Nexrun development

Developer discussion of experimental fixes, changes, and improvements.

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Postby Chubby » Thu Jul 23, 2009 10:34 am

Icarus wrote:crystalrun remix for nexrun: http://www.youtube.com/watch?v=HGkeLpkDFEg

needs a bit of fixing but thats wat it looks like. maybe the platforms will be purple.


this is such a huge win
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Postby FruitieX » Fri Aug 07, 2009 8:04 pm

Nexrun server is now live!

Mappers expect a little documentation on creating maps, one thing that immediately springs into mind is prefixing nexrun maps with nr_ :)

Also hopefully a movement tutorial some day in the future.
Now I got to run though, cya ;)

Edit: oh, server address is nexrun.dyndns.org:26001

Edit2: Needs 2.5.2 beta or later
Last edited by FruitieX on Sat Aug 08, 2009 2:50 am, edited 1 time in total.
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Postby Sepelio » Fri Aug 07, 2009 8:18 pm

Chubby wrote:
Icarus wrote:crystalrun remix for nexrun: http://www.youtube.com/watch?v=HGkeLpkDFEg

needs a bit of fixing but thats wat it looks like. maybe the platforms will be purple.


this is such a huge win


The lighting looks so fucking awesome.
Possibly not the worst mapper in the world.

A blog of random pish:
http://xeno.planetnexuiz.com/blog/?author=5
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Postby FruitieX » Sun Aug 09, 2009 7:26 am

Guidelines and tips for nexrun maps (required points first):
- Prefix with nr_

- Add these lines to the mapinfo:
settemp_for_type all #include physicsNexrun.cfg
settemp_for_type all #include weaponsNexrun.cfg

- For CTS maps, you need this in the mapinfo:
Code: Select all
type cts <timelimit> <difficulty>

For longer, more diverse maps that can be played for a longer time without them getting boring, 20 is a good default timelimit. For shorter maps with less diversity, you might consider timelimits like 10 or 15.
The difficulty setting is an integer between 1 and 10, where 1 is the easiest and 10 is the hardest. Find the section below for a list of "requirements" for each difficulty level.

Optional points:
-CTS style maps are preferred. That means, start line -> checkpoints -> finish line, and at the end there should be a teleporter taking you back to the exact spot of the map spawnpoint. This teleporter destination needs the "speed" "-1" key set so the player does not gain any speed advantage by first running the map once and then keep his speed onto the second lap. Of course such maps are welcome, but we wish to have more CTS styled maps on the server(s) than race ones.

- If you want to get rid of the laser:
settemp_for_type all g_start_weapon_laser 0

- GPL license really preferred, so no defrag conversions. Most defrag maps are quite broken anyway because of: 1. different playerscale, bigger players in nexuiz 2. nexrun has faster physics 3. different weapons 4. no support for slick etc etc...

- Please think of the newbies! Try to at least add some way to retry a jump if the player fails it, instead of forcing him to start all over from the start line. Teleporters are a good way of doing this, especially since you can set speed caps on them in 2.5.2 to prevent the player from gaining speed by repeatedly jumping into a teleporter (see the section below). Also, providing an easy, longer secondary way around the harder tricks will make sure that the newbies won't get stuck at the first hard jump. :) This way, players of all skill levels can enjoy your map. Example of two "bad maps" which don't do this: nr_dead and nr_tasty_vanilla :-D. They have a reason not to include alternative paths though: both are remakes and both also only consist of strafing tricks. I'll consider adding something for the newbies though, like a room explaining strafejumping or so.

How to create a finish line separated from the start line:
Create the checkpoints as you would usually in race, but add the "spawnflags" "8" key to the checkpoint which you want as the finish line. In latest netradiant svn, there's a checkbox which will do this for you ("finish").

Limiting teleporter destination speeds
In the misc_teleporter_dest entity, set "speed" to your desired maximum speed cap (in qu/s). Use "speed" "-1" to remove all speed from the player (useful for a finish line teleporter).

Difficulties
Here's a quick checklist for rating the difficulty of your map. Keep in mind they are only guidelines meant to help rating, and to keep more consistent ratings for the maps. If you have any suggestions, feel free to post them. All current nexrun maps have been rated according to this. Later on, the map voting screen will show the difficulty levels. (they are currently not used anywhere, afaik)

Code: Select all
Race/CTS map difficulties:

1   *Requires no skill to complete, basically just holding down one button or similar.
   *There is no way to fail on the map (getting lost, dying, falling down etc).
   
2   *Even a new Nexuiz player could complete this map without any problems.
   *There is no way to fail the map.
   
3   *Requires no tricks to be performed in order to finish.
   *Some traps may be present on the map, but they should be very easy to avoid.
   *Even if you fall into the trap, there should be a teleporter/jumppad/plat or similar that takes you back to a safe spot.
   *The traps should NOT kill you or get you stuck etc, unless they are VERY easy to avoid.
   
4   *A few tricks required in order to finish the map.
   *Even if you fail the tricks, they should take you back to a safe spot (unless they are VERY easy to avoid).
   *The tricks are very easy and can be performed successfully by luck most of the times.
   *There should be a (possibly slower) way around the tricks so that anyone can still complete the map by a few tries. Examples of ways to do this:
   - adding more platforms which an inexperienced player can reach without trickjumps
   - add a teleporter so that when the player falls, he'll be teleported back with enough speed to be able to complete the tricks without doing much himself (no strafejumping needed, for example). Maybe his previous try was just mistimed, so he hit the platforms at the wrong time which made him fall?
   - add a moving platform or a jumppad which will allow the player to skip the trick, possibly with a time penalty
   *Most of the map should still require no tricks to complete, however.
   
5   *Basic strafejumping/circlestrafing/weapon tricks needed on the map.
   *If you fail the tricks, something should take you back to a safe spot (unless the traps are VERY easy to avoid).
   *There is a way around the harder tricks.
   
6   *More advanced tricks needed on the map.
   *If you fail the tricks, something should take you back to a safe spot (unless the traps are VERY easy to avoid).
   *There is a way around the harder tricks.
   *Map is possibly frustrating.

7   *More advanced tricks needed, possibly throughout the map.
   *If you fail the tricks, something should take you back to a safe spot (unless the traps are VERY easy to avoid).
   *Map is possibly frustrating.
   
8   *Very hard tricks that require extremely good movement skills to complete.
   *Map is usually frustrating.

9   *Near perfect movement required to even complete the map, let alone getting a good time.
   *Map IS frustrating to comlete.
   
10   *Test99-style map which is just plain evil.
   *Map is VERY frustrating to complete.
   List of examples that are considered very evil:
   - invisible stuff that block the path (think invisible blocks from Mario Frustration)
   - invisible platforms (MOVING???) must be jumped on to finish the map
   - _EVERYTHING_ on the map consists of tricks that require extreme skills/extreme luck to complete, of course coupled with a trigger_hurt if you fail...
   - ridiculous timing required to complete the map (like, getting a series of 5 button presses correct, each timed correctly in order to build a bridge of moving platforms, which is tweaked to expire so that the room is barely doable)
   - a LOT of turrets which you are forced to pass, with an intentionally tiny chance of survival.
   etc. I'm sure you get the point :)


Strafepad distances
Feel free to copy the strafepad distances from the red level of nr_pads. I'd appreciate it though if you changed the appearance of them. Just place them on the side in the 2d view of your map, and place your pads accordingly.

Current maps can be obtained here: http://hrfdesign.com/nexrun/index.php?dir=maps%2F
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Postby Icarus » Sun Aug 09, 2009 12:59 pm

note that crystalrun is slightly broken so its not a good map to follow.
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Postby FruitieX » Thu Sep 24, 2009 6:31 pm

Nexrun CTS movie: http://www.youtube.com/watch?v=ssTkc3Hgbzo

Probably old news for some already ;)

Nexrun CTS will be "officially released" with a mappack containing all maps, plus demos on how to finish them once 2.5.2 is out. The release will also include basically the same guidelines for mappers as above, as well as information for server admins on how to set up a Nexrun server in any game mode.
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Postby Flying Steel » Fri Sep 25, 2009 12:05 am

FruitieX wrote:Nexrun CTS movie: http://www.youtube.com/watch?v=ssTkc3Hgbzo


Nicely done video. I especially liked the slow motion mid-air grenade jump part, that was epic.
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Postby toneddu2000 » Fri Sep 25, 2009 8:47 am

Really cool video
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Postby C.Brutail » Fri Sep 25, 2009 11:14 am

Wow, realy nice video!
Going to post it to planetquke ;)
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Postby Bundy » Fri Sep 25, 2009 5:48 pm

Awesome work. Thanks to all who work on this project and one more thanks to divverent for adding the cpma movement!
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