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The golden pot › DEV › Maps, Models and Mods › aggressor3 (was aggressor2)
aggressor3 (was aggressor2)
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hyp3rfocus
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PostPosted: Sat Nov 17, 2007 3:13 pm    Post subject: Re: aggressor3 (was aggressor2) Reply with quote

just been playing your latest version. i like the extra detailing, like the wooden beams under the platform in the new room.
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[sXe]
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PostPosted: Sat Nov 17, 2007 3:16 pm    Post subject: Re: aggressor3 (was aggressor2) Reply with quote

Derity wrote:
It is too dark now, before it was too bright.
the models almost disappear in the dark, you see them only as schemes...
lighten it a bit more so that the models arent shadowed...

and it is good that you removed the ra from the stairs

I agree in all points. I don't prefer to play with vertex lightning anymore ;)

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W1ZrD
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PostPosted: Sat Nov 17, 2007 10:55 pm    Post subject: Re: aggressor3 (was aggressor2) Reply with quote

[sXe wrote:
"]
Derity wrote:
It is too dark now, before it was too bright.
the models almost disappear in the dark, you see them only as schemes...
lighten it a bit more so that the models arent shadowed...

and it is good that you removed the ra from the stairs

I agree in all points. I don't prefer to play with vertex lightning anymore ;)
Maps should be designed for both vertex and lightmap from a mappers point of view, otherwise you end up with maps like IslandDM which is completely worthless for all players using vertex lightning, whatever reason it may be.

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kernel_panic
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PostPosted: Sun Nov 18, 2007 5:54 am    Post subject: Re: aggressor3 (was aggressor2) Reply with quote

OK, I used the ambient light trick to solve the issue. This way it's not as dark and the lighting effects can be seen so it doesn't look plain. I had a couple of weird game pauses when playing against bots. Somebody let me know if the same is found. Also, after some chat in IRC I slighty modified the armour distribution, I hope for the better.

The .pk3 is here (.map file inside):

www.4shared.com/file/2...3-004.html


By the way, I hadn't realised before that it's possible to grab the red armour very quickly with plasma climbing, which I find extra cool. :)

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Derity
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PostPosted: Sun Nov 18, 2007 7:09 am    Post subject: Re: aggressor3 (was aggressor2) Reply with quote

i forgot to mention the plasma climb in our discussion at irc, i ll test the new version when i had breakfast :)

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hyp3rfocus
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PostPosted: Sun Nov 18, 2007 11:29 am    Post subject: Re: aggressor3 (was aggressor2) Reply with quote

nice work with the ambient lighting, very subtle. it's just enough to make the dark parts of the map visible without making the map look flat.

when i used the _ambient key i was doing on a map with no lights, so i didn't realise you could have both ambient lighting and normal lighting combined. very useful stuff.

when i made aggressor3 i didn't have a clue about lighting so i just chucked in loads of lights so i could see where i was. if i'd know about the ambient key i could have used that to give a basic level of illumination and just added a few lights for effect.
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Derity
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PostPosted: Sun Nov 18, 2007 4:50 pm    Post subject: Re: aggressor3 (was aggressor2) Reply with quote

now all spots are visible but you still see only schemes
isnt there a possibility to have the map quite dark, but fully lightened models?
i want to see my enemies,
i m playing with gamma 1.35 and my screen is at full brightness


€: i like the other map cahnges so far, but i couldnt test it for real...
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dohgob
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PostPosted: Mon Nov 19, 2007 12:47 pm    Post subject: Re: aggressor3 (was aggressor2) Reply with quote

tried the latest version last night. Its better than the last time, but it's still pure crap gameplay wise.
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SnooSnoo
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PostPosted: Mon Nov 19, 2007 12:59 pm    Post subject: Re: aggressor3 (was aggressor2) Reply with quote

dohgob wrote:
tried the latest version last night. Its better than the last time, but it's still pure crap gameplay wise.

Adding hints/tips from an experienced player like you would be a nice contribution. My tips seem to be, well, they suck. I'm not as experienced as you so please contribute if you want.

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dohgob
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PostPosted: Mon Nov 19, 2007 1:26 pm    Post subject: Re: aggressor3 (was aggressor2) Reply with quote

I already tried. My attempt proved useless as the mapper (h3per) doesn't care about the gameplay. Aggressor2 was way better. It's a shame the map isn't available anymore. I also don't like the fact that Rainbow stuff is trying to push his poor attempt at mapping so hard that voting is disabled. I don't buy the "voting gets abused" excuse.
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SnooSnoo
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PostPosted: Mon Nov 19, 2007 1:32 pm    Post subject: Re: aggressor3 (was aggressor2) Reply with quote

dohgob wrote:
I already tried. My attempt proved useless as the mapper (h3per) doesn't care about the gameplay. Aggressor2 was way better. It's a shame the map isn't available anymore. I also don't like the fact that Rainbow stuff is trying to push his poor attempt at mapping so hard that voting is disabled. I don't buy the "voting gets abused" excuse.

There must have been a communication error here, because as far as i know hyp3r, he allways wellcomes any input.

As far as for the voting goes, weather you belive it or not thats a fact. While beleving that we are just trying to push a map that way is quite ridiculous. Sounds like some sort of conpiracy theory that i can only laugh about. Sorry, dont mean to insult you or anything.

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kernel_panic
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PostPosted: Mon Nov 19, 2007 1:38 pm    Post subject: Re: aggressor3 (was aggressor2) Reply with quote

Quote::
tried the latest version last night. Its better than the last time, but it's still pure crap gameplay wise.

Hey, good to hear from you again. Just let you know that I haven't forgotten to make the variation you suggested. What I have forgotten is exactly what it consisted of. So far I removed the stairs from rail to the new room and make the corridor from there at the lower level. This is basically one of hyp3rfocus' versions, but I haven't used that one for I'd have to redo all the texture and details again. Now I'm stuck, if you could refresh my mind as to what to do with the balcony, items and such it would be useful. I guess you realize that saying "pure crap gameplay wise" is very critical but very useless too.

Quote::
now all spots are visible but you still see only schemes
isnt there a possibility to have the map quite dark, but fully lightened models? I want to see my enemies,
i m playing with gamma 1.35 and my screen is at full brightness

This is being a pain. I have increased manually the intensity of all the lights present and it got better, but I may increase them a little bit again before packaging it to make sure it's right. I don't understand how the player models illumination works, so I can't do anything about them independently from the rest of the map. Actually it'd be interesting to learn about this...

Quote::
Adding hints/tips from an experienced player like you would be a nice contribution. My tips seem to be, well, they suck. I'm not as experienced as you so please contribute if you want.

Hey, Snoo, actually many people likes the new Aggressor, I don't think your tips suck. But you're right, the more everybody contributes the better.

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W1ZrD
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PostPosted: Mon Nov 19, 2007 2:19 pm    Post subject: Re: aggressor3 (was aggressor2) Reply with quote

Last time I checked old versions gets updated with newer ones. This is not only from the rn perspective but look at OA, Microsoft, Linux or anything else that has a change of getting updated. For instance, you are "forced" to use version 0.7 of Open Arena since the 0.5 version will not work any longer, even though in my personal opinion it was fun. The player input we have regarding Aggressor3 is that they like version, that is also why it is on the servers.

Having several versions of the same map/driver/operating system will cause conflicts as you might well know.

But fair enough, if many people want an older version of it, then we will downgrade. So far I have only heard you complaining about it.

As hyp3rfocus have said earlier, if you don't like his work, then do something about it yourself.

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dohgob
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PostPosted: Mon Nov 19, 2007 3:07 pm    Post subject: Re: aggressor3 (was aggressor2) Reply with quote

SnooSnoo wrote:
Sorry, dont mean to insult you or anything.
I am not easily offended. However, if I am not mistaken, Aggressor2 was forbidden for some unclear reason. Any other explanation, uh?

kernel_panic wrote:
I guess you realize that saying "pure crap gameplay wise" is very critical but very useless too.
Fair enough. I gave up last time because of hyper's attitude. Let me quote by memory: "Everyone likes it the way it is now". Or something like that.

Upload what you have done so far and I will give you suggestions.

For now, I'd like to see the bridge (the really small one) to MH gone. It's just a small walk but we should try. Just leave a few centimeters of it so we can jump to the Mega. I think this will help. This is Derity's (if I am not mistaken) idea btw. It's not a bad one as the MH camper will put himself into a great risk for this extremely important powerup.


I would like new portal aswell. Maybe not a two-way one though.

Let's try this two-way portal at first though.

leading here:

Did you notice the angel of portal one? It's intentional. So it's not leading straight to the new room. Not a big deal though.

It's a bold move, however the new room is really cut off the rest of the map. And I think this (or something similar) could help.

edit for W1z: I can also ignore his work. There is always Q3, and there are other servers as well. Not the mention the original aggressor which is still available.

I find you parallel between OS/Version/Driver and maps rather disturbing. Besides, you are contradicting yourself - it's not like Aggressor3 is an original map.
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SnooSnoo
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PostPosted: Mon Nov 19, 2007 3:46 pm    Post subject: Re: aggressor3 (was aggressor2) Reply with quote

I'm actualy quite fond of the MH bridge idea. Nice one. The teleports could work just fine i guess. But do you think that the other passadgeway should be left as is or did you mean that the room would be accessible by teleprts only? How about the ledge with the RA? I had an isea to leave it but I'd make a small ledge above the stairs that would anable a skilled player to jump from there to RA. That would be a real small, tini-weeny ledge just enough to jump immediatley forward to the RA ledge? Could be fun, whatcha think? If pics are needed ill post them later as now I'm at work.

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