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Screenshots:
Helpful hints to the clueless crew.

The cannons are the jumppads to the other ship in case that didn't sink in yet... and also the artillery.
Implementation of said hints. Note that it works with virtually any of the weapons available in this map. From grenades to plasma. Try holding down the Lmouse button to guide the rocket, give it a boost using the cannons and guide it smack to your enemies on the other deck.

Also you can chase your rockets and guide them midflight.

The view with both ships.

Download link (please tell me if the pk3 is not working for some reason):
Zipped pk3. cleaned up a bit. Thanks to djsupport for hosting this

http://www.djsupportonline.com/nexmaps/corsair.pk3 -
7zipped pk3. a bit smaller, upped by merlijn
http://omploader.org/vMnZ5Yg
My original pk3, zipped. packaged with an unnecessary file by mistake, heh. Upped to omploader by merlijn and spaceman after I encountered problems uploading myself
http://omploader.org/vMnZ5Nw
http://omploader.org/iMnZ5Nw
All versions should work together. The pk3 contains all the resources used. Including ASE models and textures.
My first fully released map


The FPS averages at 60 on ultra settings (I turned off bloom because it gives me a headache). I tried to help visibility compiles as much as possible by putting in caulk 'walls' inside the models and making most of the vertical walls with brushes.. I don't know how effective those were though.
For references to future mappers, here are how I solved some of my problems: I turned off the Enable Build Process Monitoring which was somehow making NetRadiant crash on final builds because of a "safe_malloc failed on allocation of xxxxx bytes". I rendered out the lightmaps on this fine. Albeit it's still a bit sucky. I don't even know if it's up to usual Nexuiz standards since I lowered the final render settings out a bit for the light compile. Most of the textures do have bump maps and specularity but I can't get them to show up with the default lights in netradiant. Tried adding dynamic lights but that killed FPS pretty fast so I opted to release this as is.
Anyways, figure I should get a working beta out anyway before I make anymore tweaks. If anyone has any suggestions concerning lighting this, please help. I am a mapping noob and I suck when it comes to technical things like making lights.

Most of the map terrain is created entirely in external modeling programs (as opposed to the usual way mappers do it), and someday when I can be more knowledgeable about it I hope to make a full tutorial about it.
Readme:
- Code: Select all
Released: November 30, 2009
Nexuiz CTF level
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Map name: Corsair
File: corsair.pk3
Gametype: CTF
Author: Oblivion (AStepIntoOblivion)
Build time (including compiling): 3 days
Description: See the sign on the top deck for instructions. The cannons are way fun when used in conjunction with explosive weapons. A nex exists but in order to get it you have to risk your neck quite a bit. Each team owns their own airships. The main twist in the gameplay here is that camping consists of actually bombarding their airships rather than simply nexing them from afar.
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Notes and Licensing:
Textures and models used is by Oblivion and under GPL
Please note that the music packaged with this release is NOT under GPL, but is instead under Creative Commons Attribution Non-Commercial Share Alike. You can redistribute it, remix it, copy it, etc. but you may not sell it and its derivatives and you must include attribution to the original artist.
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Credits
Models and textures (GPL)
by Oblivion
http://astepintooblivion.deviantart.com
Soundtrack: Riding the Banshee (CC-BY-NC-SA)
by Dan-O
http://www.danosongs.com/
Sound FX:
Taken from map 'Iris'
Remixed one of them for the propeller sounds, retained the wind SFX as they were. Others (cannon sound/jumppad) are found online and tweaked slightly for usage.
'Iris' by Rota