Showing posts with label test. Show all posts
Showing posts with label test. 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 30, 2009

oa_black: Black Magic


First public testing release of oa_black. Need some gameflow tests and item balancing feedback.

This is going to be a small/mid sized tourney/tdm map with Domination gametype support. Don't be scared of by the low visual quality. It took me about 1 hour to create the upper parts and about 1 week to do the lower cave like basement. It is quiet possible to alter the layout in a big way. Spending time on details is not a good idea yet.

This is my playground for upcoming texture creation.

Download: http://cosmo.spaceboyz.net/openarena/oa_black_a1.pk3
Included is next public release of ctf_compromise with hopefully fixed fog density issue and improved lighting.

A testmap server is rotating just these two maps. (/connect spaceboyz.net)
And is running latest oaxB41 including brainworkz bots.

Thanks for testing.

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.

September 21, 2008

Texture Issues and Weapon balance

Licence issues killed OA 0.8 and force me to retexture ctf_gate1 and ctf_inyard as I'm using his in the former map exclusively and two of of them in the unreleased improved version of the latter. As I'm not done with all the balancing and missionpack support of both maps I'm trying to give ctf_gate1 an equal look with given OA textures before I'm about to do new ones.
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...