[MAP]Facing worlds for Nexuiz - FINAL

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Postby ai » Fri Oct 20, 2006 5:03 pm

Yeah, the ground really bothers me.
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Postby C.Brutail » Fri Oct 20, 2006 9:47 pm

THIS IS THE FINAL VERSION. DOT.

Once I started a poll for the ground texture, and the final outcome was that this is good.

Sorry for those triangles on the bride, I couldn't make them better, to make the new bridge took me one whole day.

Those textures are not off, it's simply the glowmap is not a 100% triangle.

I can't improve quality of the model skin, as I downloaded them, and I'm not experienced with modelling or skinning.
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Postby Vendor » Sun Oct 22, 2006 1:24 pm

A couple of problems with the map I found:

1. Lags very badly in the middle area - frames per second drops from the normal 100-150 range down to 20-30 fps in spots, making it very hard to play.
2. Some similar drops in framerate inside the bases, making the dash for the flag frustrating!
3. The angled slopes seem too flat, although I can see that others may disagree.
4. The map should really have two seperate slopes on each side with a fair risk of falling off - currently it seems more like a fat single slope with a bit of a hole which you can just jump over.
5. The map heavily favours the blue attackers when the grappling hook is enabled due to the placement of the floating rocks - it is quite irritating as a result if you get put on the red team, knowing that you are likely to lose.
6. The colour of the ground seems a bit too bright.

These comments are offered as constructive feedback and I hope they don't come across as a whinge - I know I for one would never have the patience needed to design a map from scratch, never mind attempt to port a map that many players will have spent in excess of a thousand hours playing in UT99. I think that the previous version (not sure if it was the alpha or beta, sorry) was very close to the original UT99, and was a great deal of fun to play.
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Postby Dokujisan » Sat Oct 28, 2006 6:19 pm

I know you said this is the final version...but...
;-)

I like the map. I appreciate the visual changes, and the physical changes, like the holes in the middle are smaller and smoother, and the bridge is lowered a bit. I think it is an improvement, overall.

The thing that I don't like is that invisible "thing" underneath the island that automatically kills you and tells you to stop swinging like a monkey. I died 6 times in one game because of that, twice with the flag. I'm still not even sure where I'm allowed to grapple and where I'm not, since I can't see the thing that is killing me. :-(

On that map, there are usually so many snipers that it is difficult to find a way over to the other base. I usually travel underneath the island. It's a little slower, but the snipers won't get me.

I understand if your point was to try to keep people from doing the speed-capture technique by swinging between the two buildings through those holes. However, couldn't you build something VISIBLE? If you put a simple wall (underneath) between the two holes, that would serve the purpose without being a mystery death obstacle :-)

Or, you could make that mystery death obstacle visible and neon green or make it out of lava...so people would know not to touch it.

That's my feedback. :-)

Now I'm going to go do some testing, like swinging underneath the island a bunch to find out where I can grapple and where I can't.
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Postby leileilol » Sat Oct 28, 2006 11:56 pm

but then the map won't look like it's floating in space :\
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Postby :) » Sun Oct 29, 2006 1:45 am

The hook spoils CTF.
:)
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Postby Dokujisan » Sun Oct 29, 2006 2:03 am

If the grappling hook spoils CTF, then why is Herforst the most popular CTF server?

I think it's pretty fun to grapple in CTF, but the map needs to be designed properly. It doesn't work on all maps.
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Postby :) » Sun Oct 29, 2006 2:39 am

The hook is bad for the following reasons:

Maps are not designed for the hook, as stated in the above post, so the hook is exploiting the map, for example Eggs&Bacon allows players to go directly from the spawns to the enemy flag, and Facing Worlds lets players sneak around the sides of the map with the hook, or otherwise go places the mapper did not intend.

The hook restricts paths of movement to simple lines and arcs. Using the hook shows everyone where you are and where you are going, which increases your vulnerability. This is solved by setting the hook to pull at ludicrous speeds. Real strategy involves combinations of jumping, crouching, strafing, laserjumping, and combinations of those. Play CaptureCity without the hook, it is a lot of fun.

A fast hook will accelerate players to speeds which make them invulnerable. The common strategy for Eggs&Bacon for both teams to get the flag, then each flag-bearer will hook around the room until the other dies and he can complete the capture. One of the primary weapons of an attacker is his speed, so giving an attacker ridiculously high speed gives them an unfair advantage against defenders, which in turn discourages defending and degrades the game from strategic teamplay to everyone attacks.

Dokujisan wrote:why is Herforst the most popular CTF server?


Like cocaine, the hook is a fun thing to do.
:)
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Postby tZork » Mon Oct 30, 2006 2:08 am

Daves post summs up how i feel abt having the hook always turend on.

If the hook requierd some ammo to use it it would be another matter imo.
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Postby Dokujisan » Mon Oct 30, 2006 5:47 am

ooooh, now that is an interesting idea. That would certainly make people selective about how they use the grapple.

Which ammo would it take? The energy cells?
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