[Map] Treasure Island Version 2

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Postby Strahlemann » Wed May 06, 2009 11:36 am

Very nice map. I love the atmosphere and the unique visuals. Haven't played it against others but the layout looks like fun. Dunno about the trigger_hurt on the roofs, but i guess it's the best alternative to prevent camping up there.
bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
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Postby ai » Wed May 06, 2009 11:49 am

2 things:

1. Are you supposed to be able to get out of the map at the location specified on the images? There's a whole big area where you can fall off from.

ImageImageImage

2. I would like it if you were able to shoot through these windows that are cracked. I mean it looks like you can and it fooled me at first thinking I could, so I jumped up on the window and shot... poof and I flew backwards. :P
You don't necessarily have to be able to get in and out through these windows (although that would be cool if you could) but at least shoot through them.

Image

Other than that is a nice map. I see the point with trigger hurt on the rooftops and I support it.
On another not, I took a ride on the shark. :) Was fun.
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Postby Fisume! » Wed May 06, 2009 1:07 pm

ai wrote:I took a ride on the shark. :) Was fun.


Chuck Norris is proud of you! :o
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Postby cortez » Wed May 06, 2009 1:11 pm

too much eyecandy too little gameplay in my opinion
Aneurysm 4 the win !!!!! :D
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Postby sev » Wed May 06, 2009 3:17 pm

Thanks for the (mainly) positive response :mrgreen:

Agelith wrote:I've made some bump and gloss maps for the textures. They aren't spectacular, but the map is even more awesome with them (at least I think so).


I think you went a bit over the top with them, I mean, glossy wood? Anyway, the main reason why I didn't use additional layers on the textures:
timedemo with your bump/gloss maps: 66.0257886 fps, one-second fps min/avg/max: 46 75 179
timedemo without: 74.6793411 fps, one-second fps min/avg/max: 52 86 215

ai wrote:1. Are you supposed to be able to get out of the map at the location specified on the images? There's a whole big area where you can fall off from.


Obviously not... There are player clips around the border of the terrain, which should prevent that. :? (use r_showcollisionbrushes 0.5 to display them.) Could you specify the location where you got out?
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Postby Agelith » Wed May 06, 2009 5:36 pm

sev wrote:I think you went a bit over the top with them, I mean, glossy wood? Anyway, the main reason why I didn't use additional layers on the textures:
timedemo with your bump/gloss maps: 66.0257886 fps, one-second fps min/avg/max: 46 75 179
timedemo without: 74.6793411 fps, one-second fps min/avg/max: 52 86 215


Yes, they need some fine-tuning, the whole pack was created in about 10 minutes late night :D
(Anyway, polished wood planks do reflect light in a similar manner, and in addition gloss makes them look wet)

About performance, bump/gloss can be easily disabled, and btw, fps on my machine rarely reaches over 30 on high settings, so 66 fps isn't very bad IMO :D
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Postby Sven » Wed May 06, 2009 6:12 pm

Strahlemann wrote:Very nice map. I love the atmosphere and the unique visuals. Haven't played it against others but the layout looks like fun. Dunno about the trigger_hurt on the roofs, but i guess it's the best alternative to prevent camping up there.


may a trigger_impulse ?! but its a but its realistic to get damaged by the hot surface (like walking without shoes in the egyptdesert *ouch* (my friend does it))

and its more than 'only' perfect :shock: :D :P
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Postby ai » Wed May 06, 2009 7:25 pm

sev wrote:Could you specify the location where you got out?

It's pretty much around the whole map, at least half of it. Most easiest to get out is around the Hagar bridge. r_showcollisionbrushes 0.5 were weird and I didn't see anything in them. Maybe I don't know what to look for. You need to seriously rethink that. Just make some player clips over the whole circular border and it should be solved.
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Postby sev » Wed May 06, 2009 8:15 pm

ai wrote:It's pretty much around the whole map, at least half of it. Most easiest to get out is around the Hagar bridge. r_showcollisionbrushes 0.5 were weird and I didn't see anything in them. Maybe I don't know what to look for. You need to seriously rethink that. Just make some player clips over the whole circular border and it should be solved.


That's what I did. 8 big player clips, from top to bottom, no gaps or anything else that could result in a "leak".

Image
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Postby ai » Wed May 06, 2009 8:28 pm

I could upload a demo if you'd like for you to watch and see.
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