lolctf_v1r14

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

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Problems?

No, It's all good.
5
45%
Bad - Items
0
No votes
Bad - Design
2
18%
Bad - Problems
0
No votes
Bad - Preformance
2
18%
Bad - Gameplay
2
18%
 
Total votes : 11

lolctf_v1r14

Postby Moo » Thu Aug 06, 2009 11:09 pm

Yes, I know 14 revisions is a lot, but when you try to get every detail right....:P. It's a CTF map I've been working on for the past few weeks. I know the name is lame for what the map looks like, but I'm thinking of changing the name.

Screenshots:
ImageImageImageImageImage

Download:
http://mookow.nexuizninjaz.com/Maps/lolctf_v1r14.pk3
Thanks for taking your time to comment thoroughly.

--Moo
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Postby Ozomahtli » Fri Aug 07, 2009 7:44 am

all good I can get pretty good speed on it :p
Image
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Postby Sepelio » Fri Aug 07, 2009 2:43 pm

The RT lights are dropping my frames <30 in some areas for some reason. Probably the combination of those + water + many brushes.

In general I'm not a fan of tunnels either, but other than that the map is nicely put together.
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 Moo » Fri Aug 07, 2009 9:55 pm

Yeah, they'll drop you down Sepelio. My 9800GT can barely handle them.... ^.^. If you want, I can remove most of them.....

I don't see how the game play is bad, so whoever voted bad gameplay....please tell how it's bad.....


--Moo

EDIT: Sepelio, the Quake engine is designed to work well with small tunnels, not outside areas...I'm sure DP has modified it to be less processor-heavy, but I still like tunnels better :P
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Postby Sepelio » Fri Aug 07, 2009 10:37 pm

I'm running a 9800gt as well funnily enough heh.
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 C.Brutail » Sat Aug 08, 2009 4:40 am

Here too :P
"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.
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Postby Moo » Sat Aug 08, 2009 5:48 am

Ok....so back on the topic of the map...I spent an hour today making all of the lights (and more) detail brushes (should have done that in the beginning....d'oh). So, I expect the compile time to be a bit faster, and I'm unsure if it will give an FPS raise......

Also, what else needs to be changed guys!???!!! Help!!!!! HALP!

--Moo
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Postby FruitieX » Sat Aug 08, 2009 5:52 am

Moo wrote:Also, what else needs to be changed guys!???!!! Help!!!!! HALP!


Revision number. AFAIK you should not use revision numbers >= 10. (Especially for the first public release?!) Don't bump the number up in between compiles locally or whatever, you only need to bump it when the map version is incompatible with the previous one so that clients know they have to fetch a new version.
Last edited by FruitieX on Sat Aug 08, 2009 5:57 am, edited 1 time in total.
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Postby Moo » Sat Aug 08, 2009 5:55 am

Nah FruitieX, I disagree with that, because if I go to a new version number, I think the map should be completely revised....based on the original style or original layout, but completely different everywhere else. So I think keeping the revision number higher and higher until it actually does get completely remade is fine...Also, remember lolctf is not going to be the actual name of this map...it's just more of a working name. Once I find a good name, that's what it'll be called, with no extra version or revision tags.
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Postby Lee_Stricklin » Sat Aug 08, 2009 10:20 am

Sepelio wrote:I'm running a 9800gt as well funnily enough heh.


9800GTX 256 bit with 1GB of memory.
I have left this website with the rest of the GPL Nexuiz community. You can find us at Xonotic.org
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