[MAP] facing_mods - Ons, CTF, and DOM

Moderators: Nexuiz Moderators, Moderators

[MAP] facing_mods - Ons, CTF, and DOM

Postby Clueless Newbie » Tue Jun 09, 2009 2:28 pm

Should also work with DM, TDM, and KH;
Image

It's the old UT map; Facing Worlds. I originally planned to just do a retexturing as a way to learn texture blending, but ended up replacing everything. The gameplay outside the bases should be more or less the same as that of the original. Inside the bases... there are some differences.

The architecture doesn't quite fit the nordic style, so the buildings look a bit odd. Far too boxy. I suppose I should have gone with the stavkirke look, but that would have made it hard to bounce around on the outside of the building.

Download it here. The .map file is included, so feel free to mod it to your liking. ;)
Last edited by Clueless Newbie on Sat Jun 13, 2009 10:53 am, edited 1 time in total.
2 GHz Mac Pro
Mac OS X 10.6.2
nvidia GeForce 8800 GT
Clueless Newbie
Keyboard killer
 
Posts: 518
Joined: Wed Jan 03, 2007 1:01 pm

Postby [-z-] » Tue Jun 09, 2009 2:38 pm

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

Postby Clueless Newbie » Tue Jun 09, 2009 2:48 pm

[-z-] wrote:crazy, downloiading now.

Radar... I forgot about the radar.. ;p

(don't really know how to make one either, for that matter)
2 GHz Mac Pro
Mac OS X 10.6.2
nvidia GeForce 8800 GT
Clueless Newbie
Keyboard killer
 
Posts: 518
Joined: Wed Jan 03, 2007 1:01 pm

Postby Sepelio » Tue Jun 09, 2009 3:01 pm

I think you can tell netradiant just to generate one now, assuming thats what you use.
Possibly not the worst mapper in the world.

A blog of random pish:
http://xeno.planetnexuiz.com/blog/?author=5
Sepelio
Forum addon
 
Posts: 1101
Joined: Tue Jun 27, 2006 7:57 pm
Location: Scotland

Postby Clueless Newbie » Tue Jun 09, 2009 3:02 pm

Sepelio wrote:I think you can tell netradiant just to generate one now, assuming thats what you use.

it's that easy? I'll try to remember that for my next map.
2 GHz Mac Pro
Mac OS X 10.6.2
nvidia GeForce 8800 GT
Clueless Newbie
Keyboard killer
 
Posts: 518
Joined: Wed Jan 03, 2007 1:01 pm

Postby alpha » Tue Jun 09, 2009 3:12 pm

This map has several flaws that make it un-enjoyable for me.

As a piece of art, do want.

As a map, do not.
quit for good
alpha
Alien trapper
 
Posts: 492
Joined: Tue Jun 17, 2008 7:18 pm

Postby [-z-] » Tue Jun 09, 2009 3:45 pm

Don't mind the troll.


You can generate the radar in 1 of two ways.

1) Inside Nexuiz with: sv_cmd radarmap
-- spits out a file in your data/data/gfx directory

2) q3map2 with: -minimap
-- though I don't believe it calculates patches where the previous command does.
-- see here for more options: http://dev.alientrap.org/wiki/netradian ... rs#MiniMap


Also, two things

1) You're missing the floor texture inside the base: http://pics.nexuizninjaz.com/images/3yf ... awczv1.jpg

2) Please build something for the flag to sit on like the facing_worlds, it seems odd and too simple to have it on the ground. Otherwise, it's looking great.
[-z-]
Site Admin and Nexuiz Ninja
 
Posts: 1794
Joined: Mon Nov 13, 2006 12:20 am
Location: Florida

Postby Clueless Newbie » Tue Jun 09, 2009 3:58 pm

[-z-] wrote:Don't mind the troll.

He's entitled to his opinion. Besides, he might be referring to the issues below.
You can generate the radar in 1 of two ways.

1) Inside Nexuiz with: sv_cmd radarmap
-- spits out a file in your data/data/gfx directory

2) q3map2 with: -minimap
-- though I don't believe it calculates patches where the previous command does.
-- see here for more options: http://dev.alientrap.org/wiki/netradian ... rs#MiniMap


Also, two things

1) You're missing the floor texture inside the base: http://pics.nexuizninjaz.com/images/3yf ... awczv1.jpg

I was afraid something like that might happen. I removed all the textures that weren't used in the map, and apparently removed one too many. Wasn't noticeable to me because the texture was elsewhere on my HD.
2) Please build something for the flag to sit on like the facing_worlds, it seems odd and too simple to have it on the ground. Otherwise, it's looking great.

Thanks.

I'll upload v1r1 later — probably tomorrow, with a radarmap, the missing texture, and maybe a base for the flag. Nothing fancy though.

And don't bother putting this version on a server. That missing floor texture is really bad. Ecchh.
2 GHz Mac Pro
Mac OS X 10.6.2
nvidia GeForce 8800 GT
Clueless Newbie
Keyboard killer
 
Posts: 518
Joined: Wed Jan 03, 2007 1:01 pm

Postby FruitieX » Tue Jun 09, 2009 4:33 pm

This is _VERY_ nice! That's some great talent you got there!

I have one suggestion for you however, and that is to make a much higher poly version of the terrain. Currently it seems very sharp and it's hard to walk straight on. I bet you have done it with brushes in radiant, but it would probably be easier to do in higher quality with blender, and then importing the model into radiant. But then again, if you never touched blender before, it takes quite some time to learn it...

Oh, and include the base textures of course :P
FruitieX
Keyboard killer
 
Posts: 588
Joined: Mon Nov 13, 2006 4:47 pm
Location: Finland

Postby Clueless Newbie » Tue Jun 09, 2009 5:02 pm

FruitieX wrote:This is _VERY_ nice! That's some great talent you got there!

I have one suggestion for you however, and that is to make a much higher poly version of the terrain. Currently it seems very sharp and it's hard to walk straight on. I bet you have done it with brushes in radiant, but it would probably be easier to do in higher quality with blender, and then importing the model into radiant.

I know what you mean about blocky landscape, but I wanted to keep the poly count down. I would have used meshes for the landscape, but they don't work with texture blends (and radiant crashes if I try — could I be doing something wrong?).
But then again, if you never touched blender before, it takes quite some time to learn it...

Oh, I've touched blender. Never again. Worst UI ever (IMHO, of course). So bad it made me write a program so I wouldn't have to use it.
Oh, and include the base textures of course :P

Of course. Done that already, actually. If you're in a hurry to see the map with the floor texture, try this:

• Unzip facing_mods and wodesnpit (assuming you have both).
• Locate the path1.jpg texture (plus _bump) in wodenspit/textures/woodenwall and move it to facing_mods/textures/woodenwall.
• Rezip facing_mods.

That should do the trick.

Or you could just wait a day or two until I upload _v1r1. If you find any other bugs, now's the time to let me know.
2 GHz Mac Pro
Mac OS X 10.6.2
nvidia GeForce 8800 GT
Clueless Newbie
Keyboard killer
 
Posts: 518
Joined: Wed Jan 03, 2007 1:01 pm

Next

Return to Nexuiz - Map Releases

Who is online

Users browsing this forum: No registered users and 1 guest

cron