[MAP] Controlfactor-V2

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Postby Santos » Tue Oct 31, 2006 10:46 am

great map

but i think you need to do something with this infinite jumps ;)
very funny but not good for playing

Circus presents: Flying Santoses :D

Image
Last edited by Santos on Tue Oct 31, 2006 11:21 am, edited 2 times in total.
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Postby tZork » Tue Oct 31, 2006 10:59 am

My working copy of the map now solves the "infinite jumps" by overshooting the oposite jumppad.

3 mins could be expected on some machines, its a large map. 10 seems way to mutch. Loadning time did increese somwhat from the last release since its got more deitails now. I dont think theres anything i can do as a mapper to make it load mutch faster w/o cuting details or reducing size.

Tnx for the feedback, its apreciated.
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 ai » Tue Oct 31, 2006 12:57 pm

Hmm.. I have encountered a thing, don't know if it's this particular map or if the game works this way but. When shooting rockets or firing the nex straight at the teleporters on the sides they dissapear, but when firing from behind the teleporters they go through them. What causes this? It's kinda funny watching rockets dissapear when you don't have the teleporters texture on :P
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Postby tZork » Wed Nov 01, 2006 2:11 am

ai wrote:Hmm.. I have encountered a thing, don't know if it's this particular map or if the game works this way but. When shooting rockets or firing the nex straight at the teleporters on the sides they dissapear, but when firing from behind the teleporters they go through them. What causes this? It's kinda funny watching rockets dissapear when you don't have the teleporters texture on :P


Interesting. onlything diffrent from most other teleporters in the game and thise are that they use patched rather then brushes for the visible teleporter surface.
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
Location: Halfway to somwhere else

Postby tZork » Wed Nov 01, 2006 4:29 pm

New release =)

Download here:
http://zdev.dvrdns.org/nexuiz/maps/cont ... r_v2r2.pk3

Waypoints file WARNING loadtime if you use it. put it in your data/maps if you want bot support for this map.
http://zdev.dvrdns.org/nexuiz/maps/cont ... .waypoints

Changes from v2 to v2r2
* Fixed jumppad loops
* Added some cliping for smooth gameplay
* Relocated some weapons
* Added some new passages on the topside
* Supporting the locationsystem (try "say %l" ingame)
* Bot support.. somewhat working. you need the waypointfile too, se link above.
* Fixed broked txt/mapcfgfiles
Last edited by tZork on Thu Nov 02, 2006 2:30 am, edited 1 time in total.
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
Location: Halfway to somwhere else

Postby KadaverJack » Wed Nov 01, 2006 6:23 pm

tZork wrote:http://zdev.dvrdns.org/nexuiz/maps/controlfactor-v2/controldactor_v2r2.pk3

Perhaps you should choose a shorter name for your next map :P
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Postby esteel » Wed Nov 01, 2006 7:40 pm

Or just rename the map? :)
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Postby Gego » Wed Nov 01, 2006 9:37 pm

mmm...
now the map loades mush faster...
mmm i like it...
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Postby tZork » Thu Nov 02, 2006 2:30 am

KadaverJack wrote:
tZork wrote:http://zdev.dvrdns.org/nexuiz/maps/controlfactor-v2/controldactor_v2r2.pk3

Perhaps you should choose a shorter name for your next map :P


Yes, or just get someone to write those name for me :|

Acctaly i used the same pk3 as the first release, local copy. guess what - thats the place i spelled it wrong first :)

fixed.. again.

http://zdev.dvrdns.org/nexuiz/maps/cont ... r_v2r2.pk3

Gego wrote:mmm...
now the map loades mush faster...
mmm i like it...


Glad you like it, but its strange that it loads faster since i added stuff and compiled it with lightly higher settings :D
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
Location: Halfway to somwhere else

Postby tChr » Thu Nov 02, 2006 10:36 pm

at the risk of sounding like an asshole, cause you have obviously put a lot of work into this, please read the following:
http://www.catb.org/~esr/jargon/html/S/ ... ffect.html

A lots of the new stuff seems a bit over the top, and is more of a distraction than it adds to the feel of the map. imho, although there are a lot of great new stuff, the last version was better. Stuff like those rotating things on the top (the horisontal bouncers) and oem of the light work in the main halls is kinda annoying. (The latter might be my settings though.. i play after executing low.cfg and then enabling RT world lights)

as someone once said "an engineer knows that he has achieved perfection, not when there is nothing more to add, but when there is nothing more to take away" ;)
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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