Silvercity

Community reviews of maps (both official and user-made).

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silvercity rating

Good
19
41%
Bad-items
3
7%
Bad-design
23
50%
Bad-problems
1
2%
 
Total votes : 46

Postby esteel » Wed Aug 06, 2008 8:31 pm

I think LordHavoc was not sure about the map?!?
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Postby KillaGrunt » Wed Aug 06, 2008 8:32 pm

I know it is Silvercity Reloaded.
Image
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Postby fronten » Tue Sep 02, 2008 12:49 pm

i like the original Silvercity for DM with 4+ players..

for CTF it really is horrible, because if the flag carrier decides to run - run and run and run - there is no easy catch without an instant hit weapon. boring!

but otherwise: space maps rule.
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Postby [-z-] » Mon Sep 15, 2008 1:36 pm

esteel wrote:I think LordHavoc was not sure about the map?!?


I doesn't take a Nexuiz player to see the vast improvements. I hope he'll reconsider for the next release.
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Postby TVR » Fri Sep 19, 2008 11:00 pm

Xeno the Blind wrote:Remind me why reloaded is not included in the official release.


The image quality may be lacking, but I believe it is sufficient to illustrate some counter-points:


Image


Image


Image


Image
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Postby [-z-] » Fri Sep 19, 2008 11:30 pm

I think those are nitpicks and don't really agree with any of them.

I don't really understand the 2nd picture. The ramp and jump pad look like the same theme to me?
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Postby TVR » Sat Sep 20, 2008 2:09 am

[-z-] wrote:I think those are nitpicks and don't really agree with any of them.


The previous post was an unweighted list, if any comments were to be made, the contested reason must be specified.

[-z-] wrote:I don't really understand the 2nd picture. The ramp and jump pad look like the same theme to me?


They both accomplish the purpose of accessing the platform, and therefore there is unnecessary redundancy.

Unnecessary redundancy is purely stylistic, as it serves no design function.
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Postby [-z-] » Sat Sep 20, 2008 3:53 am

I for one wouldn't consider the curvey thing in the middle of the map, "an eyesore that serves little purpose". I think it makes gameplay more interesting by guiding the user to the armor, or making it more difficult to access, depending on where the player is coming from. It also makes the map unique and easily identifiable.

I don't feel like I have to defend the other images because they are what they are, nitpicks.


TVR wrote:herefore there is unnecessary redundancy.

Unnecessary redundancy is purely stylistic, as it serves no design function.


We call it choice. It adds new dimension to maps. In miniman, you can jump off the monitor into the megahealth jar or jump up the objects (phone, clock, etc.). This makes for interesting situations.
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Postby tZork » Sat Sep 20, 2008 5:16 am

Jump bender does just that. and what makes you you think its eyesore?

Yes the crack is clipped. not the side rail tho since i think its totally silly to clip things you should get stuck on if your clumsy enough to walk into.

Did you even try the jump pad in that pic? i guess not or else you would know it does something totally different then the ramp does.

yeh, that brush needs more rotation.

No it don't. it matches the theme of silvercity-reloaded.

oh end this should proly go in a new thread. this one is abt silvercity, not -reloaded. to tired to fix that right now.
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Postby TVR [Public Terminal] » Mon Sep 22, 2008 2:01 am

[-z-] wrote:I for one wouldn't consider the curvey thing in the middle of the map, "an eyesore that serves little purpose". I think it makes gameplay more interesting by guiding the user to the armor, or making it more difficult to access, depending on where the player is coming from.


There exists a similar jumppad and suspended pickup on evilspace, without a guide.

By personal preference, the contributions of that curve to map flow are insufficient to valuate the detraction from map aesthetics.

_______________________________

[-z-] wrote:I don't feel like I have to defend the other images because they are what they are, nitpicks.


A design flaw remains a design flaw, regardless of magnitude.

_______________________________


[-z-] wrote:
TVR wrote:herefore there is unnecessary redundancy.

Unnecessary redundancy is purely stylistic, as it serves no design function.


We call it choice. It adds new dimension to maps. In miniman, you can jump off the monitor into the megahealth jar or jump up the objects (phone, clock, etc.). This makes for interesting situations.


Unnecessary redundancy has no effect upon map design.

_______________________________

tZork wrote:Jump bender does just that. and what makes you you think its eyesore?


Design inconsistency, the entire map is planar in terms of direction, with that free-standing curve as the only exception

_______________________________

tZork wrote:Yes the crack is clipped. not the side rail tho since i think its totally silly to clip things you should get stuck on if your clumsy enough to walk into.


In previous versions of Nexuiz, it was indeed possible to be stuck in that crack with the same, unmodified mapfile in current circulation.

_______________________________

tZork wrote:Did you even try the jump pad in that pic? i guess not or else you would know it does something totally different then the ramp does.


At the time of those screen captures, the secondary jumppad did not function, but the intended effect, by personal preference, is equally negative on map flow.

_______________________________

tZork wrote:No it don't. it matches the theme of silvercity-reloaded.


The lamp is a product of design inconsistency, while the addition of hitscan weaponry to silvercity-reloaded does not match the other uses of the moniker 'reloaded' to describe modifications of an existing map, namely - gameplay mechanics.

_______________________________

Edit: torus spotted a double negative.
Last edited by TVR [Public Terminal] on Tue Sep 23, 2008 2:01 am, edited 1 time in total.
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