[MAP] x2: Woden's Pit + Theta v1r2

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[MAP] x2: Woden's Pit + Theta v1r2

Postby Clueless Newbie » Tue Oct 28, 2008 9:42 pm

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Big CTF / DOM / KH map. Nab it here:

http://gethome.no/clund/nexuiz/WodensPit.pk3

Also, many thanks to RONAN for recompiling Theta for me. Theta v1r1 had lots of ugly splotches on the walls. Theta v1r2 is entirely Ronan's work. Download here:

http://gethome.no/clund/nexuiz/Theta_v1r2.pk3
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Postby [-z-] » Tue Oct 28, 2008 11:26 pm

I like woden's pit, you've built a really nice environment. The skybox is nice.
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Postby Rad Ished » Tue Oct 28, 2008 11:47 pm

maaaaaaaaaaaaaaaaaaaaaaaaaaaan,
I'm like omgwtfbbq
OOOMMMGGGWTFFFFBBQ!&*^$#*!$@#%*$!*&%#@$!*%
this map is really really nice.
thanks newb
, time for a name change ay?
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Postby Alien » Tue Oct 28, 2008 11:53 pm

You and sev are having a secret competition or what? What does the winner get? :)
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Postby torus » Wed Oct 29, 2008 12:59 am

GIVE THIS MAN A MEDAL, PLEASE

This map (Woden) is a masterwork- absolutely superb. The sheer craftsmanship and attention to detail is astounding, and you have captured the essence of the scene beautifully. From an architectural standpoint, it's pretty gorgeous. Also, the framerate is good, even with eye candy!

What can be improved? Not much, but there are a few minor things. Add these and it will be, in my eyes, perfect. :

• Dotproduct2 terrain blending! It would benefit enormously, and it's very easy to add. If you need any help adding it, just ask. For example, the terrain (while awesome) would be even better if you made it blend with a sort of glossy 'ice' texture (since it is sort of Norse-themed).

• In the actual buildings, how about adding some torches, free-standing or otherwise? Right now, it is lit, but there is no visible source of light. Pure eye candy, but it would enhance the realism already present in the map.

• This one isn't very important, but maybe you would consider adding a white fog. I know everyone turns it off, but fog might be appropriate here :)


http://torus.mkzelda.net/icetextures/

Here's an ice texture I made a while back, if you decide to include that (though any dotproduct would be great).

Also, if you add dotproduct blending to things like the terrain, rocks, and roofs, it will make the repetition less obvious.
Last edited by torus on Wed Oct 29, 2008 2:33 am, edited 1 time in total.
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Postby [-z-] » Wed Oct 29, 2008 1:55 am

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Postby Clueless Newbie » Wed Oct 29, 2008 9:35 am

Alien wrote:You and sev are having a secret competition or what? What does the winner get? :)

A free copy of Nexuiz.. ;)
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Postby Clueless Newbie » Wed Oct 29, 2008 9:44 am

torus wrote:GIVE THIS MAN A MEDAL, PLEASE

This map (Woden) is a masterwork- absolutely superb. The sheer craftsmanship and attention to detail is astounding, and you have captured the essence of the scene beautifully. From an architectural standpoint, it's pretty gorgeous. Also, the framerate is good, even with eye candy!

Um.. thanks. 8)
What can be improved? Not much, but there are a few minor things. Add these and it will be, in my eyes, perfect. :

• Dotproduct2 terrain blending! It would benefit enormously, and it's very easy to add. If you need any help adding it, just ask. For example, the terrain (while awesome) would be even better if you made it blend with a sort of glossy 'ice' texture (since it is sort of Norse-themed).

I thought about using terrain blending, but I was under the impression that it wouldn't work with meshes — which is how the terrain was made. (I wanted to use .ases for that too, but the holes …)
BTW: If I had used terrain blending, I wouldn't used ice, but dirt for a path between the buildings and the flag and a barren rock texture for the top of the hill.
Also, a step-by-step howto for terrain blending would be nice. I tried following the the tutorial that already is online, but it got me nowhere. :(
• In the actual buildings, how about adding some torches, free-standing or otherwise? Right now, it is lit, but there is no visible source of light. Pure eye candy, but it would enhance the realism already present in the map.

I wanted to do that too, but then there was the problem of animated flames — that look real. Another option I considered was to put in a generator and lamps in both longhouses. In the end I decided to just stick with simplicity.
• This one isn't very important, but maybe you would consider adding a white fog. I know everyone turns it off, but fog might be appropriate here :)

Also something I considered. But wouldn't that obscure the skybox?
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Postby sev » Wed Oct 29, 2008 11:24 am

I love it!
Especially the outer hallways at the edge of the cliffs, and all the special sceneries you can find when exploring the map :D
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Postby torus » Wed Oct 29, 2008 3:57 pm

Clueless Newbie wrote:BTW: If I had used terrain blending, I wouldn't used ice, but dirt for a path between the buildings and the flag and a barren rock texture for the top of the hill.


First off, terrain blending works for anything, can be a brush or a model. However, dotproduct2 can only handle the blending of 2 textures. Basically, anything at an angle greater than a value you define (in the shader) is shaded one texture, anything less is shaded the other texture. Then you can define the degree of blending.

It's really quite simple, you should take a look at the shader of a map that uses it (arboria, for example), and then just change the texture paths and angle value.

I wanted to do that too, but then there was the problem of animated flames — that look real. Another option I considered was to put in a generator and lamps in both longhouses. In the end I decided to just stick with simplicity.


A particle generator would probably be best, but I don't know how to do that (morphed does).

I can provide images for a fire image sequence, if you want to do an animated fire. I think it would be really cool.

Also something I considered. But wouldn't that obscure the skybox?


Nope! That was fixed, it no longer blocks out the sky.
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