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What maps do you think future KA releases will need most (if any)
Deathmatch (DM, TDM, KTH) 0%  0%  [ 0 ]
Capture the flag 0%  0%  [ 0 ]
Domination 100%  100%  [ 2 ]
Football 0%  0%  [ 0 ]
Castle sweep 0%  0%  [ 0 ]
Xmas Havoc 0%  0%  [ 0 ]
Other game modes 0%  0%  [ 0 ]
None (we have enough of maps for everything) 0%  0%  [ 0 ]
Total votes : 2
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 Post subject: Korax Arena maps
PostPosted: Fri May 29, 2009 2:59 pm 
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For mappers notification (and discussion maybe). I suggest put here a message if one have a new map planned or working on, so we could keep track of all of them.

Current list of KA maps (for KA 1.0.2 +, updated 30 aug 2009):
(Updated 16 nov 2009, noted possible additions)

Deathmatch maps:
DM_01 "ANCIENT ARENA"
DM_02 "THE DOCKS"
DM_03 "THE RIVER OF FIRE"
DM_04 "THE CITADEL"
DM_05 "CODEX OF WISDOM"
DM_06 "AGIO"
DM_07 "CURSE"
DM_08 "LETHE'S CASTLE"
DM_09 "MALEVOLENCE"
DM_10 "AGONY"
DM_11 "HUNTING PLACE"
DM_12 "TOMB"
DM_13 "THE PIT"
DM_14 "FROZEN CAVES"
DM_15 "HOUSE OF ASP"
---------------------------------------
DM_16? "CATHEDRAL OF THE DAMNED" (DM edition)
DM_17? "SERPENTINE"



Survivalmaps:
SU_01 "ARENA OF RECKONING"

CTF maps:
CF_01 "RATCHET"
CF_02 "STRYKER"
CF_03 "CATHEDRAL OF THE DAMNED"
---------------------------------------
CF_04? "CATWALK" (CTF/DOM)


Domination maps:
DO_01 "EGYPTIAN"
DO_02 "SEMINARY"


Football maps:
FB_01 "THE STADIUM"

Castle sweep maps:
CS_01 "THE CITADEL"
CS_02 "INFESTED CASTLE"
CS_03 "OCTARENA"


Xmas Havoc maps:
XM_A "BURN, XMAS, BURN!!"


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 Post subject: Re: Korax Arena maps
PostPosted: Fri May 29, 2009 3:21 pm 
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Umm, so, here is what I got in different degree of completion.

(maps I am/was working on)

Deathmatch maps:

"Serpentine".
A rough (basic map architecture + very approximate texturing) UT2004 map conversion.
Let's say, 75% complete and already 100% playable. Good for 2-4 players.
Requires 3 new textures. I used names: ALIGHTBL, HX2EGY47, MOSAICE1.
An old screenshot:
Image

Capture the Flag maps:

"D'Sparil's Cathedral".
A symmetric CTF map based on Heretic E1M6. 100% complete, but needs sprite fix (see below). Good for 8 players, but runs slow (maybe because of lights or overall map size).
Requires a new Thing and a new sprite. Thing is colored decoration made from Heretic "Blue-key-door statue". I have the sprite, but problem is it does not translate properly: some pixels stay blue. That was actually the reason I postponed this map. If sprite is fixed, map will be ready for any next release.
Some screenshots:
Image
Image
Image

"Preserve"
A planned CTF/Domination map (also suitable for CS or "Assault" maybe). Non-symmetrical and featuring custom opposite bases and the wilderness between. Nearly completed 1st base.
Requires 1 new floor flat (but this may change). Name used: CARP1
Screenshot:
Image


Also I wanted to make a small deathmatch or domination map using Funnel feature (sectors where players are pushed up as if there's some magical ventilator beneath), but not sure now. It is fun, but bots suck and cannot take advantage of situation :)


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 Post subject: Re: Korax Arena maps
PostPosted: Sat May 30, 2009 3:00 am 
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As far as I am concerned, Domination needs additional maps the most.


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 Post subject: Re: Korax Arena maps
PostPosted: Sat May 30, 2009 8:41 am 
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I agree with Ramborc, since we can also use Domination maps for DM ;).

As for problems with sprites, if you provide the sprite to me I can try to fix it for the game, most surely the untranslated pixels are outside of the translation range of colors :).

Also, if you provide the textures, I'll import them to the PK3 files (or if you have imported them already, just supply me with those modified PK3 files ;)). I also worked on some maps, but I don't have them on my HD as of now, I'll look for them on my backups :).

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 Post subject: Re: Korax Arena maps
PostPosted: Sat May 30, 2009 12:05 pm 
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BTW I would call it "Cathedral of the Damned" or "Cathedral of the Heretics" or similar, since it's not D'Sparil's cathedral but a cathedral in an Elven city (of heretics) that was invaded by D'Sparil's armies.


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 Post subject: Re: Korax Arena maps
PostPosted: Sat May 30, 2009 2:45 pm 
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RambOrc wrote:
BTW I would call it "Cathedral of the Damned" or "Cathedral of the Heretics" or similar, since it's not D'Sparil's cathedral but a cathedral in an Elven city (of heretics) that was invaded by D'Sparil's armies.

Okay.

My new textures and Heretic Orb sprite:
http://downloads.orcishweb.com/koraxdev ... aphics.zip
The map:
http://downloads.orcishweb.com/koraxdev ... 090531.zip

I also commited new decoration code to SVN.


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 Post subject: Re: Korax Arena maps
PostPosted: Sat May 30, 2009 4:47 pm 
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Thanks! I'll check it out ;). I've updated TaskFreak with stuff I'll do in the next days if you are interested ;).

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 Post subject: Re: Korax Arena maps
PostPosted: Sun May 31, 2009 9:53 am 
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Okay, I am making a simple Domination map featuring concept of catwalks over swamp:

Image


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 Post subject: Re: Korax Arena maps
PostPosted: Sun May 31, 2009 10:43 am 
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Will you be able to see everywhere on the map from every point or will you create separate sections with divided line of sight?


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 Post subject: Re: Korax Arena maps
PostPosted: Sun May 31, 2009 11:20 am 
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RambOrc wrote:
Will you be able to see everywhere on the map from every point or will you create separate sections with divided line of sight?


I want to make a map consisting of 2 nearly symmetric sections separated by the wall with some corridor(s) inside. There also should be stairs to make the way up from the swamp in case you fell down.


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 Post subject: Re: Korax Arena maps
PostPosted: Sun May 31, 2009 12:11 pm 
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An important thing for domination maps is that there is no place on the map from where a player can see all capture points and see whether and how many enemy players there are.


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 Post subject: Re: Korax Arena maps
PostPosted: Mon Jun 01, 2009 2:30 pm 
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Alpha version of the map DO_03 "CATWALK". Map architecture practically completed, but only few items around and also bots are acting really strange.
http://downloads.orcishweb.com/koraxdev ... atwalk.zip

Image

I am also thinking of adding a fog limited by height, only in the lower space beneath catwalks.
And, by the way, I suppose that this catwalk architecture can find a good place in SE :) really like the look of these bridges.


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 Post subject: Re: Korax Arena maps
PostPosted: Tue Jun 02, 2009 7:28 am 
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I also like these bridges architecture too :), looks very good IMO.

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 Post subject: Re: Korax Arena maps
PostPosted: Tue Jun 02, 2009 3:47 pm 
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Crimson Wizard wrote:
Alpha version of the map DO_03 "CATWALK". Map architecture practically completed, but only few items around and also bots are acting really strange.

I've played the map with KA, it's very fun, and indeed the bots act a bit strangely, they get on the sloped bases of the bridges columns and seem to be trying to pick the items atop, this isn't totally right, I've checked the code and came to the conclusion that we need to add further 3d floor checks somewhere in PathTraverse method, I'm currently investigating this matter, but I would suggest you to make these bridges a bit taller to help avoid this situation if possible :).

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 Post subject: Re: Korax Arena maps
PostPosted: Tue Jun 02, 2009 6:03 pm 
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Firebrand wrote:
I've played the map with KA, it's very fun, and indeed the bots act a bit strangely, they get on the sloped bases of the bridges columns and seem to be trying to pick the items atop, this isn't totally right, I've checked the code and came to the conclusion that we need to add further 3d floor checks somewhere in PathTraverse method, I'm currently investigating this matter,


I had some guesses about this, such as this could be related to slope detection method which is uncomplete and not perfect; I wonder what if bot actually thinks he can use these slopes to reach platform above.
Anyway, the slopes detection code needs to be fixed since Janis already added extra values to opening_t structure as I suggested. I wanted to do this today. I am not sure it will need any extra checks for 3d floors, I just cannot imagine what could be wrong there, but investigation won't do any worse ;)

Firebrand wrote:
but I would suggest you to make these bridges a bit taller to help avoid this situation if possible :).

No way, this is the last thing to do in this situation (not only increasing heights will break the map architecture, but there 's no guarantee this will actually help).


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