What is Nexuiz missing? (warning, long post)

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Postby Mirio » Sat Sep 12, 2009 9:16 pm

Nexuiz does not need mappers :D idk some should correct me but i think there are over 100 maps for nexuiz or even more :)
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Postby ai » Sat Sep 12, 2009 9:37 pm

Mirio wrote:Nexuiz does not need mappers :D idk some should correct me but i think there are over 100 maps for nexuiz or even more :)

However, only a dozen or so are actually good.
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Postby Mr. Bougo » Sun Sep 13, 2009 7:30 am

I agree with ai on the physics, it is one of the principal interests of Nexuiz imho. Having "realistic" movement instead would be a major pain, it would be way too slow for the maps we have, and for the current weapon balance as well. Also, laserjumps are far from realistic.
Meh.
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Postby PinkRobot » Sun Sep 13, 2009 9:47 am

And I am with ai on the maps. We have a lot of mappers bot not a great deal of high quality maps.

How about a One Week Mapping Competition for Assault? I still have no idea what it's about and would enjoy a motivation to find out about it :P
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Postby Flying Steel » Sun Sep 13, 2009 4:06 pm

Samual wrote:HLAC and CR ARE in a bunch of maps actually, same with turrets. Spiderbots aren't complete yet, this is why they aren't used (yet). Assault.. Well, no one has made a map for it yet.


Now there are in community maps, but it took some time and they still are not well supported in Nexuiz' own maps.

But it would be good for people to actually step up and make better maps. (A lot of them use bad textures, bad layouts, horrible item placement, etc etc.) This was actually a point made by LordHavoc over the issue of why we have such a low retention rate. Most of the maps on our public servers are WAY below par, and ruin a good experience on the public servers. There are only a few servers with good map rotations (Like HODM and HOCTF) that are played often. But this is mainly because Dokujisan goes through and tries out each map, seeing which ones are good and which are bad. It's time consuming, but someone has to do it.


But there's also servers that play only official maps, there just aren't enough official maps to keep things interesting. And if there were, more servers might stick to just the officials (already some do). And then officials are still very far from perfect.

One way or the other, I think we as the community needs to focus on making a few really, really good official maps rather than craploads that are all over the place.

Anyway, on the subject of this thread... I think Nexuiz needs more detail in every aspect. Also, lowering the speed would be a ridiculously stupid idea. The main reason I play Nexuiz is because of its speed and physics.. and of course the gameplay itself. If that changes, why should I play just another rip off of a GOOD game?........ That just about sums up my opinion on this.


Well that creates more of a challenge to overcoming aesthetic blandness. But it still works if you can visually explain it in a way that people understand.

Like the jetpack, everyone knows a jetpack basically makes you fly, and the thruster effect you see in game helps get across what is going on with this, and it'll only be better when one of us (community content creators) gets around to making a jetpack model. Grapple hook is the same thing, it shoots out a hook and on a tether of somekind that show you what it is doing and how. The laser does an okay job to a lesser extent, but if yoda's model was used for this or something similarly utilitarian and multi-purpose looking, I think that'd make laser jumping "make sense" so to speak.

Bunny Hopping needs some thought though. When someone just bobs past you at 70 MPH, with no clear indication of what he is doing to make that happen or how it is working, your brain can only say "what the hell was that?" You need something more to explain how this is happening.

Tribes had "skiing" with somekind of ion-thruster boots. Maybe Nexuiz could use a "striding" animation when speed hopping, and some similar kind of thruster pulse effect with each step when you are hopping in excess of your running speed?
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Postby Mr. Bougo » Sun Sep 13, 2009 4:36 pm

tundramagi wrote:Can I enter my Evad Project assault map into that: it only took a week to build IIRC.


Nope, unless it happens to fit the theme and requirements... Which are not decided yet.
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Postby TVR » Sun Sep 13, 2009 4:59 pm

PinkRobot wrote:... How about a One Week Mapping Competition for Assault? I still have no idea what it's about and would enjoy a motivation to find out about it ...


Assault City has been in development for over two years, the majority of the time comes from making a non-linear layout, while continuing to keep attackers entertained with interesting objectives, and the defenders with interesting methods to defend such objectives.

Besides, learning how to use the assault entities will probably take a week.
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Postby Samual » Sun Sep 13, 2009 5:01 pm

TVR wrote:
PinkRobot wrote:... How about a One Week Mapping Competition for Assault? I still have no idea what it's about and would enjoy a motivation to find out about it ...


Assault City has been in development for over two years, the majority of the time comes from making a non-linear layout, while continuing to keep attackers entertained with interesting objectives, and the defenders with interesting methods to defend such objectives.

Besides, learning how to use the assault entities will probably take a week.

Who is working on Assault City?
Do it yourself, or stop complaining.
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Postby Psychcf » Sun Sep 13, 2009 10:05 pm

tundramagi wrote:AI Deleted my mothers sweet and heartfelt posts.


Why would anyone want to see your mother doing that?
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Postby PinkRobot » Mon Sep 14, 2009 9:53 am

Who is working on Assault City?

TVR is.

OK then... erm... how about a 5-year Mapping Competition for Assault?
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