[MAP] Controlfactor [BETA]

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Postby k0jak » Mon Jul 31, 2006 10:18 pm

It's a tZork map so it's going to be f**king ace fullstop!! :D


looks awesome like the top bits, not tested yet, but it's spacious (thank you once again!)

now i can actually use weopens again nicely, and stand a chance e.t.c getting anyway not being spammed in some little box room, also by the looks of it you'll be able to move VERY fast through this map with some ramp jumps and the new movement which = ace.
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Postby KadaverJack » Mon Jul 31, 2006 10:53 pm

4m wrote:best compression ive seen so far: KGB Archiver

But dp won't read those archives. PK3s have to be ZIP files.
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Postby tZork » Fri Aug 04, 2006 7:32 pm

UPDATE :D

Feturing smaller size, better preformace, bugfixes, layout changes and more.

I tried to make the map easier to navigate since some complain that findning the flags are hard, this includes some layout changes. I optimized it for proformace as well as i could and used other compilesetting to srink the size of the pk3 from 15.6 to 3.8 megs.

More info and download is here:
http://www.games43.se/nexuiz/maps/controlfactor/

enjoy
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
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Postby esteel » Sat Aug 05, 2006 8:50 am

The new map is indeed better performance wise and the flag can indeed be found easier. Cool thing so far. But i think you should add a few more spawnpoints. Especialy near the flag. There is only ONE. On the other side of this 'wall' near the mortar.Thats way too few base spawns for ctf if you ask me :)
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Postby tZork » Sat Aug 05, 2006 5:39 pm

esteel wrote:The new map is indeed better performance wise and the flag can indeed be found easier. Cool thing so far. But i think you should add a few more spawnpoints. Especialy near the flag. There is only ONE. On the other side of this 'wall' near the mortar.Thats way too few base spawns for ctf if you ask me :)


What you ment to say is "This map dosent do it the same way as all the other ctf maps out there" ;)

Theres a clear thought behind this. Each side had five spawnpoints, one of them in their "flag nest". That means when you respawn theres a 20% chanse you spawn right next to the flag. If you gor fraged as a resualt of a attack on your flag, and spawn here, theres a good chanse you will be right ontop of the assulter(s).

Nexuiz players spawn with the shotgun, its secondary attack is devestating. Having everyone spawn neer the flag makes for a fleshfest, not a ctf match.

The four other spawns are on the "topside" spwing here you have aprox 1-2 secs tra that's a mixture of almost good water and frosted glassel time to resturn to base if you know how to move fast. Spawning here you alsow have the option of trying to make it to the other base and itercept the flagcarrier.

Tho the shortest path between the flags are rather short, its hard to maintain full speed all the way (this is intentional) the doorways throught the strength room forces a 4 90dgr turns, sthis slows you down a good deal. Best capture time i managed (tho im sure some freeky moover will beat that by miles) is arround 15 secs.


As you can see i put alot of thought into this map, its a direct result of what i liked and disliked abt otehr ctf maps when playing online. This is ofc experimental as its a diffrent way to do a ctf map, and may very well fail misserably. ur lets give it some playtesting before we descide its doomed ;)
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
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Postby GreEn`mArine » Sun Aug 06, 2006 5:05 pm

the map's progress is really nice!
Using the laser you can capture the flag in 12 seconds (and there are specialists that can do it even faster, I'm sure).

A issua I had/have with beta is @ the white area (close to where the flag WOULD be if it wasn't the "civil" area). there are two holes in the ground which look like a tunnel, however you will be pushed out if you try to jump in one of them. The issue I have is that, when jumping into the hole that will push you along the two corners, you will get stuck becuase there's a small cliff inside the hole of which you get out, this gives you additional damage and ruins the flow ;D

I hope you understand what I'm exactly talking about ;)

Otherwise, great job, I think I gonna put beta2 and folllowing maps on my CTF server!
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[kojn] I've been coming a bit more recently
[kojn] she took it the dirty way
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Postby tZork » Mon Aug 07, 2006 5:20 am

Tnx for the nice feedback =)

12 secs eh? not bad at all :D

Yeh, im aware of that problem with the tunnels, i noriced it a few hrs after i released the beta2 :oops: The trigger_puch's in nexuiz are a bit trixy to deal with. When i tested the map it worked, but it depends on how you enter the tunner or if you keep some movement key pressed or not while in transit, i guess. Ill have some solution to it by the next beta.

Hope to play the map on your server soon =)
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
tZork
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Posts: 1337
Joined: Tue Feb 28, 2006 6:16 pm
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Postby esteel » Thu Aug 10, 2006 6:33 am

You are right the shotgun is a powerful weapon and i like your idea of putting the defending players under pressure but that might be a bit too much. With the current spawns its more important to 'frag the defenders' instead of 'get the flag and get out of there' ;)
Also 5 spawns seems a bit low to me. Nexuiz does not have spawnfragging but how about making this 10 for each team? Either two close to each other or just adding a few more. The armor health shards in the top corners can only be reached by laserjumping. Maybe a spawnpoint there is an idea.
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Postby tChr » Thu Aug 10, 2006 12:10 pm

I've played your map qute a bit now.

and here is hat i think.. The sioze is good, its good to have a bigis map for cft, but i still think ots a little too big.. maybe multiply all ways with 0.8 or thereabouts.

The shortcut between the flag rooms is too short, it ends up ass the only way you will use in play, especially with few players. Have you considered removing it?
the spice extend life!
the spice expand conciousness!
the spice is vital to space travel!
sooooo.. tell me what you want, waht you really-really want
I will proceed directly to the intravenous injection of hard drugs, please.
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Postby tZork » Thu Aug 10, 2006 3:06 pm

More spawnpoints - perhaps. i still have only played this map one time with "real" ppl so im unsure of is it works like i tought.

Spawns on top of the "pillars" - i left that out get get ppl to wonder how to / start using laster jumps. maybe a stupid idea..

Size - " The sioze is good" but "ots a little too big".. make up you mind xD size will not change its to mutch work and i realy have no idea why you thionk its to big in the first place.

Sort capture path - hell yeh its short, itls like speed lasering through nexface. With a good defense teem the one that does that is gibs 90-99% of the time. If its the only whay ppl try to cap thats preddy stupid.. hope thay will come to thair senses ;) if they dont i guess ill have to think of somethign to fix that.
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
tZork
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Posts: 1337
Joined: Tue Feb 28, 2006 6:16 pm
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