dsvogon1_beta1 ready for D/L

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dsvogon1_beta1 ready for D/L

Postby DEAN SINSTROM » Sat Jan 23, 2010 19:04 UTC

Here it is, the first official beta for dsvogon1. :king:
http://tim.stasis.org/www-sites/tsan/q3a/dsvogon1/dsvogon1_beta1.zip
I'm not sure yet if it's going to be added to the us anarchy server, or it's own dedicated server, (w/auto download turned on either way) but Dyn has agreed to run it on one of the vg servers. (yay!)

In the zip file, I've included 3 top view cut-away jpegs of the map. If you'd like to suggest where weapons/armor/ammo etc should go, feel free to mark up those images, and send it to me. (my email is in read-me.txt, found in the zip file.

Enjoy.

DS.
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Re: dsvogon1_beta1 ready for D/L

Postby SERGIO » Sun Jan 24, 2010 00:26 UTC

I downloaded and tested the map, it `s a really good job. With few details but very playable. I`d like to see it in the map rotation soon :)
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Re: dsvogon1_beta1 ready for D/L

Postby DEAN SINSTROM » Sun Jan 24, 2010 02:22 UTC

SERGIO wrote:I downloaded and tested the map, it `s a really good job. With few details but very playable. I`d like to see it in the map rotation soon :)


Thanks. :)
Yeah, once I am certain I like the playability of the map, then I'll do a bit more in the detail department.
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Re: dsvogon1_beta1 ready for D/L

Postby dyn » Sun Jan 24, 2010 03:17 UTC

Great stuff! I just added bot support with latest BSPC 2.1h from GtkRadiant 1.5.0, here is output in case you need to check:
Code: Select all
C:\Program Files (x86)\GtkRadiant 1.5.0>bspc.exe -bsp2aas dsvogon1_beta1.bsp -forcesidesvisible -optimize
Opened log bspc.log
BSPC version 2.1h, May  6 2001 16:15:03 by Mr Elusive
forcesidesvisible = true
optimize = true
bsp2aas: dsvogon1_beta1.bsp to dsvogon1_beta1.aas
-- Q3_LoadMapFromBSP --
Loading map from dsvogon1_beta1.bsp...
creating planar surface planes...
searching visible brush sides...
  2864 brush sides
2864 brush sides textured out of 2864
nummapbrushsides = 5426
     0 curve brushes
1 threads
-------- Brush CSG ---------
   823 original brushes
   797 output brushes
-------- Brush BSP ---------
   797 brushes
  3914 visible faces
     0 nonvisible faces
  5178 total sides
Win32 multi-threading
     1 threads max
depth first bsp building
  9704 splits
  1555 KB of peak total bsp memory
BSP tree created in     4 seconds
------- Prune Nodes --------
 4280 pruned nodes
---- Node Portalization ----
  5425 nodes portalized
     0 tiny portals
   993 KB of portal memory
  2011 KB of winding memory
------ FloodEntities -------
------- FillOutside --------
 1285 solid leaves
   96 leaves filled
 1332 inside leaves
  1331 areas created
   620 face merges
   240 gravitational subdivisions
     5 face merges
   426 areas merged
   178 nodes pruned
  1146 areas checked for shared face flipping
  1125 face merges
     1 plane face merges
     0 ladder subdivisions
  5268 edges melted
  1146 areas provided with settings
allocated 1 MB and 430 KB and 940 bytes of AAS memory
  1146 areas stored

AAS created in     6 seconds
loading collision map...
CM_LoadMap( dsvogon1_beta1.bsp, 0 )
8 weapon jump areas
calculating reachability...
 100.0
please wait while storing reachability...
found a trigger_push with velocity 0.000000 -114.243980 924.337585
found a trigger_push with velocity 0.000000 114.243980 924.337585
found a trigger_push with velocity 0.000000 80.807076 958.331848
found a trigger_push with velocity 0.000000 -80.807076 958.331848
found a trigger_push with velocity 0.000000 -114.243980 924.337585
found a trigger_push with velocity 0.000000 114.243980 924.337585
found a trigger_push with velocity 0.000000 80.807076 958.331848
found a trigger_push with velocity 0.000000 -80.807076 958.331848
trigger_multiple model = "*9"
trigger_multiple model = "*10"
calculating clusters...
     0 forced portal areas
    14 possible portal areas
    14 removed portal areas
     1 portals created
     3 clusters created
cluster 1 has 621 reachability areas
cluster 2 has 4 reachability areas
   625 total reachability areas
1158846 AAS memory/CPU usage (the lower the better)
AAS data optimized.
writing dsvogon1_beta1.aas
numvertexes = 0
numplanes = 1194
numedges = 1
edgeindexsize = 0
numfaces = 1
faceindexsize = 0
numareas = 1147
numareasettings = 1147
reachabilitysize = 3336
numnodes = 2775
numportals = 1
portalindexsize = 0
numclusters = 3
  2407 walk
     0 crouch
     0 barrier jump
   221 jump
     0 ladder
   686 walk off ledge
     0 swim
     5 water jump
     0 teleport
     0 elevator
     0 rocket jump
     0 bfg jump
     0 grapple hook
     0 double jump
     0 ramp jump
     0 strafe jump
    16 jump pad
     0 func bob
freed 1 MB and 430 KB and 940 bytes of AAS memory
BSPC run time is     8 seconds
Closed log bspc.log

C:\Program Files (x86)\GtkRadiant 1.5.0>


I will upload this same map with bot support and you should update your link as well. Then i will add it to US FFA server and enable auto-downloading. I also copied readme to inside pk3, because people get only pk3 directly from the server.

There is one error, but keep it as it is for now:
trying textures/base_floor/concfloor_rain.TGA...
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Re: dsvogon1_beta1 ready for D/L

Postby DEAN SINSTROM » Sun Jan 24, 2010 03:23 UTC

Awesome. Thanks Dyn!
Even though I have GTK installed, I've been making the map using the older q3radiant 202 to make the map. I forgot that later versions of radiant had bot support. :P
Do you want to send me the new file to upload my server?
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Re: dsvogon1_beta1 ready for D/L

Postby dyn » Sun Jan 24, 2010 03:39 UTC

DOWNLOAD THIS:
http://vogon.vg/q3/dsvogon1_beta1.zip

I optimized file size, it's now 40-50 kb less and bot support is added. There appears to be one texture missing, near the lava underground. But i really like how you did it, it's a very nice touch.
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Re: dsvogon1_beta1 ready for D/L

Postby dyn » Sun Jan 24, 2010 03:44 UTC

In case you need latest Radiant, here is direct link: http://zerowing.idsoftware.com/files/radiant/GtkRadiant-1.5.0.msi

Make sure you backup all map files. If you have any doubts what to backup then backup entire radiant dir. Then uninstall old one and use new. BSPC needs to be run in XP compatibility mode in case you are using W7/Vista. Always use -forcesidesvisible -optimize options.
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Re: dsvogon1_beta1 ready for D/L

Postby dyn » Sun Jan 24, 2010 03:50 UTC

Map is on US FFA server in constant rotation. Connect to vogon.vg:27960 .

You don't need to install zip if you enable autodownloading with either /cl_allowDownload 1 in console or under Game Options, like this:
Image
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Re: dsvogon1_beta1 ready for D/L

Postby sawamu » Sun Jan 24, 2010 11:59 UTC

i played and i liked!! GOOD job man! :wow:
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Re: dsvogon1_beta1 ready for D/L

Postby sawamu » Sun Jan 24, 2010 12:02 UTC

where are the players???
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Re: dsvogon1_beta1 ready for D/L

Postby DEAN SINSTROM » Sun Jan 24, 2010 16:40 UTC

Thanks sawamu. :)

Dyn, thanks for hosting the beta on the us anarchy server. I'm a little worried though, that people might get sick of playing only that map. Is it possible to make it every 2-4 maps in the rotation or something?
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Re: dsvogon1_beta1 ready for D/L

Postby SD » Sun Jan 24, 2010 16:46 UTC

Yeah, I would be inclined to agree, it's a cool map but would probably be better to put it into rotation, dyn we can do that right??
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Re: dsvogon1_beta1 ready for D/L

Postby CRITIC » Sun Jan 24, 2010 23:35 UTC

My opinios for the new map. Dean u have done a great job. I realy love the new map. :D

But I think there is one thing to add. There could be some kind of connection between level1 and level2 in the center house. Jumping from L1->L2 and L2->L1, without leaving the center house. :) You know what I mean?
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Re: dsvogon1_beta1 ready for D/L

Postby dyn » Mon Jan 25, 2010 03:57 UTC

Yes, we can mix it with regular maps. I opted for constant rotation because map is new, and because we have 2 FFA servers. I think best would be few smaller maps and this one mixed, maybe 2 times in map rotation list.
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Re: dsvogon1_beta1 ready for D/L

Postby Gumby » Mon Jan 25, 2010 04:22 UTC

I just played a few rounds with the bots and one with Crusher. I'm digging the map. It would make a great 1vs1 map for vogon tourneys =)
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Re: dsvogon1_beta1 ready for D/L

Postby Skwisgaar » Mon Jan 25, 2010 05:41 UTC

Hey everyone, I found a glitch in this map. I don't edit these things so bear with me if I don't use proper terminology haha.

Anyways, on the "base" side of the map with the moon, rocket jump off of that side into space while going forward (into space) as far as possible. You can land on the bottom of the map where the player would normally TP/die. This small strip of floor runs from corner to corner of the side, and you can run along it.

:D Cool map :rl:
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Re: dsvogon1_beta1 ready for D/L

Postby dyn » Mon Jan 25, 2010 07:46 UTC

Yes, you are 100% right. That small strip is because entire "teleport surface" is misaligned a bit, creating small strip which doesn't teleport you and breaking thru the wall on the other side.
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Re: dsvogon1_beta1 ready for D/L

Postby dyn » Mon Jan 25, 2010 12:56 UTC

Rotation enabled with message to enable auto-dl and new map at the end of rotation (10 maps).
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Re: dsvogon1_beta1 ready for D/L

Postby CRITIC » Mon Jan 25, 2010 13:36 UTC

Excuse my bad english. I ment not the different maps, but just conection between first and second floor of the center house in the dsvogon1 map. (It´s also possible that I undertood you wrong dyn :) )
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Re: dsvogon1_beta1 ready for D/L

Postby dyn » Mon Jan 25, 2010 13:40 UTC

Yes i know, but DS asked for rotation so his map won't be the only map on the server. :)
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Re: dsvogon1_beta1 ready for D/L

Postby CRITIC » Mon Jan 25, 2010 13:43 UTC

That´s also great :) and sorry for stupid comments... hehe
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Re: dsvogon1_beta1 ready for D/L

Postby dyn » Mon Jan 25, 2010 13:45 UTC

Image
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Re: dsvogon1_beta1 ready for D/L

Postby IJ » Mon Jan 25, 2010 16:17 UTC

Yo Dean,
Great job, awesome map. Seems like a really nice setup for vogon too.
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Re: dsvogon1_beta1 ready for D/L

Postby DEAN SINSTROM » Mon Jan 25, 2010 23:08 UTC

Skwisgaar wrote:You can land on the bottom of the map where the player would normally TP/die.
:D Cool map :rl:

Thanks for finding that skwisgaar... There are 3 triggers that are supposed to cover the entire bottom of the map. Speaker, (triggers players scream) kill, (kills player), & no drop. (keeps weapons/powerups from lying on the ground after player dies) Vogon is different... one of those triggers causes you to teleport instead. I must have come up short in those spots. An easy fix though. It will be corrected for the next version.
Thanks, everyone else, for the kind words. :)

I'm not sure if the read-me explains what those cutaway images are for in the zip package are for...
If you want to use them as visual aids, you canmark them up to make suggestions for changes/additions. (like weapon/armor/ammo/powerup placements for non vogon-playing)

I'm going to try to get more work done on the next version over the next 2 evenings.
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Re: dsvogon1_beta1 ready for D/L

Postby AG » Mon Jan 25, 2010 23:39 UTC

DEAN SINSTROM wrote:
Skwisgaar wrote:You can land on the bottom of the map where the player would normally TP/die.
:D Cool map :rl:

Thanks for finding that skwisgaar... There are 3 triggers that are supposed to cover the entire bottom of the map. Speaker, (triggers players scream) kill, (kills player), & no drop. (keeps weapons/powerups from lying on the ground after player dies) Vogon is different... one of those triggers causes you to teleport instead. I must have come up short in those spots. An easy fix though. It will be corrected for the next version.
Thanks, everyone else, for the kind words. :)

I'm not sure if the read-me explains what those cutaway images are for in the zip package are for...
If you want to use them as visual aids, you canmark them up to make suggestions for changes/additions. (like weapon/armor/ammo/powerup placements for non vogon-playing)

I'm going to try to get more work done on the next version over the next 2 evenings.

played it today -- it's pretty cool. i don't know if you're still taking suggestions, but here are a couple off the top of my head:

- make some kind of visual distinction between sides of the map. i kept getting turned around and forgot which side i was going to.
- with enough players and spammo, it's easy to get blown around the cramped spaces. maybe a couple platforms up in the air?
- vary the height of the top columns.
- maybe have some teleporters in the surrounding lava that on teleport would respawn you in the air above the columns.
- continuing the last, you could put the telebam higher than a player can rocket jump and make that the spawn point for the teleporter.

anyway, good work. plays pretty well.
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Re: dsvogon1_beta1 ready for D/L

Postby DEAN SINSTROM » Mon Jan 25, 2010 23:50 UTC

That's the kind of input I'm looking for. :)
I'll take all of that into consideration.
As for the 'visual distinction between sides'... I was considering using some CTF textures (one side red, other blue) in order to differentiate between the 2, or something similar.
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Re: dsvogon1_beta1 ready for D/L

Postby AG » Tue Jan 26, 2010 05:24 UTC

DEAN SINSTROM wrote:As for the 'visual distinction between sides'... I was considering using some CTF textures (one side red, other blue) in order to differentiate between the 2, or something similar.

i can't remember - is the moon on one side? could you do shadowing on the other?

or a rougher / worn version of the wall textures or something.
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Re: dsvogon1_beta1 ready for D/L

Postby dyn » Tue Jan 26, 2010 06:15 UTC

Podium is missing (victory pads). Our mod uses it, singleplayer as well.
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Re: dsvogon1_beta1 ready for D/L

Postby DEAN SINSTROM » Tue Jan 26, 2010 23:14 UTC

dyn wrote:Podium is missing (victory pads). Our mod uses it, singleplayer as well.

I have no idea how the podium is connected the maps. I figured the mod added it in.
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Re: dsvogon1_beta1 ready for D/L

Postby craij » Tue Jan 26, 2010 23:32 UTC

dean, u gotz skillz yo
love the new map!
can't wait to try it with the +button5 hook!... especially in those hallways and amongst "the trees" :D
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