[MAP]Trickjumpmap

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[MAP]Trickjumpmap

Postby cortez » Wed Jul 18, 2007 9:09 pm

Many player complain that there is no trick jump map. Sometime ago Burning asked me to do someting like that.

and here is the map:

screenshots: http://xs.to/xs.php?h=xs217&d=07293&f=nexuiz000095.jpg
http://xs.to/xs.php?h=xs217&d=07293&f=nexuiz000096.jpg

download the map: http://files.filefront.com/parc1pk3/;80 ... einfo.html

If someone want to the map on a server the use normal deathmatch settings.

Big thanks to tZork for his great textures :D

ok didnt align the textures but is this necessary? :P

What do you think about that map? Post sugestions here :!:
Last edited by cortez on Thu Jul 19, 2007 12:45 pm, edited 1 time in total.
Aneurysm 4 the win !!!!! :D
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Postby Bundy » Wed Jul 18, 2007 9:34 pm

Map Performance: Great. Even with 10 bots at the highest spot where i can see the hole map and all bots i have more then 60fps.
Map Placement: Looks great, much stuff to try out, but i miss some more jumppads(maybe 3-4 more).
Gameplay: (nearly)Godmode is great, nearly unlimited ammo too :D The Fast rocketlauncher is good, but i dislike the most changes on other weapons (i.e. mortar fires slow, laserjumps arent that high) so you are nearly limited to use RL only.
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Postby cortez » Thu Jul 19, 2007 10:05 pm

http://files.filefront.com/parc1pk3/;80 ... einfo.html new version

bigger and different weapons settings


And how could this be that many people load this map but noone (except Bundy) give a feedback?
Aneurysm 4 the win !!!!! :D
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Postby Bundy » Fri Jul 20, 2007 7:43 am

Maybe some people dont understand what to do with this map. To give them a reason why those maps are nice, check this video:

http://stage6.divx.com/user/majide_hont ... nt-Horizon

Some of those tricks arent possible in nexuiz, but thats the reason why cortez need feedback. Maybe there have to be some changes in the physics too for the next releases of this map.

For your new map, didnt check it allready, but I will give you feedback soon.
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Postby divVerent » Fri Jul 20, 2007 8:15 am

cortez wrote:http://files.filefront.com/parc1pk3/;8097753;;/fileinfo.html new version

bigger and different weapons settings


Not sure if a trickjump map should have different weapon settings. For example, the electro combo should not be killed... to prevent self damage, you can "set g_balance_selfdamagepercent 0". Whoever put the "percent" in the cvar name deserves to shoot a rocket at the floor - at 3 "percent" self damage ;)

But when you really want to set that in the mapcfg, also provide an exit_cfg!

dm_parc1.mapcfg:
set exit_cfg parc1_exit.cfg
set save_g_balance_selfdamagepercent $g_balance_selfdamagepercent
set g_balance_selfdamagepercent 0
// same for all the g_start_weapon_...

parc1_exit.cfg:
set g_balance_selfdamagepercent $save_g_balance_selfdamagepercent
// same for all the g_start_weapon_...
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby s3cc0 » Fri Jul 20, 2007 12:49 pm

divVerent wrote:Not sure if a trickjump map should have different weapon settings

i agree, trickjump maps should provide jumps that are doable with normal settings
ideally everything in the map should be tuned to the limit of the game's physics, not the other way round :)
On the other hand, i don't actually get any weapons in your map, only rockets, cells, armor, megahealth and quad. It probably has to do with the fact that loading parc1.cfg fails (i only tried the second version).

Regarding the map itself: i couldn't really find any use for those looooooong ramps except laserjumping over them to the very edge of the ramp and then jump from there. And this was possible only with the shorter ramps like the quadruple one with the jump pad in the middle, taller ramps like those to the spawn area or that "ramp hill" left me puzzled as to what their intended purpose was.
And, ramps should actually lead somewhere imo, possibly to other ramps that in turn lead to more ramps, then some platform, then yet more ramps etc... A ramp jump that only leads you back to the ground is a little pointless, don't you think? In general i think there should be more jumps you can perform without weapons: a great map like runningman comes to mind here (or Super Mario 64 maps :lol: i'd love to play those on Nexuiz).
And more jump pads would be great, like Bundy said.
Also, the "full pipe" is broken: you can fall through the half of it that points to the "pink oval"

But, in any case, i love the idea and had fun with your map even though i was limited to laserjump only (the tower part is great for that).
Keep up the good work!
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Postby cortez » Fri Jul 20, 2007 1:20 pm

the map would be boring with the normal weapon settings and you can get much more speed with jumping or rocketjumps or whatever like quake.

without weapons: a great map like runningman comes to mind here (or Super Mario 64 maps i'd love to play those on Nexuiz).
And more jump pads would be great, like Bundy said.
Also, the "full pipe" is broken: you can fall through the half of it that points to the "pink oval"


the map is with weapons what do you want to say?


On the other hand, i don't actually get any weapons in your map, only rockets, cells, armor, megahealth and quad. It probably has to do with the fact that loading parc1.cfg fails (i only tried the second version).


you dont get any weapons when you are start the map with map parc1 If you start the map via the menu then you got weapons
Aneurysm 4 the win !!!!! :D
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Postby Blµb » Fri Jul 20, 2007 8:11 pm

how high's the skybox?
i hope it's 20 times the width
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