[Map][Beta] Old Factory Beta 1

Moderators: Nexuiz Moderators, Moderators

[Map][Beta] Old Factory Beta 1

Postby sev » Tue Jan 13, 2009 6:06 pm

Old Factory Beta 1

This time I tried to build a nice little DM map. ;)
As always, any helpful or positive feedback is much appreciated.

To do list

The things I will further work on:
  • Some more details (newspapers on the floors, for example)
  • More and dirtier textures
  • Bump and gloss maps
  • Shaders and/or turrets (steam for example, but only if I can keep the performance stable)
  • Experimenting with external lightmaps and trying to create more distinct shadows
  • Optimised hints/vis
  • Secret room ;)
Screenshots

ImageImage

Download


UPDATE: Get the latest version here

Licensing

This is mainly adressed at the people who are in charge.
I intend this map project to be completely and without any doubt GPL.
For the textures, I only use one "external" source of raw photographs, namely the

The Blender texture disc
http://www.tellim.com/texture_cd/
Quote: "The Blender Foundation has now decided to open up this content entirely
as public domain. We wish you a lot of fun with the collection!"

I consider this source genuine and trustworthy, but would like to know your opinion.
Last edited by sev on Thu Apr 29, 2010 6:57 pm, edited 3 times in total.
sev
Alien
 
Posts: 248
Joined: Sat Mar 29, 2008 3:03 pm
Location: Switzerland

Postby [-z-] » Tue Jan 13, 2009 7:02 pm

Really cool map. I like the style you went for on this one.

Two things I noticed while hopping around:

The skybox, I don't feel like it fits. Being a desert, I'm not sure if this was even intentional or just a place holder but for me, it's an immersion breaker.

The nex placement. I think it should be harder to get, being in the center of the floor near a spawn point, I think may result in a nex spamfest.


Otherwise looking very good :)
[-z-]
Site Admin and Nexuiz Ninja
 
Posts: 1794
Joined: Mon Nov 13, 2006 12:20 am
Location: Florida

new map old factory

Postby fabz0r » Wed Jan 14, 2009 1:54 pm

looking very good!
fabz0r
Advanced member
 
Posts: 66
Joined: Fri Aug 15, 2008 1:03 am
Location: Australia

Postby Fisume! » Wed Jan 14, 2009 1:59 pm

Very nice layout. The skybox fits the map in my eyes. It could be an old factory in the waste. Oh, and please dont add turrets :)
Fisume!
Alien trapper
 
Posts: 467
Joined: Sun Jan 27, 2008 8:55 am
Location: Saarbruecken, Germany

Postby torus » Sun Jan 18, 2009 8:46 pm

Wow, for some reason this slipped under the radar of my post readings.

Overall, it's VERY well crafted. Lots of attention to detail, and that really gives it a distinct atmosphere.

At this point, I don't have any real criticism, although I should point out that the alpha channels on some of the floor grates aren't working.

All the stuff you mentioned sounds great, I would love to see some steam :D

Really the MAIN thing I think that would make this map feel like a 'complete' environment is:

• please, please make it bigger. It's quite detailed right now, but really small. I would LOVE to see some more rooms, more outdoor areas.

And of course everything you mentioned in your OP.

Keep up the great work! Enough maps of this caliber, and we will soon bring Nexuiz up to par at least with the last generation of games :D


EDIT- There is another thing- PLEASE fix the stairs. They are utterly broken right now, you climb up them painfully slowly.
Image
torus
Forum addon
 
Posts: 1341
Joined: Sun Dec 24, 2006 6:59 am
Location: USA

Postby Ronan » Sun Jan 18, 2009 9:44 pm

The map already have the good size for a dm map, if you make it larger people wont play it often, that was the main treasure island problem I think.
Otherwise it's already more detailed than most nexuiz map, so what you can add is only bonus. Maybe you can try to play with r_editlights to add some realtime lighting, the map is performing well for the moment.
Anyway nice work so far. :)
Ronan
Alien trapper
 
Posts: 292
Joined: Tue Mar 20, 2007 10:25 pm
Location: France

Postby torus » Sun Jan 18, 2009 9:54 pm

Good size for DM, yes- but DM is far less played than CTF. He should make a larger, more complex CTF version :D
Image
torus
Forum addon
 
Posts: 1341
Joined: Sun Dec 24, 2006 6:59 am
Location: USA

Postby [-z-] » Sun Jan 18, 2009 10:11 pm

torus wrote:EDIT- There is another thing- PLEASE fix the stairs. They are utterly broken right now, you climb up them painfully slowly.


jump up them...
[-z-]
Site Admin and Nexuiz Ninja
 
Posts: 1794
Joined: Mon Nov 13, 2006 12:20 am
Location: Florida

Postby torus » Sun Jan 18, 2009 10:39 pm

I shouldn't have to. A mapper can make stairs that can be run up, as well as jumped up. It all depends on the size of the gap between the stairs. Here, I'll be Sev just made a ramp over the stairs, which is really annoying.
Image
torus
Forum addon
 
Posts: 1341
Joined: Sun Dec 24, 2006 6:59 am
Location: USA

Postby sev » Mon Jan 19, 2009 9:02 am

torus wrote:I shouldn't have to. A mapper can make stairs that can be run up, as well as jumped up. It all depends on the size of the gap between the stairs. Here, I'll be(t ?) Sev just made a ramp over the stairs, which is really annoying.


Yes, that's exactly what I did. :P

The reason is quite simple. Walking up normal stairs may be faster, but it is VERY bumpy, and almost impossible to bunny-hop them (try that in soylent for example). At least for "normal" players like me.
Also, putting in more steps to get it less steep would make it look very strange (I tried that already).

In addition, making the stairs non-solid and putting a simple ramp over them is part of my optimisation method.
(Have a look at the map with r_showcollisionbrushes 0.5) :wink:
sev
Alien
 
Posts: 248
Joined: Sat Mar 29, 2008 3:03 pm
Location: Switzerland

Next

Return to Nexuiz - Map Releases

Who is online

Users browsing this forum: No registered users and 1 guest

cron