Forum posts by Neon_Knight
In How to provide proper feedback - A guide
77 days ago: This is a simple guide, as we, the mappers, aren't the all-knowing minds who can decipher generic stuff on first glance.
* "The map sucks" (Doesn't need any explanation)
* "It has bad item placement" (Provide examples, if possible, suggest solutions)
* "The map is badly designed" (See above)
* "It has the BFG/NG/CG/PL/RG" (especially when care has been taken in order to limit these weapons' damage with the design of the map itself)
GOOD FEEDBACK: (If possible, also suggest solutions)
* "Placing the Quad Damage near the BFG is bad for the balance of the map."
* "There are no safe places from the Railgun, it breaks the map as it is."
* "The Grenade Launcher's position favors spamming and it destroys the flow of the map."
CHECK LIST FOR MAPPING AND TESTING (May require a bit of help, suggestions are welcome)
(Also may help with design decisions)
* Can any player be visible at all times? (i.e. is the map well-lit)
* Is there any bug in the map?
__* Is it intended, unintended and will be fixed, or unintended but won't be fixed?
__* Are there items with "start in solid" or "not reachable for bots" in the console?
__* Can the bots navigate the map well in botmatches?
* How easy is the map to navigate?
__* How obstructive are the hazardous areas to the map's flow?
__* Can the player remember key areas of the map without having to resort to location names?
* How well distributed are the items across the map?
__* Is there a cache of powerful weapons and items somewhere in the map?
__* How worthy are the items near the hazardous area? And in the area itself?
* Are there spots for hiding? How easy is to locate them?
* How many chokepoints are in the map?
BASE-BASED TEAM GAMETYPES (CTF, One Flag CTF, Harvester, Overload)
* How easy is the map to navigate?
__* How easy is the enemy base/objective to find?
__* How easy are the bases to attack?
__* How easy are the bases to defend?
__* How long does it take to capture a flag in the shortest route without trickjumping?
__* How long does it take to capture a flag in the longest route without trickjumping?
__* Aside of the enemies, was there another obstacle to the capture which broke too much the flow of the map?
__* How many routes does the map have between the flags (not the bases)?
__* Are the chokepoints well protected from possible campers/snipers?
__* Is there any hazardless (including water) route protected from snipers?
__* Do the corridors contain any kind of cover?
* How easy is to make a flag capture? (CTF)
* How easy is to get the neutral objective and score at the enemy objective? (One Flag CTF/Harvester)
* How easy is to attack the enemy base? (CTF/Overload)
Am I missing something?
In Uber Arena - New WIP Quake 3 mod! (Version 0.4 released!)
150 days ago: Well, here's the first adaptation of the pack, the CTF map ps9ctf, adapted as ua_oac_ps9.
Not many changes, just opened the third floor by enlarging the ceiling, adding trampolines, adding a lower chamber for a double pouch/ammo crate team, and replacing MP weapons and items with UA items.
As it's an OpenArena adaptation, it comes with sources and license.
In Uber Arena - New WIP Quake 3 mod! (Version 0.4 released!)
151 days ago: Here's a clean gamepack. It contains definitions for both OpenArena and Quake III (must be tested, as I had to generate both entities.ent and entities.def from the OA files).
Edited 32 seconds after the original posting.
In Uber Arena - New WIP Quake 3 mod! (Version 0.4 released!)
152 days ago: Here's an entities.ent file for the xml-based versions of Radiant:
I'm adapting 10 OpenArena maps for this mod (4 CTF and 10 FFA), might require testing and some help. :)
Edited 29 seconds after the original posting.
In Uber Arena - New WIP Quake 3 mod! (Version 0.4 released!)
153 days ago: Oh, a criticism I can make is that there should be a way to tell the player that he has an uberweapon, something like adding an effect or graphic to the weapon's icon or a message ("You have obtained the Uber<weapon>") when you finally managed to obtain one.
In Uber Arena - New WIP Quake 3 mod! (Version 0.4 released!)
153 days ago: Well, Uber Machinegun and Uber Chaingun could be differentiated like the Minigun and Stinger Minigun from the Unreal series. Both have a rapid-fire primary mode with a lot of spread, but the Minigun has a slower-ROF, more accurate alternate while the Stinger Minigun has a projectile-like attack which pins people to walls.
As for the Prox Launcher, it could be a spidermine of sorts, you shoot it into the floor and make it walk towards any enemies that are in close distance. Kind of like the Mine Layer from Unreal Tournament 2004. Or go the Flak Cannon route and make it a mortar. I was already aware that mines were overpowered, so nerfing them could be a good idea.
In Uber Arena - New WIP Quake 3 mod! (Version 0.4 released!)
155 days ago: Tried in both ioQuake3 and OpenArena. Had a lot of fun in both games. It works surprisingly well in OA.
I can't imagine how uberNailgun uberChaingun, uberProxLauncher and uberGrapplingHook can be. This also gives a reason to add the Gauntlet and Machinegun into the maps and give the player uberGauntlet and uberMachinegun.
Keep up the good work!
Edited 22 seconds after the original posting.
In [OpenArena] OA compatibility thread
558 days ago: I know this comes too late, but...
@Martinus, we already have 13 gametypes to choose from: 0.8.8 has the ones from Q3A and TA plus Elimination (Clan Arena), CTF Elimination (Clan Arena with flags), Last Man Standing, Double Domination (yep, the one from UT200X), Single Domination (the one from UT99) and OA3 will also add Possession from Q3 Revolution (basically keep the flag for the longest time as possible), remade from scratch.
However, if you'd like to contribute to something OA-related, we have the OpenArena Community Mappack Vol. 2 under development. Just restarted development on it some days ago, with my first contribution to it, to boot!
Edited 9.93 minutes after the original posting.