[MAP]Killall Organic CTF

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Postby Bundy » Sun Mar 30, 2008 1:11 pm

Well, we tested this map in pickup and overall I like the gameplay there, but here are some suggestions:

- Remove the Protection powerups from both team sides, as its way to overpowered on this map and add one 100er Armor for it
- Make it impossible to jump over the wall at the middle, but make it easier to jump through the windows there (without laser!)
- at some points, I got huge FPS drops down to 75 FPS. I guess it has something to do with the fire (in the middle and at the flag)
- Dieing at the fire at flag can be very annoying ...
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Postby Long*Shot » Sun Mar 30, 2008 1:40 pm

It is possible to get in there unintentionally. While playing my first game in the map I got RLed into the roof. This is not the only place you can reach which is out of the map.
You can stand on thin air above one of the access routes to each one of the bases.
Those ones can be reached through the roof and through the base access route it self.

Another thing is that when looking at the sky, I get this rather annoying (since this is an open sky map) clear white circle around my crosshair. The size of the circle varies depending on where I am looking at, which in turn is causing distraction.
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Postby Mr. Bougo » Sun Mar 30, 2008 2:31 pm

GreEn`mArine wrote:- doors open too slowly (I get stuck in them everytime)



Ever played Desertcastles? It has the slowest doors ever :lol:
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Postby FruitieX » Sun Mar 30, 2008 3:59 pm

[rasse@debian ~]$ killall organic


:lol:
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Postby Strahlemann » Sun Mar 30, 2008 5:39 pm

Long*Shot wrote:Another thing is that when looking at the sky, I get this rather annoying (since this is an open sky map) clear white circle around my crosshair. The size of the circle varies depending on where I am looking at, which in turn is causing distraction.


This can be fixed by activating shadows for realtime dynamic lights.
Just activate them in the effects-menu,
or by setting "r_shadow_realtime_dlight_shadows 1" using the console.

@C.Brutail: It should also be possible to activate the dynamic light shadows by default for your map using the *.cfg. For an example how to do this, see the ruiner.cfg or the mapping.txt. Dunno if this works flawlessly as it seems that the corresponding _exit.cfg doesn't work correctly with ruiner (means: it doesn't get executed after the map ends).

Otherwise a neat map :)
Enlarge the area around the strength and add a bit more stuff to fight around there :P
bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
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Postby Mirio » Sun Mar 30, 2008 8:02 pm

Mr. Bougo wrote:
Ever played Desertcastles? It has the slowest doors ever :lol:

frankishtower too if u want to get in the tower ;DD anyway on this map u can jump over the wall :P

Strahlemann wrote:Enlarge the area around the strength and add a bit more stuff to fight around there :P
agree :)
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Postby Dokujisan » Sun Mar 30, 2008 9:06 pm

Well a group of us played on it, but everyone spent most of the time playing in the area they weren't supposed to get to :-)
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Postby C.Brutail » Mon Mar 31, 2008 5:30 pm

Thank you all for the feedbacks.

looks good.

issues:
- doors open too slowly (I get stuck in them everytime)
- err ? items ? armors ? they are way too few. This map is not played 1v1 CTF, but 3v3 CTF or greater. Do you seriously think these few items will be enough ?

suggestion: make the small armors in the base to 100 armors, so that the base has at least something which helps defending it. add a few 25 healths along the paths. And you absolutely have to add rocket boxes and cells, so that players actually have AMMO. Smile



About doors: ok, I'll modify them to use triggers (like in cbctf4).
About items: Please have a look at here. It was up a several days before I've released the map, tho only Mirio said anything about item placement...


- Remove the Protection powerups from both team sides, as its way to overpowered on this map and add one 100er Armor for it


Ok, will think about it (I like the idea too).

- Make it impossible to jump over the wall at the middle, but make it easier to jump through the windows there (without laser!)


So you think no laserjumping anywhere?

[/quote]
- at some points, I got huge FPS drops down to 75 FPS. I guess it has something to do with the fire (in the middle and at the flag)


Please make screenshots about it, exactly where.

- Dieing at the fire at flag can be very annoying ...


Your own problem :P

Another thing is that when looking at the sky, I get this rather annoying (since this is an open sky map) clear white circle around my crosshair. The size of the circle varies depending on where I am looking at, which in turn is causing distraction.


One solution is what Strahlemann mentioned, or wait untill Nexuiz 2.4.1, and hope that Lorhavoc's fix for this gets in nexuiz too (this is an engine bug, you can read more about it here.

Enlarge the area around the strength and add a bit more stuff to fight around there

Ok ok, like we've talked about it on irc, tho I wanted to keep this for the DM version of the map I already have in my mind ;)
But on pressure, I have to modify it then now ;)
"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.
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Postby Dokujisan » Mon Mar 31, 2008 5:38 pm

Can you provide a md5sum for the pk3 file?
This map just crashed someone's Nexuiz two times in a row and I want to rule out map corruption as the culprit (especially since I placed it on the nexuizninjaz map repository).
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Postby C.Brutail » Mon Mar 31, 2008 6:48 pm

275fb90ddf1da2387647f5068d94b092
"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.
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