Showing posts with label maps. Show all posts
Showing posts with label maps. Show all posts

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.
This mod offers two new gametypes that bring coop experience and serious weapon changes. You shouldn't play this alone as it gets way harder then. One gametype is named Save The Universe which is played in normal FFA/TDM/CTF maps that come with Open Arena. The mission is collecting a certain amount of artifacts that are symbolized by the quad powerup.
The second coop gametype is called Escape From Hell and takes place in long, randomized maps where the goal is simply reaching the exit.
Of course both types of play are not easy as players are not alone in the maps and monsters of various sizes and skills try to stop them. That's where cooperative play comes in. There is a certain amount of lives players share for every map and respawn is only possible if at there is at least one player alive and there are enough lives left.

The mod runs out of the box except the default monster models which are set to Quake 3 player models (klesk, tankjr) and have to be changed. This can be done by HUNT options menu or via console. A small config could do this for you. This config is included in a small additional xoa_textures.pk3 file I created to solve a texture missing problem as one of the randomized maps that comes with HUNT uses Q3A textures.
A playable mod with all required files is downloaded when you connect to the running HUNT server if you enable automatic downloading on your client. If you connect a second time sometimes you get disconnected quickly without entering the game. This happens when connecting from standard Open Arena and can be fixed by launching the mod first (via mod menu) and making sure the right monster models are set (eg. '/exec autoexec.cfg' if you already have xoa_textures.pk3 in your HUNT folder) and then connect to the server.
To have a little coop challenge this server creates a HIGHSCORE of each map played. So the fastest missions and the highest scores appear in these tables. I'm curious who will appear there over time. :)

September 15, 2008

ctf_gate1 increasing gameplay

As the two bases are connected with just one long yard the gameplay is a bit too simple. Thinking about how I solved this didn't make me happy so I choose to change that. Dropping the current flagrooms as they were small, goodlooking because of TRaKs filth textureset and using the opposite ends as new flag bases sounds okay. The blue base is rotated by 180° and connected directly to the red pillar room just having the big wall / new gate between them.

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

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.

How pillars may be designed depends on the amount of faces they may require and the available textures. In general it's a good idea to have something that catches the eye on them so the boring rest of it is not recognized. Slight variations of each pillar is possible (e.g. texturewise) but not necessary. Pillars generate a feeling of everything belongs together.

It's good to think about how they will impact on the map: Is the pillar just an obstacle or can it be accessed? Is there an item at the top? How does the player reach it? Can VIS be blocked with it? Do my pillars connect two platforms? Do I have just for decoration reasons? Rooms with blank and plain walls are boring.

My current idea requires several pillars and I'm playing around with a concept I feel comfortable with.

September 10, 2008

Blog created

For time being I guess it's quiet nice to have a little logging of my progress as there are several maps I'm working on. It should be easier to share stuff I stumble across instead of discussing everything on IRC with lei, kick52 and Andy.