[Map] Facing Worlds 3

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[Map] Facing Worlds 3

Postby Spaceman » Fri May 23, 2008 5:53 pm

The same Facing Worlds that we all love, except I have removed five of the Nex weapons and moved the sixth to the centre of the map.

Get it here - http://www.badongo.com/file/9537301

+++Changes+++
    deleted ctf_facing_worlds_nex2.mapcfg
    renamed the contents of facing_worlds_nex3.pk3/maps/facing_worlds_nex_2.* to /facing_worlds_nex_3.*
    replaced facing_worlds_nex3.jpg with a new jpg (800 * 600 pixels, below)
    added facing_worlds_nex3.mapinfo (see below)
    added facing_worlds_nex3.ent (see below)
    removed XMLDump.xml from /models/mapobjects

+++Contents of facing_worlds_nex3.pk3/maps+++
    facing_worlds_nex3.bsp
    facing_worlds_nex3.cfg
    facing_worlds_nex3.ent
    facing_worlds_nex3.jpg
    facing_worlds_nex3.map
    facing_worlds_nex3.mapinfo
    facing_worlds_nex3.txt
    facing_worlds_nex3.waypoints

+++facing_worlds_nex3.mapinfo+++
    title Facing Worlds 3
    description One asteroid, two towers, a few Nex shots
    author C. Brutail, modified by victim
    _diameter 9397.911133
    _spawnpoints 16
    has weapons
    type ctf 300 20

+++Change to the entities+++
    the six Nex weapons have been removed and replaced by two mortars and two healths
    the mega-health in the centre of the map has been replaced by a single Nex

    {
    "classname" "weapon_grenadelauncher"
    "origin" "1560 -224 1744" - top red base
    }
    {
    "classname" "item_health25"
    "origin" "1328 -192 592" - middle red base
    }
    {
    "classname" "" - nothing
    "origin" "2624 -320 16" - behind red base
    }
    {
    "classname" "weapon_grenadelauncher"
    "origin" "-4632 -248 1744" - top blue base
    }
    {
    "classname" "" - nothing
    "origin" "-5696 -152 16" - behind blue base
    }
    {
    "classname" "item_health25"
    "origin" "-4400 -288 592" - middle blue base
    }
    {
    "classname" "weapon_nex" - centre of map
    "origin" "-1536 -240 272"
    }


Image
Last edited by Spaceman on Fri May 23, 2008 6:29 pm, edited 1 time in total.
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Postby Fisume! » Fri May 23, 2008 6:13 pm

Why are in the pk3 just 4 mp3s? o_O
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Postby Dokujisan » Fri May 23, 2008 6:18 pm

I think this is an example of where a map designer should have dialoque with the community before doing a version release....as discussed in this thread
http://forums.alientrap.local/viewtopic.php?t=3055

See, I think an adjustment to Facingworlds is good, but now you're gonna get various suggestions thrown at you and you'll end up having to make a version 4 of the map and version3 will go unused. This version that you posted should have been called a "beta" version, with different revisions for trying out different entity placements.

My feedback....
I haven't played your map yet (I'm at work at the moment) but I would have replaced at least one of the nexes with a crylink instead of a mortar. Otherwise (If i understand correctly) you have three mortars in base.

Facing worlds allows people to run across the map rather quickly and easily. The nex counters that by adding in sniping. The problem with facing worlds has always been that there are TOO MANY nexes in base and too much sniping. But without ANY nexes in base, there is very little stopping a flag carrier after they exit the enemy base with the flag. Replacing the nex wtih a mortar isn't gonna help, but perhaps a crylink or two would help balance things out a bit.
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Postby [-z-] » Fri May 23, 2008 6:32 pm

Dokujisan wrote:But without ANY nexes in base, there is very little stopping a flag carrier after they exit the enemy base with the flag..

2nd and 3rd floor. A nex in the flag room == stupid.
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Postby Spaceman » Fri May 23, 2008 6:40 pm

Fisume! wrote:Why are in the pk3 just 4 mp3s? o_O

I have absolutely no idea what those MP3s are, where they are from or why they are packed in a RAR called a PK3. I watched the upload happen, 8.1MB of data was transfered.
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Postby Dokujisan » Fri May 23, 2008 6:53 pm

[-z-] wrote:
Dokujisan wrote:But without ANY nexes in base, there is very little stopping a flag carrier after they exit the enemy base with the flag..

2nd and 3rd floor. A nex in the flag room == stupid.


I don't mean inside the flag room.

Perhaps the nex on top of the base should stay put and the ones on the second level and behind the base should be replaced with something else.
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Postby Mirio » Fri May 23, 2008 8:00 pm

no behind the base and on the roof is good.. because if an enemy grabs your flag and kills you , you usually spawn behind the base and can get the nex and get him.. ;)
well IMO this version with the nex in the middle is stupid.. :P
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Postby Dokujisan » Sat May 24, 2008 7:37 pm

ok, I just played around on this map. I think it's really bad.
The base just feels neutered.

You really should not have called it Facing Worlds 3. This doesn't qualify as a new "version" of the map.
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Postby TVR [Public Terminal] » Sun May 25, 2008 6:15 pm

The ease of sniping is the defining feature of 'Facing Worlds', as referenced to in the UT description.

If all were to have to been done was to modify entities, an .ent file could be used instead of a recompile.
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Postby Dokujisan » Sun May 25, 2008 9:50 pm

Good point, TVR.

Ok, I removed it from the Nexuiz Ninjaz map repository and from the New CTF Maps server since it's not really a new map.
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