[CTF] Limbo (beta, test compile)

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[CTF] Limbo (beta, test compile)

Postby Oblivion » Fri Nov 27, 2009 4:51 am

Ok, my second attempt to map and my first to actually release in a playable form. This time, I tried to make it as simple as possible. The entire map mesh is made in 3dsmax and imported into radiant.

Another stumbling block: The map compiles and plays fine with test compiles. But as soon as I attempt to compile it with the default NetRadiant final builds for Nexuiz, it fails. All of them. From simple lighting to ambient occlusion. And I do not know why. Throwing an error about me needing anywhere from 9GB to 23 GB of RAM AFTER a few hours of compiling. :x It's extremely frustrating testing all the final compiles only to find it fail a few hours later. I hate you world...

So wtf. I'm releasing this using only the test compile with good lighting/vis. >.< It's playable, it just doesn't look as good as it should have.

If anyone wants to finalize it, feel free. This will be the last time this map passes through my hands... unless someone tells me why netradiant seems to demand memory which I (or anyone else I know) just don't have on final compiles.

Note that while everything else in this map is GPL, the included soundtrack is not. It's 14 Ghosts II by Nine Inch Nails, under a Creative Commons license (CC-BY-NC-SA). I just got tired of looking for GPL music. The music is fine for use in public servers, it just can't be sold. It can be distributed and remixed freely provided that there is attribution to the original artist (which I have provided). If you want to change this map to be purely GPL, just remove the soundtrack file.

Description:

Map is huge and open. Lots of stairs, platforms, and catwalks. Aimed for fast high playercount games. A camping map and a tanking map at the same time, so hopefully it will be balanced. No secret passages, no way to get lost, unless you're really really shortsighted.

Screenshots (note the FPS count is because I set it at high detail settings):

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pk3: http://www.filefactory.com/file/a1e1757/n/Limbo.pk3

If anyone needs the original ASE model just pm me. I didn't include it because it's simply too big. The .map file contains it already anyway.

P.S. I had no idea if the pk3 file is correctly done. Please tell me if it's not working.
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Re: [CTF] Limbo (beta, test compile)

Postby sev » Fri Nov 27, 2009 9:05 am

Impressive modelling, though I miss a bit of contrast, even if it just would be a second, darker texture...

Oblivion wrote:Ok, my second attempt to map and my first to actually release in a playable form. This time, I tried to make it as simple as possible. The entire map mesh is made in 3dsmax and imported into radiant.


One problem here: If you use spawnflags 4 for the model, it is lit like a brush (every triangle individually). The figures on top do not look very good as a result of this. Maybe it would be better to use several individual models, the "straight" ones with spawnflags 4, and the organic ones without. (It would also reduce the file size of the bsp/lightmap)

Oblivion wrote:And I do not know why. Throwing an error about me needing anywhere from 9GB to 23 GB of RAM AFTER a few hours of compiling. :x It's extremely frustrating testing all the final compiles only to find it fail a few hours later. I hate you world...


I had this problem once too. But I was able to compile it with the -lomem switch, though it took a LOT longer. Nevertheless worth a try.

Oblivion wrote:P.S. I had no idea if the pk3 file is correctly done. Please tell me if it's not working.


It works fine, though Nexuiz generates a .mapinfo file, so there is one missing (limbo.mapinfo).

Anyway, don't give up.
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Postby C.Brutail » Fri Nov 27, 2009 10:31 am

from only the screenshot, I must say: WOW
Downloading now.

May I ask for those dark-angel models on the pillars in an individual model package? I think I just have the right place for them...

Or even better, could you make a similar statue, but with feathered wings?

Ok, I've done some testing on offline, here they go:

it's very hard to bunny hop on the stairs. Imho you should manually clip them a bit.
The lighting is sure f*ing ugly :P FIX IT!

Two nexes in each base on an opened map like this? :shock:

Some parts of the map feels realy empty. Also, the jumppads might have a different look/texture too.

CLIPPING!!!

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Postby sev » Fri Nov 27, 2009 11:23 am

C.Brutail wrote:it's very hard to bunny hop on the stairs. Imho you should manually clip them a bit.


True, that's quite annoying when playing ctf. I would even suggest to convert the stairs to smooth ramps, this would help movement and reduce the amount of triangles, which would reduce compile time (and problems), file size and improve performance.
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Postby Rad Ished » Fri Nov 27, 2009 12:20 pm

Looks very interseting but i can't get it from this filefactory site, could somebody mirror it perhaps?
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