Showing posts with label model. Show all posts
Showing posts with label model. Show all posts

September 25, 2009

ctf_compromise V2 Beta 4 release


Time for next release. A part of a new teleporter model is included. The screenshot is all about it.
An improved gameplay of ctf_gate1 is in this pk3 as well. Shader is partly taken from pulchr.

Changelog:

ctf_compromise:
  • replace teleporter model
  • add new teleporter model
  • make sand a bit darker
  • ledge sink in RL room
  • further improved renderperformance
  • add easteregg to top towers
  • center area jumppads reach to RA now
  • minor texture fixes
  • additional clipping
  • removed nailgun because it does too much damage
  • for missionpack kamikaze added (replaces YA in center area)
  • support for domination and double domination gametypes
  • support for missionpack gametypes 1flag, harvester, and overload

ctf_gate1:
  • double domination support
  • domination points moved and reduced to 3
  • Chaingun removed
  • Nailgun replaced by Lightning Gun
  • improved item balancing
Download:
http://cosmo.spaceboyz.net/openarena/zctf_compromise_v2b4.pk3 (Save link as ...)

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 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

April 15, 2009

Invasion Mod on OA?

Invasion is a mod for Q3A inspired by the Alien movies. Two fractions (marines and aliens) fight against each other and try to accomplish a certain goal, which for the marines can be destroying all alien eggs or grabbing an egg and getting to a teleporter. As players can chose among various marine types (armor and weapons) and alien races (different abilities) it's interesting if cooperative play is possible. All human players can join one team and bots will fill the opposing one, but don't expect a clever AI behind it. It works and that's important. Especially the aliens respawn all together, which leads into an aggressive bunch of foes approaching into the crowd of egg searching marines who cannot respawn.
Olivier asked me after reading my HUNT post if there is an option to get Invasion running on Open Arena. Besides the missing textures, which will hopefully be only a matter of time, exact replacements of Q3A playermodels won't be created. Unlike HUNT in Invasion, playermodels are fixed to the chosen armor class or alien race and are hard coded into the game logic.
On Open Arena it runs actually with default models at least if you enable cg_forcemodel and only the missing textures are a problem. If you are really into getting it working just get the sourcecode from the Invasion website and change the playermodels yourself. You will just miss a few nice skins for Orbb, Klesk and others.

Comparing its coop qualities I enjoy the fast gameplay, a nice HUD, and great weapons (no Q3A guns are used). A real Alien feeling emerges when playing Xenomorph and running across the ceiling, being the death from above. Too bad the places where eggs have to be destroyed are always the same so provided maps, which are great, get pretty repetitive. Anyway for me it is entertaining and I would prefer it over HUNT "Save the Universe". On the other hand the latter offers tons of randomized stuff you can never predict and especially "Escape from Hell" is my favourite, when it comes to coop.

Olivier did you check Tremolous and an Invasion mod for it? Maybe you will get what you are looking for. I have not tried any of these yet but I remember I had good times playing AvP1+2 multiplayer a long time ago.

February 11, 2009

Stone Monolith



What's the ideal teleporter in a first person shooter?
A plain tube with a fancy texture applied to it?
The usual doorframe floating in the middle of the room?
Some scifi device that looks suspicious?

This is a draft. Two 'magical' monoliths which spawn a portal in between. A few red glowing runes would be nice.

Blender md3 exporter still is not as good as it could be regarding to two materials on one model.

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