[MAP] Facing Worlds for Nexuiz FINAL RC

Discuss anything to do with Nexuiz here.

Moderators: Nexuiz Moderators, Moderators

Is ground texture ok now?

Yeah, I can see now even invisible players!
8
62%
Nah, it suxx, work more on it >:(
1
8%
I don't care, I'm always shot down my campers anyway
4
31%
 
Total votes : 13

[MAP] Facing Worlds for Nexuiz FINAL RC

Postby C.Brutail » Thu Aug 31, 2006 9:06 pm

Yes folks, the final release is here :)

Much much bugfixes since beta1k, and geometry changed too. Reworked vis, so it should run faster in some places too.
Most notable is, that I've changed the color of the ground texture, so I think it gives now much much better visuals then used to.
The bridge is lowered, so the sliding down effect is almost gone, running up the bridge is now much more easier. Also you can see to the front of the opposite base, just like in ut99.
On community ask, I've reworked the weapon clips around the Pharaos in the bases, shots don't get blocked now, defense is easier behind them. For the little monkeys swinging around I have prepared a little suprise too ;)
The whole map got a general facelift. More detail is added to the asteroid, the 3 little floating rocks, ground is phong shaded to smooth out sharp edges. More texture use now illuminating parts, so general look in base is more catchy. But the best part are the bumpmaps. Many thanks to tZork, who made the bumpmaps for the texture set (and generally helped me throughout the designing of the map, same thanks goes to divVerent).

Bot support is on the way, tho I don't know yet how to help them to reach the flags. Maybe a playerclip to provide a ramp, or better, if the bots understand ladders, I'll make like a ladder (invisible ofc.)

So here are some shots, to make you all excited about getting the map ;)
There's a poll too, please vote, so I can start the final compile, or work on the map a little more bit :?:
The shots were made with best texture quality, deluxe mapping on, and bloom on. Bloom, becouse I wanted to show the maximum brightnes you can get out with default menu controlled effects. Note, that HDR is a bit darker then this, and wo bloom or HDR it's more darker.


General look:
Image

From Nex-Room
Image

Camp camp camp
Image

Panorama
Image

Improved visuals
Image

Bumps
Image

Bumps on Pharao
Image

The Red Tower
Image
Last edited by C.Brutail on Fri Sep 01, 2006 8:17 am, edited 1 time in total.
"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.
Image
Image
C.Brutail
Laidback mapper
 
Posts: 2357
Joined: Tue Feb 28, 2006 7:26 pm
Location: Ironforge

Postby dIM » Fri Sep 01, 2006 2:32 am

Looks great!
Thank you :D

Hopefully this will find its way to the ctf servers fast ;)
dIM
Alien
 
Posts: 160
Joined: Wed Mar 01, 2006 4:10 am
Location: DD ger

Postby GreEn`mArine » Fri Sep 01, 2006 3:38 pm

are the pharaos still blocking the shots at places where they shouldn't ?

I mean that the shots are clipped although they should go through it: SCREENSHOT
IRC quote:
[kojn] I've been coming a bit more recently
[kojn] she took it the dirty way
GreEn`mArine
Forum addon
 
Posts: 1509
Joined: Tue Feb 28, 2006 9:33 pm
Location: Germany

Postby esteel » Fri Sep 01, 2006 4:33 pm

On community ask, I've reworked the weapon clips around the Pharaos in the bases, shots don't get blocked now,

I understand the pharaos are much nicer now..
esteel
Site admin and forum addon
 
Posts: 3924
Joined: Wed Mar 01, 2006 8:27 am

Postby tZork » Sat Sep 02, 2006 8:14 pm

@[LDB]C.Brutail if you need _precise_ model shot/player clip : Give the misc_models a key of "spawnflags" with a value of "7". This breakes the models down to normal geometry and makes it clip just as if it was amde from brushes.
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
tZite Admin
 
Posts: 1337
Joined: Tue Feb 28, 2006 6:16 pm
Location: Halfway to somwhere else

Postby C.Brutail » Fri Sep 15, 2006 12:46 pm

Thx for the suggestion, I made it.

Ok folks, here's some nifty sneak-peak.

I have made a test compile, works with bots too (yup, they do realy capture the flag).

I'll make the final compile during the weekend, so if nothing goes wrong, I thin kI'll have the map out next monday. Like I said, this is a test compile, so that's why the map is so dark.

FOR SERVER ADMINS: THIS IS ONLY A TEST, VERY DULL COMPILE, SO PLEASE DON'T INCLUDE RC2 N YOUR MAP-POOL!

Link:
http://av43.uw.hu/nexuiz/maps/map-ctf_f ... ex_rc2.pk3

Happy testing ;)
"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.
Image
Image
C.Brutail
Laidback mapper
 
Posts: 2357
Joined: Tue Feb 28, 2006 7:26 pm
Location: Ironforge

Postby ai » Fri Sep 15, 2006 7:33 pm

The second last picture looks awsome! Can I copyright it? :P

http://img304.imageshack.us/my.php?imag ... 015ev6.jpg

It's very inspiring. (If spelled that way)
ai
Forum addon
 
Posts: 2131
Joined: Sun Mar 05, 2006 3:54 pm
Location: Behind you

Postby C.Brutail » Fri Sep 15, 2006 10:21 pm

Do anything you want with it. But What do you find inspiring in it? :shock:
"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.
Image
Image
C.Brutail
Laidback mapper
 
Posts: 2357
Joined: Tue Feb 28, 2006 7:26 pm
Location: Ironforge


Return to Nexuiz - General Discussion

Who is online

Users browsing this forum: No registered users and 1 guest

cron