[Map] reservoir_r4 (ctf)

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Postby Ronan » Sat Mar 31, 2007 1:01 am

Some matches already happen on Rbi (thanks div0), the gameplay seem ok, it's possible to score and reach 300 points in 20 minutes. There are still some bugs to correct : for example in the flagroom, but I don't understand where there are come from.

Urmel... wrote:uuuh, another one more CTF-only map :(


I don't think this map can be adapted to a good DM map, sorry...

tZork wrote:Visually it needs some more detail, some bigger textures on those large surfaces - small textures with lots of contrast rarely looks good ove a large continius surface. And like ppl said the light is in need of some more dynamic.

esteel wrote: But that this map needs reworked textures should be clear

I tested several things, but it's difficult for me to find the good combination and the style. So If anyone have good ideas i will be happy :)

esteel wrote: But maybe you should add something along the right and left upper paths. Also the ladder to the strength powerup is hardly visible. Maybe think about putting a shield powerup instead of the 100 health.(...)Oh the items on the pipes in the water are not really good enough to make me laser jump back and forth, maybe exchange them with something worth the effort to get there


In fact the ladder is hardly visible because it's only here for unskilled player who can't laserjump to the roof.
The 100 health can be usefull for the one carrying enemies flag. For attacking there is armor in water which deep should be reduced. For the pipes, I add them for the one who is carrying enemies flag and is in danger, but I'm agree, they don't seem to be useful so far.
And to add more items, more matches are needed to identify what is missing or redundant.

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Postby esteel » Sat Mar 31, 2007 2:34 am

div0 wrote something regarding that bug:
found it
and now I also know what the bug is :P
trigger boxes are BOUNDING boxes of the entities...
and the ladders to the roof are both the same entity
that must be the bug
that is caused by a GtkRadiant `feature` than when duplicating a brush entity, you duplicate the brushes and it stays one entity
to really duplicate, you need to copy and paste


You should also add playerclips to the pipes in the water, would make walking on the much easier. Maybe a armor and 50 health plus a jumppad would make the pipes worthwhile. Otherwise i like the map and item layout.
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Postby cortez » Sat Mar 31, 2007 12:44 pm

Ronan wrote:
Urmel... wrote:uuuh, another one more CTF-only map :(


I don't think this map can be adapted to a good DM map, sorry...



Dont be worry about it he never played CTF

the map is good but need some more details
Aneurysm 4 the win !!!!! :D
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Postby Ronan » Sat Mar 31, 2007 6:54 pm

Reservoir-nex-b2
* jumppad on pipes
* new ladders
* some brush reorganized, not visible but few fps should be win
* some bug fixes

Download : not available anymore

Next step should be the looking aspect
Last edited by Ronan on Fri May 23, 2008 5:56 pm, edited 2 times in total.
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Postby divVerent » Sat Mar 31, 2007 7:17 pm

As for the ladder issue... all triggers have this property: what counts for their volume is just their bounding box. The actual brushes do not matter. Example:

Image

The jumppad brushes were actually clipped triangle-shaped slices on the jumppads. When I made the map, I did not know about this issue either.

Hope this screenshot helps.
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 esteel » Sat Mar 31, 2007 7:26 pm

Ahh at least now the ladders no longer interfere with the flagroom and that should make it much more fun already!
Maybe you should turn the jumppads around so they face 'in the right direction' aka away from the wall. The way they currently look make them seem to throw you towards the upper walkway but not the base. Not to mention textures :).
The new ladders are fine. Basicly you are faster with the laser on ALL ladders but nevertheless you can clearly see the ladders in other maps. Its also a clue to look up there. If i had not noticed that ladders i might not have looked up there and then i would have complained about the lag of a quad damage :). You might be right the ladder is not worth using but its a important visual guide.
It would also be nice if you could color the doors.. http://esteel.planetnexuiz.de/nexuiz/sc ... 000917.jpg unless you know the layout you have no idea if that door leads to the red or blue nexgun.
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Postby Ronan » Sat Mar 31, 2007 8:47 pm

Div0, I think the error happened when I applied the func_ladder, I have one brushes already selected but haven't seen it. So after I have duplicated the error.

Esteel, when i made the jumppads I was actually thinking to a motocross propelled in the air, but you're right, they aren't build in standard way for a FPS. Your remarks are noted.
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Postby C.Brutail » Mon Apr 02, 2007 8:54 am

I've tried out a map, and a few suggestions:
-the map, like others said, needs some more eye-candy and reworked lightning. This map has lots of free space, large walls. What about making some pedestials on the walls, and put hp, ammo, or other neat stuff there?
-what about adding some more pipes? The map is somehwat "empty", adding more pipes could add more to the athmosphere.
-I tried to grapple around the map, and all I can say, the map is very grapple friendly, but without ruining the actual gameplay. More "grapple targets"' where you could attach yourself would be neat too
-I've found a bug, light's are not correctly attached to the walls:

Image

-This is in the centre area,either red and blue has the bug.

Keep up the nice work, this is gonna be a realy fun map!
"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.
Image
Image
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Postby Ronan » Tue Apr 03, 2007 5:29 pm

Thanks for the review, your suggestions and the lights bug. This week I should have time to work on it.
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Postby esteel » Tue Apr 03, 2007 7:13 pm

I added some text about this map to my ctf guide/ctf map guide: http://forums.alientrap.local/viewtopic.php?t=849

Basically i think the 100health (and the armors) down in the middle of the map do not attract my. I'd rather time my own quad, grap the armor next to it and attack. Well i already told you i'd experiment with replacing it with something more powerful. Maybe the others can comment on this too. I just love maps were you can fight for a powerful item but you should not just follow my ideas :).
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