Showing posts with label mapobject. Show all posts
Showing posts with label mapobject. Show all posts

July 24, 2009

teleporter model sketches


Update to my OA todolist. Time is short so do not expect a lot to be finished soon.
Two new sketches (concept) for two upcoming teleporter models which hopefully will replace my former one and will look way better.

ctf_inyard:
* replace teleporter model with a better one
* playtesting?
* new flag textures
* check for less camping possibilities

ctf_compromise:
* weapon balancing
* replace teleporter model
* lighting improvements
* rename fog shader due deploying issues
* playtesting!

ctf_gate1:
* weapon balancing seems to be bad. Put chaingun to a different spot?
* better: remove nailgun and replace it with chaingun. :)
* Weapon balancing!
* put GL to the sides
* replace Chaingun with LG
* Remove Nailgun from Domination gametypes
* put Domination Points to different locations

oa_koth2:
* new asset flag textures
* 1 additional rocket ammo in outer area
* check TDM gameplay
* smoother outer stonewalls

oa_koth1:
* retexture most of the crappy textures as it was intended originally
* add domination support
* replace teleporter model
* ask for player feedback

oa_black:
* finish cave brushwork
* do rough item placement
* release first gameplay alpha

slimefac:
* put respawn time for Haste to 120s
* remove randomized respawn times of items
* have Invisibility teamed up with Haste so they spawn in turns
* remove two staircases and alter lower rooms to have one additional big room
* put LG in new room
* move shortgun to where the large health powerup is located
* add megahealth to former LG position
* lava should not be a trap/thread anymore and be eyecandy only


playermodels:
* leather skin for beret
* ghost skin for assassin (like Q3A Bones)
* better Team skin for grism/sarge


powerups:
* model missing powerups and the ones schlorri created new 2D artwork

July 14, 2009

Planning and drawing


Although the pressure of creating better map models and textures is high, an idea of a temple based, fast paced tourney map was in my mind for weeks now. These stone monoliths are not the end of the line and better light and teleporter models will follow. I just cannot put myself in front of blender these days.

This drawing presents a rough shape of the mid level floor which has been created already. Alterations and new ideas went into it while I worked on it just for a few hours.

An alpha testing release will come soon together with an improved version of slimefac.

January 7, 2009

oa_koth2 beta 3


download beta 3 release: http://cosmo.spaceboyz.net/openarena/oa_koth2_b3.pk3 (save target as ...)

Guys at OA forums gave me valuable hints. So here are my changes.
  • candleholder models added. Updated my blender to latest version and discovered that the md3 exporter doesn't work anymore. Had to google for a different one which is not as good as the former exporter. :(
  • BFG floats now and is reachable by rocketjumps and a harder to reach jumppad. I'm aware that there's now a 3rd way to reach the top floor from mid section of the map by a well executed rocketjump.
  • BFG and Quad are now 'disconnected'
  • green bobbing orb on top floor
  • sound added to the orbs
  • fixed 'squishing' respawn point
  • replaced medkit with battlesuit so BFG usage is less dominating
  • fixed problem of bots staying in front of closed door by adding donotenter brushes to the door sides.
  • prevent bots from falling into abyss by adding donotenter brushes
  • cobwebs. unsure to leave them in for final release. maybe a different shader would make them look better. need to discuss this.
  • diamond blue shader problem solved
  • reduced texture usage
  • sky clipping. no more quad-proxy-mine-jumping out of the map. ;)
  • tweaking compilation parameters: darker and moodier in certain spots.
  • double domination gametype dropped
Most time went into mapmodel creation and texture painting. Less time was spend on testing as I state it mostly balanced now.

Give it a try. If I don't get more hints I'm releasing it as final with double domination support.

October 18, 2008

Texture issues, ctf_inyard updated and new mapmodel

Okay,
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