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Korax Arena maps

Fri, 29 May 2009 22:59:28

Crimson Wizard

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: [size=85:jnwhvcol]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" [/size:jnwhvcol] Survivalmaps: [size=85:jnwhvcol]SU_01 "ARENA OF RECKONING"[/size:jnwhvcol] CTF maps: [size=85:jnwhvcol]CF_01 "RATCHET" CF_02 "STRYKER" CF_03 "CATHEDRAL OF THE DAMNED" --------------------------------------- CF_04? "CATWALK" (CTF/DOM) [/size:jnwhvcol] Domination maps: [size=85:jnwhvcol]DO_01 "EGYPTIAN" DO_02 "SEMINARY"[/size:jnwhvcol] Football maps: [size=85:jnwhvcol]FB_01 "THE STADIUM"[/size:jnwhvcol] Castle sweep maps: [size=85:jnwhvcol]CS_01 "THE CITADEL" CS_02 "INFESTED CASTLE" CS_03 "OCTARENA"[/size:jnwhvcol] Xmas Havoc maps: [size=85:jnwhvcol]XM_A "BURN, XMAS, BURN!!"[/size:jnwhvcol]
Fri, 29 May 2009 23:21:16

Crimson Wizard

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: [img:q6ux0pvz]http://downloads.orcishweb.com/koraxdev/crimson/karena/shots/serpentine_inwork001.jpg[/img:q6ux0pvz] 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: [img:q6ux0pvz]http://downloads.orcishweb.com/koraxdev/crimson/karena/shots/cathedral001.jpg[/img:q6ux0pvz] [img:q6ux0pvz]http://downloads.orcishweb.com/koraxdev/crimson/karena/shots/cathedral002.jpg[/img:q6ux0pvz] [img:q6ux0pvz]http://downloads.orcishweb.com/koraxdev/crimson/karena/shots/cathedral003.jpg[/img:q6ux0pvz] "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: [img:q6ux0pvz]http://downloads.orcishweb.com/koraxdev/crimson/karena/shots/preserve001.jpg[/img:q6ux0pvz] 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 <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->
Sat, 30 May 2009 11:00:35

RambOrc

As far as I am concerned, Domination needs additional maps the most.
Sat, 30 May 2009 16:41:50

Firebrand

I agree with Ramborc, since we can also use Domination maps for DM <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->. 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 <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->. 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 <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->). 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 <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sat, 30 May 2009 20:05:11

RambOrc

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.
Sat, 30 May 2009 22:45:52

Crimson Wizard

[quote="RambOrc":1t0dnyr8]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: <!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/arena/new_graphics.zip">http://downloads.orcishweb.com/koraxdev ... aphics.zip</a><!-- m --> The map: <!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/arena/maps_upd20090531.zip">http://downloads.orcishweb.com/koraxdev ... 090531.zip</a><!-- m --> I also commited new decoration code to SVN.
Sun, 31 May 2009 00:47:00

Firebrand

Thanks! I'll check it out <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->. I've updated TaskFreak with stuff I'll do in the next days if you are interested <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->.
Sun, 31 May 2009 17:53:14

Crimson Wizard

Okay, I am making a simple Domination map featuring concept of catwalks over swamp: [img:38xwcrgr]http://downloads.orcishweb.com/koraxdev/crimson/karena/shots/catwalk.jpg[/img:38xwcrgr]
Sun, 31 May 2009 18:43:46

RambOrc

Will you be able to see everywhere on the map from every point or will you create separate sections with divided line of sight?
Sun, 31 May 2009 19:20:06

Crimson Wizard

[quote="RambOrc":1hnr3wz7]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.
Sun, 31 May 2009 20:11:38

RambOrc

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.
Mon, 01 Jun 2009 22:30:27

Crimson Wizard

Alpha version of the map DO_03 "CATWALK". Map architecture practically completed, but only few items around and also bots are acting really strange. <!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/arena/maps/catwalk.zip">http://downloads.orcishweb.com/koraxdev ... atwalk.zip</a><!-- m --> [img:2zunhr1e]http://downloads.orcishweb.com/koraxdev/crimson/karena/shots/catwalk2.jpg[/img:2zunhr1e] 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 <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> really like the look of these bridges.
Tue, 02 Jun 2009 15:28:15

Firebrand

I also like these bridges architecture too <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->, looks very good IMO.
Tue, 02 Jun 2009 23:47:24

Firebrand

[quote="Crimson Wizard":36cqbhxi]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 <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->.
Wed, 03 Jun 2009 02:03:17

Crimson Wizard

[quote="Firebrand":skn8ans5]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 <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) --> [quote="Firebrand":skn8ans5] but I would suggest you to make these bridges a bit taller to help avoid this situation if possible <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->. 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).
Wed, 03 Jun 2009 14:17:51

Firebrand

Haven't thought in the possibility of sloped sectors myself, heh! <!-- s:P --><img src="{SMILIES_PATH}/orc4.gif" alt=":P" title="Razz" /><!-- s:P --> Anyway, I've checked the bot code again, I see there were a lot of unused constants, I'll complete the code so it uses those constants as planned <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->, I'll also check the slope detection code too, I hope what is missing there isn't too difficult to implement <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->.
Wed, 03 Jun 2009 14:34:26

Crimson Wizard

A bit offtopic - I have a separate bot ai started in about december 2008, which I was hoping to implement once, which is completely different, and created having more complex behavior in mind, like something that will allow to make quest game modes (such as Assault); in contrast to current one which processes bot ai periodically in one long pass, that one is supposed to be based on event handling, that is bots change their immediate behavior as a reaction to something that happens right now. That new ai uses different bot stats as well, that was supposed to give them more personality.
Wed, 03 Jun 2009 15:27:08

Firebrand

It sounds interesting <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->, how much progress do you have on it?
Wed, 03 Jun 2009 16:33:12

Crimson Wizard

[quote="Firebrand":107taxz1]It sounds interesting <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->, how much progress do you have on it? Just started <!-- s:D --><img src="{SMILIES_PATH}/orc6.gif" alt=":D" title="Very Happy" /><!-- s:D -->... I am going to return to this now, maybe.
Mon, 29 Jun 2009 21:37:58

RambOrc

BTW I recall a Quake I and a Quake II map (well-known ones from the original single player game) converted to Vavoom 5+ years ago, if they still exist somewhere they might be a good addition to KA (both have 3D architecture). As the years go by the chance is probably ever smaller that id might take exception to us using stuff like this in KA.
Tue, 30 Jun 2009 00:17:16

Firebrand

Hmm, never heard of them myself, heh! <!-- s:P --><img src="{SMILIES_PATH}/orc4.gif" alt=":P" title="Razz" /><!-- s:P --> Guess I'll have to look around for them <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->.
Tue, 30 Jun 2009 09:26:04

Crimson Wizard

There are HEXQUAKE, HEXQUAKE2 and HEXQUAKE3 maps in SE alpha compilation, but I am not sure this is somehow connected with the game "Quake" or id's label.
Tue, 30 Jun 2009 09:46:50

RambOrc

No those are completely different, quake standing for earthquake not the id game AFAIK.
Sun, 12 Jul 2009 16:52:49

Crimson Wizard

I was reviewing most of our maps when testing Survival game mode, and got an idea that KA could benefit from little maps enhancing. There are few maps that are really small and not very interesting. I may name "Hunting Place" and "Tomb". Then, probably it will be a good thing to test all the maps and seek what possibly could be wrong with them; maybe some places are not too good (like players always stuck in some narrow corridor), maybe they have too many items or not enough of them to make gameplay interesting; some items like powerups and minotaur dolls can be excessive on few maps (like the "Tomb" for example), and so on. I've already did little fixes to "The Pit" map, made one sloped sector have better angle, and also added more player starts and removed excessive bot path nodes. You may find it here: <!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/KoraxArena/maps/maps_upd20090712.zip">http://downloads.orcishweb.com/koraxdev ... 090712.zip</a><!-- m --> (There's also DO_01 map "Egyptian" with few DM starts added) BTW, I was trying to find an interesting map to play Survival on it and suddenly realized we don't have just any "outdoors" map, except maybe Xmas Havoc map and Football one (which is not exactly "outdoors"). I thought it would be cool to whack army of monsters in the natural enviroment <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->. The "Hunting Place" at first seem to have proper atmosphere - there is some sort of cavern and also something that looks like a canyon, but the map is really really small. So I suddenly had an inspiration attack <!-- sorclaught1 --><img src="{SMILIES_PATH}/orclaught1.gif" alt="orclaught1" title="orclaught1" /><!-- sorclaught1 --> and made this: [img:3rmtjqkd]http://downloads.orcishweb.com/koraxdev/crimson/karena/shots/outpost.jpg[/img:3rmtjqkd] At first I wanted a remake of Hunting Place, though now I am not really sure if it would be a correct substitution. Basically, it is a valley with a waterfall, a wide river and a compact castle, built just on the river. I was thinking of making it DM/Domination map; two Domination bases could be placed: one near the waterfall, another inside the castle.
Sun, 12 Jul 2009 17:07:58

RambOrc

Hexen and its expansion have a bunch of outdoor maps. <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->
Sun, 12 Jul 2009 17:44:57

Firebrand

Exactly what I was thinking <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->, it would be cool to do some outdoor areas, I was working on outdoor dm map, I really need to get those maps from my backup <!-- s:( --><img src="{SMILIES_PATH}/orc10.gif" alt=":(" title="Sad" /><!-- s:( -->, I'll try to do it during the next week.
Sun, 12 Jul 2009 18:20:02

Crimson Wizard

[quote="RambOrc":kcofh3cc]Hexen and its expansion have a bunch of outdoor maps. <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) --> That's true, it's just nothing suitable comes to mind... that is - I am not sure there are maps that could be easily converted and will be good for multiplayer. All I can think of is 'Castle Of Grief'. Maybe its worth to review Hexen maps once again....
Sun, 12 Jul 2009 20:39:29

RambOrc

For starters, you could take the first map of HexenDK and split it in two, the upper and the lower level are pretty different. Then you could use the greatly enhanced Winnowing Hall done by Firebrand. The central map of the Shadow Wood hub is also usable once you close off the starting room, the insides of the temple and the part with the abyss (or leave the insides of the temple, use that with the outsides of it and cut off the swamp area as well). Also, not sure right this moment whether the Seven Portals map is already in KA for CTF and if yes, whether the 3D enhanced version from FB?
Sun, 12 Jul 2009 20:52:24

Crimson Wizard

[quote="RambOrc":2ijq3ab1]Also, not sure right this moment whether the Seven Portals map is already in KA for CTF "Heresiarch Seminary" is the only map taken from Hexen, and it is DM/Domination map. Also, just for reminder, Heretic maps used are E1M1 "Docks" (3d-enhanced) as DM, E2M2 (?) "River of Fire" as DM and E1M6 "Cathedral of the Damned" as CTF.
Mon, 13 Jul 2009 08:49:19

RambOrc

River of Fire is E2M3. Also, E1M5 The Citadel is included in KA as well. Seven Portals for CTF has been defined by me in the earliest versions of the KA concept document already, maybe for version 5.6.3 it could be implemented. <!-- s:-({|= --><img src="{SMILIES_PATH}/eusa_boohoo.gif" alt=":-({|=" title="Boo hoo!" /><!-- s:-({|= -->
Mon, 13 Jul 2009 11:31:26

Crimson Wizard

[quote="RambOrc":188ougsz] Seven Portals for CTF has been defined by me in the earliest versions of the KA concept document already How do you see CTF there? If map is left as is, I guess one base on starting platform, another - before the hub exit; in this case map will by non-symmetrical. If we want symmetrical map, some serious architectural changes needed.
Mon, 13 Jul 2009 12:38:28

RambOrc

The map is actually symmetrical, you just look at the wrong axis - the starting room is just a deathmatch start and the end part behind the seventh portal (the area you get into after solving all the puzzles in the hub) can be disabled. On the two long sides of the courtyard, there are three doors each, opening into three rooms each. The central one on each side is bigger and leads to further rooms with a platform at the end (where the swirling portal is), that's where the bases with the flags are. The four small rooms (two on each side) are player spawning points. This way, you have a total of five rooms where players can spawn (if necessary, more can be added, e.g. at the the waterfalls on each side by removing the crossbars).
Mon, 13 Jul 2009 15:00:11

Firebrand

I'll fix the seven portals for CTF, as for the Shadow Wood, we could make two maps from it too <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->, both for Domination and DM IMO <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->.
Mon, 13 Jul 2009 15:40:10

RambOrc

I was actually thinking about the invasion mode when I wrote that about splitting the Shadow Wood and Ruined Village maps, since invasion needs maps that are not too big.
Mon, 13 Jul 2009 15:56:46

Crimson Wizard

Invasion mode is yet to be created <!-- s:-" --><img src="{SMILIES_PATH}/eusa_whistle.gif" alt=":-"" title="Whistle" /><!-- s:-" --> ... or do you mean Survival? Invasion is what we decided be named "Defenders of the Booze".
Mon, 13 Jul 2009 16:25:09

Crimson Wizard

[quote="Firebrand":32bvofc1]I'll fix the seven portals for CTF By the way, maybe it is worth to leave N and S parts of the map and make Bounce Pads to allow players jump over the rift and to the starting platform to get some important artifacts.
Mon, 13 Jul 2009 16:41:41

RambOrc

Make sure to check the modified 7P map first, as it has 3D elements the original Hexen map didn't, which also means you can get on top of buildings to an extent, which would modify game flow in multiplayer.
Tue, 14 Jul 2009 18:21:46

Crimson Wizard

Does anyone know why scrolling sector floor texture works so terribly in static light? <!-- s:cry: --><img src="{SMILIES_PATH}/orccry.gif" alt=":cry:" title="Crying or Very sad" /><!-- s:cry: --> Fps drops from 130 to 2 (two) ! when I look on it.
Tue, 14 Jul 2009 19:44:39

Firebrand

Static light shadows are pre-rendered because calculating them is an expensive task, when the sector height changes or when sector has to be redrawn in any other way the engine tries to recalculate lights again, since this task is heavy, then the framerate drops down, my suggestion would be to make the scrolling in places where static lights aren't actually touching the scrolling sector <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->. EDIT: This makes me remember that I implemented real shadows for dynamic lights with very bad results, but the dynamic light shadows were beautiful <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->.
Tue, 14 Jul 2009 19:48:16

Crimson Wizard

[quote="Firebrand":10v9kiot]my suggestion would be to make the scrolling in places where static lights aren't actually touching the scrolling sector <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->. not funny [quote="Firebrand":10v9kiot]when sector has to be redrawn in any other way the engine tries to recalculate lights again Hmm, that's rather strange that it rebuilds lights only because texture offset changes. I don't know how lightmaps are built though...
Tue, 14 Jul 2009 20:20:48

Crimson Wizard

Heh, a thing I wanted to try our for some time already, the "fog" limited by height: [img:mmlzcfft]http://downloads.orcishweb.com/koraxdev/crimson/karena/shots/lavafog.jpg[/img:mmlzcfft] [img:mmlzcfft]http://downloads.orcishweb.com/koraxdev/crimson/karena/shots/lavafog2.jpg[/img:mmlzcfft] Maybe we could add same to River Of Fire? Doesn't seem to slow game down.
Wed, 15 Jul 2009 12:05:53

Crimson Wizard

I've spoken to Dansco, he said it's ok if we use his Arena of Reckoning map in KA <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> Actually I think it can be a nice map for Survival, or maybe Invasion (Booze Defenders) as well. We need only to think how to put items there, should they be spawned over time by script or placed right away.
Wed, 15 Jul 2009 13:12:10

Firebrand

How is that height limited fog effect done? <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->
Wed, 15 Jul 2009 13:56:38

Crimson Wizard

[quote="Firebrand":1kwrsct9]How is that height limited fog effect done? <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> Same as there: <!-- l --><a class="postlink-local" href="http://korax-heritage.com/board/viewtopic.php?f=21&t=1980">viewtopic.php?f=21&t=1980</a><!-- l --> You create a flat (0 height) invisible non-solid 3dfloor in these areas and apply fog to it. In such case fog will be automatically applied to all regions *lower* 3dfloor. If you want a fog in the upper region only, apply the fog to the main sector normally, then create flat 3dfloor that will limit the lower height of that fog. Uh, saying simply: 3dfloor special properties (contents, fog, brightness etc) are applied to all lower regions.
Wed, 15 Jul 2009 14:39:48

RambOrc

Yep, that's how I make a simple kind of shadow below 3D floors myself.
Wed, 15 Jul 2009 22:24:25

Crimson Wizard

<!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/KoraxArena/maps/maps_upd20090716.zip">http://downloads.orcishweb.com/koraxdev ... 090716.zip</a><!-- m --> Added "Arena of Reckoning" by Dansco (modified to be compatible with KA). Note though there are special Spawn Starts introduced that require updated progs to be used, if you run this map with latest internal release, they will be ignored and monster will spawn as always - on deathmatch starts. I must say, that this "Arena" appeared to be very good for Survival mode, mostly because bots act very nice, maybe because architecture is primitive and there are no other places to go; I even did not put Path Nodes there, bots simply do not need them.
Thu, 16 Jul 2009 21:41:51

Crimson Wizard

<!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/KoraxArena/maps/maps_upd20090717.zip">http://downloads.orcishweb.com/koraxdev ... 090717.zip</a><!-- m --> I think that's final version for Arena Of Reckoning; added some discs of repulsion there, without them monsters overwhelm player on higher waves. In general, level looks perfect for quick Survival game.
Fri, 17 Jul 2009 13:39:23

Firebrand

I'll add updated maps to KA today <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->.
Fri, 17 Jul 2009 13:40:18

Crimson Wizard

By the way, "Catwalk" should be removed from release, because it is unfinished.
Fri, 17 Jul 2009 13:42:26

Firebrand

Yep, good that you told me, so that I remove it before releasing <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->.
Fri, 17 Jul 2009 13:52:30

RambOrc

Is it v1.0.3 you are about to put out or v1.1 or some other?
Fri, 17 Jul 2009 14:06:01

Crimson Wizard

[quote="RambOrc":1ehpevso]Is it v1.0.3 you are about to put out or v1.1 or some other? I am not sure whom you ask <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) --> I suppose a public release shouldn't be made right now, there are still some minor bugs out there that could be annoying. As for "Catwalk", I was going to finish it, but simply forgot; maybe I'll do that on next week. Regarding version - since we have added a new game mode, plus engine has some enhancements, maybe it can be 1.1 already?
Fri, 17 Jul 2009 18:22:30

Firebrand

Yes, it should be v1.1 <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->. As for remaining bugs, the only serious ones I consider are the crashes on SlideMove, since those plague maps with survival mode a lot... I don't know if there's any other bugs left that are KA only, if there are, be sure to put them all in the bugs.txt so we can begin bug squashing <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->.

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