfX_Arena (working titel, TBA)   Wed Aug 01, 2012 11:59 am

i like the idea of this map Wink

+1

i guess you should pay attention to the rooms..maybe put in some block or barrier.. Wink

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PostSubject: Re: [MAP] cfX_Arena (working titel, TBA)   Wed Aug 01, 2012 12:04 pm

sure Smilie
the rooms will get stairs, elevators, teles, jumpads, platforms, birdges etc
each room will be different...
i guess that is what u mean with put in some block or barrier??

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PostSubject: Re: [MAP] cfX_Arena (working titel, TBA)   Wed Aug 01, 2012 6:31 pm

c:fx wrote:
sure Smilie
the rooms will get stairs, elevators, teles, jumpads, platforms, birdges etc
each room will be different...
i guess that is what u mean with put in some block or barrier??

of course! but i wanna see some pictures as soon as possible Cool Cool Cool

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PostSubject: Re: [MAP] cfX_Arena (working titel, TBA)   Wed Aug 01, 2012 9:49 pm

heres the .bsp
put it into your basoa/maps folder, start the game and type this to console:
Code:
/sv_pure 0
/devmap cfixarena_1
as its the meta version, it might be to bright, then set
Code:
/r_gamma 1
to a lower value

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PostSubject: Re: [MAP] cfX_Arena (working titel, TBA)   Thu Aug 02, 2012 6:29 pm



Changes:

- podium / base for flag built.
- jumpads in bases
- structural brushes (lower r_speeds = better peformance)
- 2 doors added

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PostSubject: Re: [MAP] cfX_Arena (working titel, TBA)   Fri Aug 03, 2012 7:04 pm

c:fx wrote:


Changes:

- podium / base for flag built.
- jumpads in bases
- structural brushes (lower r_speeds = better peformance)
- 2 doors added

mm i don't why but i can't try it..it say that can't find the map in baseoa folder

what can i do?

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PostSubject: Re: [MAP] cfX_Arena (working titel, TBA)   Fri Aug 03, 2012 8:41 pm

check if you have the baseoa/maps folder. bsp files need to be there. pk3 go directly into baseoa.

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PostSubject: Re: [MAP] cfX_Arena (working titel, TBA)   Sat Aug 04, 2012 10:22 am


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PostSubject: Re: [MAP] cfX_Arena (working titel, TBA)   Mon Aug 06, 2012 6:15 am

here's the first pk3
cfxArena24.pk3

so there's no need to set sv_pure and use devmap. just put in in your /baseoa folder.

this is my last post for one week cause talking too myself sukxxx

u can follow the progress in *AS* forum meanwhile - also check Kaffee's maps he's a real pro in mapping Smilie

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PostSubject: Re: [MAP] cfX_Arena (working titel, TBA)   Mon Aug 06, 2012 11:31 am

I tried it in devmode, here are the things I think about:

I fastly learned it, its a nice small map, I think is suitable for 2vs2 matches and over.

In the central arena I liked there is a way to get on other floors by jumping in the thight corners.
I think it should be done by a way harder jump, like trickjump you do in defrag.



Also, you should put other hard trick jumps if you want to get to the other enemy flag faster.

The outer arena is a nice section!
But I got a problem in there, when I felt down I couldn't return up Smilie eheh





If you are doing a mine (as I've read on AS forums) you could treat this section as a big bridge, like the one in overkill, where if you fell off, you die istantly.
I would add lighting gun in this map, to "help" enemies fall off, lol

Last, the jump launcher in the inner arena from blue part, isn't powerful as the red one


I think is a nice map. I'm very curios to see the other progress. nice work!

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PostSubject: Re: [MAP] cfX_Arena (working titel, TBA)   Mon Aug 06, 2012 11:52 am

yo, thanks Provv for your feedback and also for the screens (so this thread isn't so "empty" anymore Smilie )

ok, i see about how i can make the jump at the tight corners more difficult...

I'm not sure what i do with the outer part, maybe a void. but i think i close at least the gaps between the outer rooms and the center - not on the same level, so you have to jump...

regarding the bridge - i dont know where you mean exactly... (the screens are a bit dark too, i always adjust my r_gamma.. EDIT: screen at work is darker than my others... so its better here.. but i will place a few more lights so we dont have that problem anymore)
Theme is Bunker / Factory / Powerplant

the launchpads were made differently on purpose, cause i had to find the right target_position first. they will be the same later.

thx

edit: testable on RN¦3 Smilie (109.73.51.156:27963)
somehow flags and some items/weaps dont work...


ok, here's the next todo list

1. Bridge there leads to weapon or item
2. make Wall there
3. Clip the ceiling, so you can't go on the roof anymore.



- the 1u wide plate for the exit signs will be cliped so you cant stand on them anymore.
- Stairs at flag base will be reworked
- most of the jumppads to be removed, the one leading on the high level will be placed in the corner (q3dm6 style maybe)
- maybe make a wall in one of the hallways, make a drop from upper level.
- add trickjump in center
- check why flags and items are not spawning
- spread the player spwans more

Last but not least: Build the BRUTAL MACHINE Wink



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PostSubject: Re: [MAP] cfX_Arena (working titel, TBA)   Tue Aug 07, 2012 7:40 am

nice cfx!!!!

Good news you put it on a real server so players can try it Very happy I wanted to ask you if you anyway add bot support to your map and just some weapons, to have a preview of the matches in the map.

The run from team flag to enemy flag is fun and fast, it involves that famous corner jump in my opinion too easily done and a possible big jump that leads directly to the flag itself. The base map scheme is ready and playable Smilie

To Light: on windows put it in %APPDATA%\OpenArena\baseoa. In OA recall it by command \devmap cfxArena24
This map still not appear on skirmish map list Dry

nice work with the map!!

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PostSubject: Re: [MAP] cfX_Arena (working titel, TBA)   Tue Aug 07, 2012 7:52 am

ye, btw new version is 25: cfxArena25.pk3

jap i will add that trick jump, and also that you cant jump directly to the flag anymore from the hallways will be changed.

Quote :
To Light: on windows put it in %APPDATA%\OpenArena\baseoa. In OA recall it by command \devmap cfxArena24
This map still not appear on skirmish map list

I'm not sure maybe both location work, but i put it into the other folder: like%Games/OpenArena/Baseoa
and as its pk3 now no need for devmap Smilie

thx for fb.

EDIT:
Its also possible to give the players certain items right at spawn, just that we consider this option for one or two weapons...
I've looked at some CTF mapping tuts, but they don't have any other entities than i have...
but info_player_deathmatch is missing, maybe that's causing the issue...

ideas for the machine:
1) Tesla - if the map is going to be a jail i could imagine to turn this into a Tesla, that has some electric chair below it. When u touch it you die ofc ^^
2) a Pump, with moving parts (clipped, so they cant harm the player)
3) maybe something like an offshore oil isle?
4) maybe some optical lense / telescope, so the building is more like a planetarium, then i could make the center roof an astrodome...

EDIT: next one is up:
cfxArena26.pk3

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PostSubject: Re: [MAP] cfX_Arena (working titel, TBA)   Tue Aug 07, 2012 10:59 pm


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PostSubject: Re: [MAP] cfX_Arena (working titel, TBA)   Wed Aug 08, 2012 11:54 am

i like now the flag area Very happy

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PostSubject: Re: [MAP] cfX_Arena (working titel, TBA)   Wed Aug 08, 2012 1:58 pm

next one:
cfxArena28.pk3

- some pipes added, stairs changed, colored bodure
- levelshot
- spwans changed
- fog added

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PostSubject: Re: [MAP] cfX_Arena (working titel, TBA)   Thu Aug 09, 2012 5:03 am

cfxArena29.pk3
now replaced

anyhow youll see it tonight, test 28m meanwhile Wink

changesfrom 28 to 29:

- bots are supported now (I played 2 CA matches 2v2 with bots set on difficulty 5 but they only used plasma... only for his last frag he just LG Razz
- wall texture size changed, now 2 i/o 0.5
- changed "skybox" (not a real skybox yet, still trouble with the shader)
- added the machine
- added ammo
- added QD
- colored light is back

heres the levelshot:


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PostSubject: Re: [MAP] cfX_Arena (working titel, TBA)   Tue Aug 14, 2012 6:19 am

latest version: http://upload.pwnoogle.com/uploads/cfxArena32.pk3

changes since 29:
- flags work
- machine added, with rotating cogwheels, pumping cylinders
- rooms in the corner between the flag closed, doors replaced windows, and scuttle in ceiling.
- has the effect that there are 2 ways blocked on each side. So more flag routes lead through the middle.
- mh added at the new hallways, seeable from above through scuttle /window.
- jumppad added in center from bottom to mid. where should it bring the player??

to do: (in order of importance)

  • start map from scratch, a lot of brushwork is messed up (and textures)
  • increase the hallway height again (256 ?)
  • check if more ways/routes can be blocked / removed
  • then, when having a minimum number of ways, start to build new ways again until the level has a good connectivity
  • remove the oneways by adding exits
  • make a drop in connection hallways from 3rd to 2nd or from 2nd to 1st floor
  • fix jumpad in mid (where should it lead to)
  • fix launchpad and items in midair
  • make walkway in mid wider (128)
  • make the machine a bit smaller (10% ? )
  • make outer diagonal stairs better, no random change in angels or only 0° - 45° - 90° etc / make it wider
  • check possibility of adding a tele. i guess its unlikley to get it to work well, but we should consider it
  • redo weapon layout
  • small adjustment to item layout
  • add bordures on ledges etc.
  • retexture


xxxxxxx
x.F.......xxxxxxxxxxxxxxxxxx
x.........D..............W......MH.x
xxxDxxxxxxxDxxxxxxxHxxxx
x........x................x.........x
x........D...............D.........x
x........x................x.........x
xxxHxxxxxxDxxxxxxxDxxx
..x.MH.W..............x.........x
..xxxxxxxxxxxxxxx.......F.x
...........................xxxxxxx

legend:
x = wall
w = new wall
d = door
h = hallway
F = blueflag
F = redflag
MH = megahealth

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PostSubject: Re: [MAP] cfX_Arena (working titel, TBA)   Tue Aug 14, 2012 3:58 pm

Might suck having to start over, BUT: the lessons learned are usually worth it. I think in the process of building asduel1/pxlrpg I pretty much rebuilt every brush 3 times. Basically, the hardest part is to keep being motivated to finish all the way through.

Once you rebuild, or possibly even earlier: grab some people to jump around in the map with. Have some mock battles. The feedback is invaluable! I'm volunteering as lab rat when I'm there, too.

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PostSubject: Re: [MAP] cfX_Arena (working titel, TBA)   Tue Aug 14, 2012 5:15 pm

I speak without ever tried the map with bots or with real peoples.
Does two MH in bases get worth the battles in the middle? I would prefer to see few armour instead (I was thinking at the alone YA in the middle of oasago2).

One thing I don't like are the door style.
The jump in the middle (I tried cfxArena26) is impossible for me because I can't get speed without hurting to the door, eheh Very happy I would like to see if someone still can. I should check what is changed since it.

When we are in OA, we should try it.

gg, nice job

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PostSubject: Re: [MAP] cfX_Arena (working titel, TBA)   Tue Aug 14, 2012 5:39 pm

yo thx for feedback so far,
ye but restarting will be worth it. and i think i can do it pretty fast when using prefabs and regions. as ist symetric i only need to build the half map and mirror it.

im not sure which jump you mean in cfxarena26. if that one on the side (wheres a walk way on the other side) that is possible. also the launchpads where fixed in later version
latest one has all jumps fixed, and they work well imo one is missing though, one just placed without sense to see where it fits.

but im not sure if i should restart now or contiune with this one, might be a waste of time, but atm if the ideas still flow why not... its just trail and error anyhow... and testing testing testing Smilie

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PostSubject: Re: [MAP] cfX_Arena (working titel, TBA)   Wed Aug 15, 2012 2:00 am

a little sizing study:
http://upload.pwnoogle.com/uploads/cfx_B_Arena0_1_2.pk3
let me know your thoughts

----------------------
Edit: 16.08.2012 06:54
next up
both base platforms copied over, and in one base i added the jumpads back in...
mid got jumppads (need to fix them all, target position is not really bringing you up in a good way yet) fixed
crusher made very slow, origin of pendulum moved to middle of the object. should help to get in in sync better (position needs to be re-adjusted)

https://www.dropbox.com/s/mojfw7267j1cgt5/cfx_B_Arena3.bsp

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PostSubject: Re: [MAP] cfX_Arena (working titel, TBA)   Fri Aug 17, 2012 7:35 am

I lost the focus...

new focus:
B4: ClanArena / RocketArena ONLY
B5 / A32: CTF ONLY (with rectangle shape)

see Aftershock forum for further infos

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PostSubject: Re: [MAP] cfX_Arena (working titel, TBA)   Sun Aug 19, 2012 1:08 pm

now already at B11

lot of changes!

- jumppad to upper level moved to outside of base
- teleporter added
- ammo added
- some clips
- many more, cant recall it atm ^^


/cfx_B_Arena11.bsp

I seem to have probs with broken zips so i give u the bsp.
if u want a pk3, just put it in a folder called "maps" zip it into a Zip file (not RAR!!) with the best / highest quality.

----------------------------
edit: 20.08.2012 - 10:30
this is to recap what to do until vB13.

- swap RA with PU
- remove machine completely - replace with 8-sided 4-steps down to RA in center (like vA33)
- add "shoot through" windows at GL on 1st floor.
- mirror / swap the stair entry and the JP entry in the base on 1st floor.
- add YA at the room next to this new JP position.
- remove all teleports
- replace these with shorter routes (shortest and most dangerous way should be at the basement)
- add walls at 2nd floor then all ways go through mid
- find new Jumppad position, atm it’s a bit of a dead end… or:
- place important weapon / item next to the JP

i think that was all for the moment...


----------------------------
edit: 20.08.2012 - 12:05
I forgot the most important change: lower the levels to MKBase height!!!

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