A wish for cooperative gametypes was stated on oa-forums so I remembered good old HUNT for Q3A.
December 27, 2008
HUNT mod on OA
A wish for cooperative gametypes was stated on oa-forums so I remembered good old HUNT for Q3A.
December 22, 2008
oa_koth2 beta 2 released
- better lighting outdoors
- candleholder mapmodels
- more wall decoration
- more wrackage
December 12, 2008
oa_koth2
As we were talking about game content creation and which old maps would be a nice remake in Paris we stumbled across good old Transfusion and it's Blood spirit. Back in those days we enjoyed deathmatch in a tower map. OA already has it's CTF bases maps which are inspired by Blood so why missing this one?
Astro had his own idea of it so I didn't go with any of his suggestions. A first unnoticed beta release was done in November. The maps structure and gameplay was too plain. I fear I was not creative enough to use all possibilities the layout gave me.
For next release a lot of changes go into this one:
- chaingun added, 1 railgun removed
- trims, ledges, lots of foilage and details
- possible to reach every level of the tower from the inside
- a ladder and glowing orbs
- 2nd rocket launcher, personal teleporter
- creating lots of new textures
December 3, 2008
New singleplayer campaign release
The new singleplayer.pk3 file replaces all tiers with theme matched compositions. Bots are easier and increase in challenging skills as you progress through the tiers. There is a 'tourney' boss fight at the end of each.
As the first editing is done a little testing would be appreciated. The final battle is still missing.
Happy fraggin'
November 3, 2008
Botskills anyone?
As part of planning a new singleplayer campaign I wrote a little script to get an overview of all the bots of OA. I parse just the main characterfile and not any item or weapon weights files they will look for when traveling through a map.
The most interesting values are listed in this table although I only used the botfiles I found in the SVN. Seems it's not uptodate as bots like assassin are missing. The machinegun as favourite weapon marks more than one weapon as highly skilled.
name | attack skill | aim skill | aim acc | fov | reaction time | alert. | fav Weapon |
---|---|---|---|---|---|---|---|
"Angelyss" | 0.3 | 0.3 | 0.3 | 0.3 | 1.5 | 0.5 | MACHINEGUN |
"Arachna" | 0.25 | 0.25 | 0.25 | 0.25 | 3.0 | 0.5 | MACHINEGUN |
"Ayumi" | 0.25 | 0.25 | 0.25 | 0.25 | 3.0 | 0.5 | MACHINEGUN |
"Beret" | 0.25 | 0.25 | 0.25 | 0.25 | 3.0 | 0.5 | MACHINEGUN |
"Dark" | 0.3 | 0.3 | 0.3 | 0.3 | 1.5 | 0.5 | MACHINEGUN |
"Player" | 0.25 | 0.25 | 0.25 | 0.25 | 3.0 | 0.5 | MACHINEGUN |
"Gargoyle" | 0.250 | 0.250 | 0.250 | 0.250 | 2.00 | 0.900 | BFG10K |
"Grism" | 0.250 | 0.250 | 0.250 | 0.250 | 2.00 | 0.900 | BFG10K |
"grunt" | 0.250 | 0.250 | 0.250 | 0.250 | 2.00 | 0.900 | BFG10K |
"Jenna" | 0.25 | 0.25 | 0.25 | 0.25 | 3.0 | 0.5 | MACHINEGUN |
"Kyonshi" | 0.250 | 0.250 | 0.250 | 0.250 | 2.00 | 0.900 | BFG10K |
"liz" | 0.3 | 0.3 | 0.3 | 0.3 | 2.5 | 0.5 | MACHINEGUN |
"Major" | 0.25 | 0.25 | 0.25 | 0.25 | 2.0 | 0.95 | RAILGUN |
"Merman" | 0.25 | 0.25 | 0.25 | 0.25 | 3.0 | 0.5 | LIGHTNING |
"Neko" | 0.3 | 0.3 | 0.3 | 0.3 | 1.5 | 0.5 | MACHINEGUN |
"Penguin" | 0.25 | 0.25 | 0.25 | 0.25 | 3.0 | 0.5 | MACHINEGUN |
"Rai" | 0.3 | 0.3 | 0.3 | 0.3 | 1.5 | 0.5 | MACHINEGUN |
"Sarge" | 0.250 | 0.250 | 0.250 | 0.250 | 2.00 | 0.900 | BFG10K |
"Sergei" | 0.30 | 0..30 | 0.30 | 0.30 | 1.5 | 0.5 | LIGHTNING |
"Skelebot" | 0.25 | 0.25 | 0.25 | 0.25 | 3.0 | 0.5 | MACHINEGUN |
"Sly" | 0.3 | 0.3 | 0.3 | 0.3 | 1.5 | 0.5 | MACHINEGUN |
"Tanisha" | 0.3 | 0.3 | 0.3 | 0.3 | 1.5 | 0.5 | MACHINEGUN |
"Tony" | 0.25 | 0.25 | 0.25 | 0.25 | 3.0 | 0.5 | MACHINEGUN |
"Widowe" | 0.25 | 0.25 | 0.25 | 0.25 | 3.0 | 0.5 | MACHINEGUN |
So what do we learn?
Most of the bots are pretty much the same without any individual character/skills. Most of 'em were created by just copy and paste. For now it doesn't matter which bot will be on what map as there is no difference. A few bots are harder but that's it.
I'm tinkering with a todo list to improve singleplayer further.
October 31, 2008
Reload and rewrite
I was able to show Astro the last progress of ctf_gate1 which I tested several times but stopped working on as nasty licence issues and bad treatment of talented artists occured. Seems he likes it but had his own oppinion about the pillars. Leaving me thinking about them on my way home. Anyway as I returned from my vacation Gerbil did a run through my last release of this map and gave me several good hints how improvements could be done. I appreatiate that and as leilol asked for an updated singleplayer file I suggested a while ago I knew that release of OA 0.81 will be soon.
Two hours later I fixed things Astro and Gerbil mentioned and retextured the whole map. I'm not so pleased with my outcome as I created everything regarding to the textures I was given and OA lacks versatile and themed textures again after the ban.
I want the map to be in 0.81 and I hope it will be more accepted then my last two ctf maps as it offers a different gameplay. Still I fear it's relies too much on jumping skills. The next one won't I promise. :)
I rearanged the OA singleplayer maps to be more themed in their tiers but there is still work to be done. A lot of finetuning and tourney maps should be part of that.
October 18, 2008
Texture issues, ctf_inyard updated and new mapmodel
time to get some things done. I created a new mapobject helping me to illuminate in blender although I have no map to put it in yet. ;)
I guess Armageddonman does.
TRaKs textures are gone now and lei didn't put the rest of the new additions for OA 0.81 to SVN yet. It's a bit hard for me to use it now.
New fixes on ctf_inyard:
- nailgun and shotgun switched places (I hope it improves balance)
- banned textures replaced
- different lightning parameters for mapcompile.
Updated version will be in OA 0.81
September 24, 2008
ctf_gate1 beta 4 released
download ctf_gate1_b4.pk3 (save link as ...)
Changelog:
- missionpack gametypes supported
- nailgun added
- simplified pillars, faceremoval
- more detailed walls
September 23, 2008
Symmetry and Jumping
Future maps will include less forced jumping.
In ctf_gate1 it seems my pillars are still too heavy in details and are not subtle enough as they are the only thing that catches the eye. I'm thinking about to break this symmetry a bit to have one or two pillars different and to move the top level gateentrance less centered. I shall test this in various ways.
Anyway I added missionpack gametypes support and various items.
Gameplaywise I think those special missionpack items (Guard, Doubler, Speed) are wrong in ctf_gate1. I'm not sure about the nailgun. First I'm going to remove the Speed item.
September 21, 2008
Texture Issues and Weapon balance
Although I've to state TRaKs texturepack was awesome.
Weapon balance: The nailgun which is typical for missionpack is the most beloved weapon of OA 0.8 but I don't feel good about it as for my taste it's overpowered most times. I need further gametesting on ctf_gate1 to see if I should add it in several gametypes. I shall post my experiences here...
September 15, 2008
ctf_gate1 increasing gameplay
I hope to get a straighter and faster gameplay.
September 12, 2008
ctf_gate1 beta 2
After reducing details of each pillar and hinting severe spots frames got decent and the map becomes playable. I just mirrored everything and autoreplaced the textures to get a blue base. Additional details are added to the walls, items and powerups changed and constantly tests against bots help me fixing lots of issues.
I discovered another bug in OA 0.8 as I think Double Domination points should not be in the same place where CTF flags are.
The next beta release: ctf_gate1_b2.pk3 (save link as...)
Still things can be improved.
Edittime so far: 10h
September 11, 2008
ctf_gate1 beta 1
The name is misleading as there is just one base to have some deathmatch in. I want to release this as an early beta as just in this version my pillars keep high detailed. I'm going to simplify them for performance reasons so additional details can be added to the yet plain walls. Deathmatch is playable against bots and map source file is included. Lightning could be a bit brighter in some places. The map is pretty dark themed so the red lights are a bit piercing.
Worktime: 6h (testing requires a lot)
file: ctf_gate1_b1.pk3 (save link as ...)
As this map is a small one and I'm using TRaKs fantastic textures it won't take me long to finish once I fixed performance issues and get a decent balancing done.
Vis and walldecoration
As mentioned in the previous post pillars are not good for blocking vis. Even if the columns are of low detail they will have an impact on framerates. So I'm trying to encapsulate my pillarroom not to be visible from far away. Additional details on my walls increase the amount of faces but don't help preventing other rooms from being rendered.
So I'm trying several layouts to connect rooms flawlessly and get high effectivity on blocking visibility. At the moment passages from one room to another increase in size without the ease I hope to find.
Pillars (part 1)
Pillars in general are nifty elements to place in maps as they may improve gameplay and create something recognizable. Players might dance around and they offer a certain amount of cover and finally pillars help to give a realistic to the map because blocks won't float in space as they rest on tessellated columns.