[MAP]Facing worlds for Nexuiz - FINAL

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[MAP]Facing worlds for Nexuiz - FINAL

Postby C.Brutail » Thu Oct 19, 2006 1:36 pm

YEEEHAAA! THE FINAL VERSION IS OUT! GET IT WHILE IT'S HOT!

Facing Worlds for Nexuiz (thx to div0 for the mirror)

You could see the first images of this map on Sun Apr 02, 2006 at 1:16 pm. it's now 7 months later, but the map is finally finished.
Info about the map:

------------------------
Facing worlds for Nexuiz
------------------------

The famous Facing worlds CTF map from UT'99 for Nexuiz.
Note, this is not an exact 100% remake!

Author:
-------
RUSZKAI "C.Brutail" Ákos
http://av43.uw.hu
erakionv43@gmail.com

Additional media:
-----------------
Egyptsoc texture set: Simon "Sock" O'Callaghan
http://www.planetquake.com/simland
Photorealistic ground: berneyboy
berneyboy@hotmail.com
http://berneyboy.nav.to/
http://www.planetquake.com/wtf-q3a/
http://www.planetquake.com/berneyboy/
Egyptian model pack: Todd Gantzler
Pharao model: GIJoe
Original lens flare model: Kirk Barnes

Special thanks:
---------------
Kirk Barnes who kindly allowed me to release his model under the terms of the GPL,
SoH|Tony and MicroSofty from #counterstrike.de @ irc.quakenet.org
who tried to helped me to find GIJoe, who gave me permission to release the Pharao model under the GPL too.:)

Another special thx goes to m0rfar, divVerent (aka div0), and tZork who helped me
beta-testing the map.
Thx goes to tZork for helping me compiling the map :)

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Special Location system
------------------------
Thx goes to divVerent again for developing the location system for Nexuiz.

To use the location system, simply bind a key to:

bind your_key_goes_here "say_team I'm at %l"

Only the %l is realy important. After tapping "your_key", it will print out your location on the map.

---------------------------
Notes about modified media:
---------------------------
I had to modify the following models and textures for CTF use:
models: pharao model, ---> pharao_red md3 and head_red.jpg
textures: textures\egyptsoc_trim\v128-03d_r.tga
textures\egyptsoc_wall\stone06b_r.tga
textures\egyptsoc_trimd\v064-01dr.tga





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Programs used:
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GTK Radiant 1.4
GIMP 2.2.10
modeltool (http://icculus.org/twilight/darkplaces/ ... 9beta1.zip)


-------
Greetz:
-------
All the ppl of the Nexuiz community, and the members of the former LaidBack clan!


Release notes:
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You're free to use and modify the geometry of the map, but please give me a credit then :) (released under GPL)
You're free to use and modify the eons skybox of the map, but please give me a credit then :) (released under GPL)
You're free to use and modify "lens flare" and "pharao" model, as they are released under the terms of the GPL.


Happy capturing and fragging!

Be sure to check out the Noobmaps and Project: Alaris too!

Noobmaps:
http://games43.se/forums/index.php?c=7

Project Alaris:
http://projectalaris.org/

--------------
Release notes:
--------------


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).
Full botsupport.

Those who try to re-edit the map, I've included the source map file. I've used the following switches for the final compile:

For meta: -v -meta -samplesize 4
For vis: -vis -saveprt
For light: -light -samples 3 -bounce 4

The bsp part took 11 seconds, vis took 2522 seconds (42 minutes), light phase took 323224 seconds (yes, that's more then 89 hours, a total of almost 4 days) on my config:

CPU: Intel Celeron 3.06 Ghz
Ram: 512 DDR2 533
GPU: Gigabyte Geforce 7300 GS

I hope this is the final, very bug free version.
Happy fragging and capturing on my map!

GL & HF
"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.
Image
Image
C.Brutail
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Location: Ironforge

Postby divVerent » Thu Oct 19, 2006 3:25 pm

Code: Select all
[16:54:40] <hectorNex> <Die> allways lagging by corssing the middle
[16:56:07] <hectorNex> <Die> :-( laaaggg
[16:56:58] <hectorNex> <Die> lag...


However, for me it runs fast - in the middle too. You added more detail?
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby GreEn`mArine » Thu Oct 19, 2006 4:26 pm

I like the map, really, but you might be bothered about what I get in my console when starting the map ^^ . As div0 said this is neither your fault nor of any harm, but I just wanted to mention it :D

Log
IRC quote:
[kojn] I've been coming a bit more recently
[kojn] she took it the dirty way
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Postby C.Brutail » Thu Oct 19, 2006 9:12 pm

Even without reading the log, I know what you mean: that is coused by making the Pharao models fully clipped by settings "spawflags 7" on it. Makes no sense, You can ignore it.

@ divVerent: of course I've added more detail, but shouldn't lag for him. Neither lags for me.
"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.
Image
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C.Brutail
Laidback mapper
 
Posts: 2357
Joined: Tue Feb 28, 2006 7:26 pm
Location: Ironforge

Postby tZork » Thu Oct 19, 2006 10:11 pm

with the hints in the base rooms it proly dr<aws less polies at times even if theres more geometrical deitail.

Good work C.Brutail
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 Dokujisan » Thu Oct 19, 2006 10:49 pm

89 hours to compile? wow.
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Postby Dokujisan » Thu Oct 19, 2006 11:03 pm

Anyone care to share it on a server that doesn't use a nonstandard port? (behind a work firewall here) :-)
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Postby :) » Thu Oct 19, 2006 11:50 pm

:)
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Postby divVerent » Fri Oct 20, 2006 6:42 am

Just added a firewall rule to make the server available on port 80 too:

iptables -t nat -I PREROUTING 1 -p tcp --dport 80 -j REDIRECT --to-ports 7780
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby upQuark » Fri Oct 20, 2006 3:24 pm

Great work! This is one of my favorite maps from UT2004. (Haven't played the UT99 version). It's good to see this map ported to Nexuiz. It does, however, have some minor issues that can easily be fixed in the final version. Maybe there should be a bugfix release?

First of all, when I shoot the little rocks floating around at the edge of the map, the bullet hole/explosion mark textures flicker.

The interior of the towers looks great, especially the hieroglyphs when deluxemapping and offsetmapping are enabled. The ground, however, looks awful. The color is unnatural and it looks like it's glowing when bloom is enabled. (See the image below)

Image

A few seams are showing (you have to enlarge the thumbnail below to see them):

Image

One of the textures inside looks like it's out of place:

Image

And the texture of the statues on the roof really needs improvement. Looks like a texture from Quake 1 or something.

Image

I think this map should be in the game (once these little problems are solved)!
"I enjoy working with people." - HAL 9000
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