[Map] Treasure Island Version 1

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[Map] Treasure Island Version 1

Postby sev » Mon Jun 23, 2008 3:53 pm

Thanks again to everyone who beta-tested this map and gave me helpful and/or positive tips and comments.
After working on it for quite a while, I am glad to finally being able to upload

Treasure Island Version 1 :D

I release the included map, models and textures under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or any later version. See the included treasureisland.txt file for further information.

The files:
UPDATE: Get the latest version here

Details:
Map Title: Treasure Island
BSP Name: treasureisland_v1r1.bsp
Version: 1.1

Please note: You should remove previous beta versions of Treasure Island from the /data/ (or /dlcache/) folder before playing this version.

Screenshots:
ImageImageImage
ImageImageImage

The changes since Beta 4:
- I scaled it by 1.25.
- I changed some parts to prepare the map for the scaling.
- I removed the clips on the roofs and put a trigger hurt field with a damage of 10/second there instead.
- I put in clips to even out issues with the auto-clipping of the rocks.
- I changed some of the textures, and some texturing of the rocks.

I am now concentrating on my next map, but it will probably take a while until I can upload a beta version, as I have lots of other things to do. :?
Until then, enjoy your trip to Treasure Island...
Last edited by sev on Thu Apr 29, 2010 6:49 pm, edited 10 times in total.
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Re: [Map] Treasure Island Version 1.0

Postby [-z-] » Mon Jun 23, 2008 4:14 pm

sev wrote:I removed the clips on the roofs and put a trigger hurt field with a damage of 10/second there instead.

Thanks, this is a very fun map, it has good flow and those things were ruining for me. This is a much better solution.
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Postby Dokujisan » Mon Jun 23, 2008 4:30 pm

PLEASE NOTE: You should remove previous beta versions of Treasure Island from the /data/ (or /dlcache/) folder before playing this version.


This is the main reason to use versioning with the bsp files as well as the pk3, so you don't require people to delete old versions from their cache. I've had some people playing this map on my DM server this week. I can't ask them to delete it from their dlcache now.

Anyway, I love this map and I can't wait to try out the final 1.0 version of it. :-)
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Postby torus » Mon Jun 23, 2008 4:36 pm

Spectacular work- I absolutely love it, and can't wait to play some DM games on it. Scaling it really did the trick.

If you ever do another revision, I have 2 things to suggest (only cosmetic things, really).

1) I would love to see the water aspect of it expanded- so the map would have an underwater section as well.

2) The models for the shark might be improved a bit :)

Anyway, I'm very excited for your next map! Awesome job.
Last edited by torus on Mon Jun 23, 2008 6:51 pm, edited 1 time in total.
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Postby sev » Mon Jun 23, 2008 4:42 pm

Dokujisan wrote:
PLEASE NOTE: You should remove previous beta versions of Treasure Island from the /data/ (or /dlcache/) folder before playing this version.


This is the main reason to use versioning with the bsp files as well as the pk3, so you don't require people to delete old versions from their cache. I've had some people playing this map on my DM server this week. I can't ask them to delete it from their dlcache now.


I mainly wrote this because of the problem Fisume! reported in the beta 4 thread, the problem is the beta 3 version (which was my very first uploaded mappack), testing with the beta 4 and 1.0 version both in the /data/ folder did not cause any problems.

I am sorry if I caused any inconvenience, I messed it up a bit with the naming of the files/versions. I certainly will not make that mistake again.
Last edited by sev on Mon Jun 23, 2008 6:16 pm, edited 1 time in total.
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Postby Dokujisan » Mon Jun 23, 2008 6:11 pm

torus wrote:If you ever do another revision, I have 3 things to suggest

1) ...

2) ...



o_O
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Postby torus » Mon Jun 23, 2008 6:51 pm

Epic fail. I had 3 things in mind, but I decided not to mention the 3rd -_-.
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Postby sev » Mon Jun 23, 2008 8:38 pm

As I said, I messed up with the file names, sorry again.

After reading the "Map pk3 layout and information about .mapinfo" thread again, I realised that there will be a problem with the automatic download of v1 if the beta4 is in the cache (same bsp name). So I uploaded a new version: v1r1. This is with the same files as v1, just renamed.

I think this is the best solution because it sets things right, and the worst case now is a new download, and not a compatibility problem between v1 and beta4 because they do not have the same scale, as before.
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Postby ScottS » Tue Jun 24, 2008 4:18 pm

Hey Sev I like your map, just one issue, There's some invisible points in your skybox that the grapple hook can latch onto,they seem like they are randomly scattered about

Any chance you will get a sloshing sound for when the player is walking in the water? It sounds odd having hard footsteps on water.

Anyway great map, keep up the good work :)
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Postby sev » Tue Jun 24, 2008 5:26 pm

ScottS wrote:There's some invisible points in your skybox that the grapple hook can latch onto,they seem like they are randomly scattered about


I know this problem, but I do not know why the hook can latch onto the sky shader at some places and not at others, because there is 1 brush with the sky shader on and nothing else, and the shader has the surfaceparm noimpact. However, I stopped worrying about that and leave it to the server admins to allow the hook or not, because if allowed, there will always be places to hang with the hook where it was not intended, and there will be players who search for them.
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