Showing posts with label fog. Show all posts
Showing posts with label fog. Show all posts

August 6, 2009

ctf_compromise V2 beta3 released


Testserver is running this map with oaxB41 and brainworkz bots.
Feedback is welcome.

changes:
  • fog removed
  • blue skybox with clouds
  • upper ledges made accessable
  • layout of bases changed
  • even less patch mesh usage, phong shaded surfaces instead
  • texture and lighting improvements
  • bases and ways to them are more distinguishable
  • improved separation of areas to increase performance
  • removed railgun teleporter
  • added teleporter to upper ledge
  • railgun replaces plasmagun (too close to mega health?)
  • plasmagun is located in each base now
  • removed small health orbs but added armor shards
  • using Neon Knights new cross textures but these should be reworked: Redundancy!
  • Gargoyle model exported and added as mapmodel (was missing, just textures are included in OA 0.81)
  • Two new playerskins added (beret/headcrash and assasssin/ghost) for FFA
  • Regeneration powerup added to each base
  • Haste powerup replaces Biosuit in center area
  • using Neon Knights new cross textures but these should be reworked: Redundancy!
  • gargoyle model exported and added as mapmodel (was missing, just textures are included in OA 0.81)
  • two new playerskins added (beret/headcrash and assasssin/ghost) for FFA

Big credits to Ivan, Feidi, davidd and majorayumi (or what ever his/her name is).

July 6, 2009

ctf_compromise V2 beta1 release


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Removed blue sky and skybox. The whole floor is made of brushes now because I hoped to have less impact on framerates that way. Removed patch meshes with decorative purposes only and added a few more hints which help a bit regarding to performance issues. Still a bit tweaking is possible.

An additional shotgun and the grenadelauncher have been placed in each base as well as support for One Flag CTF, Domination, and Double Domination gametypes.

The new passages could be improved by better lighting.

July 3, 2009

long time no see


Due only sporadic progress I was lazy adding my changes and ideas to this blog. Time to list up what has been done. This screenshot shows an experimental state of ctf_compromise. I am working on it at the moment to fix the sky clipping problem allowing players to exit the map and enter it at the enemy base. While on it I thought of improving the overall appearance and playability of it. Still it bothers me a bit not seeing it online at all.

Additional changes went into the other maps. See linked screenshots of ctf_gate1 and oa_koth2. I give a changelog below.

ctf_compromise:
-done
  • ground patch meshes replaced by phong shaded brushes.
  • renderperformance increased slightly but I am not satisfied yet
  • many patchmeshes replaced by brushes
  • nailgun replaces grenadelauncher
  • additional way to every base added
  • fog less dense now
  • foghull removed (bad performance impact)
  • skybox added (see screenshots) but it looks silly
-todo
  • fix the sky bug - no clipping at the moment at all
  • weapon balancing
  • replace teleporter model
  • reduce patch meshes or their visibility even further



ctf_gate1:
-done
  • main layout changed, less pillars, less jumpy
  • less obstacles, better reachability, faster
  • additional ways to the sides of each base
  • weapon spawn textures
  • a trap
  • texture improvements
  • brush cleanup
  • clipping bug fixed
  • double domination support
-todo
  • weapon balancing seems to be bad. Put chaingun to a different spot?
  • better: remove nailgun and replace it with chaingun. :)


oa_koth2:
-done
  • music (sonic1) meta entry in worldspawn
  • domination support
  • smoother outer stonewalls
  • alphamod of outer groundtexture not looking like being cut with a knife
-todo
  • new flag textures