[CTF] Clockwork

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[CTF] Clockwork

Postby Oblivion » Mon Dec 07, 2009 2:56 pm

[CTF] Clockwork

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My second map to be released.

This time, much of the map terrain is done in brushwork . It's also a closed map, but still expansive and open in the tradition of Fighterbay and Miniman. Again still learning my way, so apologies if it turns out not quite that gameplay friendly. Heh. There's no way to test maps with human players so I can't assure my maps will be fun. This was made in about 24 hours including compiling, so don't expect it to be perfect visual-wise. I'm still just experimenting and don't want to commit a ton of assets on what could turn out to be a flop.

My main 'innovation' in this maps are whirling cogs tipped with blades that actually shave off health if you get under the blade (I also discovered that dmg will not apply properly to func_rotating if you're blocking it from the wrong direction, which is why I had to resort to a trigger_hurt in Corsair). Also another thing are the tubes leading into the base, adding a crazier way to gain entrance to the enemy base without having to come through the heavily defended front (getting out however... is another problem).

Screenshots (Note the FPS is because my graphics card is barely current gen and this is at ultra settings with full dynamic lighting and shadows, at normal settings, I get a decent 60-100+ FPS except at the central room seeing everything when it drops to around 45-50, still not that bad considering.

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Credits:
All art assets are by me and under GPL

Included music is once again CC-BY-NC-SA by Nine Inch Nails. Which isn't a problem at all. Just don't sell a copy of this map. LOL sif. ;)

Download PK3 here:

With lightmaps (prettier but much larger: 17MB): http://omploader.org/vMnhxZA

WARNING: PLEASE TURN OFF REALTIME WORLD DYNAMIC LIGHTING WHEN PLAYING THIS MAP

Barely any map uses realtime world dynamic lighting anyway since it effectively kills FPS because of engine limitations. It's better to leave this off unless you have a really really good computer. I just placed a few rtlights to give players that option. Now I'm going to avoid placing rtlights in the future because of complaints of FPS drops. It WILL lag you horribly if you play this map with it on, but it's NOT necessary, so please turn it off.
Last edited by Oblivion on Wed Dec 09, 2009 10:56 am, edited 5 times in total.
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Re: [CTF] Clockwork

Postby halogene » Mon Dec 07, 2009 3:12 pm

o.O

*gasp*

That's...

*gasp*

*gasp*

Awesome.

Oddly, I feel like having a deja vu.
<Community>: Why was the name "Nexuiz" licensed to IllFonic in a way that allows IllFonic to use the name without any suffix or subtitle for a commercial console game?
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Re: [CTF] Clockwork

Postby Oblivion » Mon Dec 07, 2009 3:35 pm

rofl. Yes deja vu.

*slaps halogene until he regains his senses*

Anyway fixed link. I neglected to include the lightmaps >.< Same mistake with Corsair before. Also the first version I posted was a .7z and not a .zip which means the dp engine can't read it.
Last edited by Oblivion on Mon Dec 07, 2009 3:50 pm, edited 1 time in total.
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Re: [CTF] Clockwork

Postby Sepelio » Mon Dec 07, 2009 3:46 pm

I was thinking of making a map entirely out of cogs once but I couldn't get it quite right.
Possibly not the worst mapper in the world.

A blog of random pish:
http://xeno.planetnexuiz.com/blog/?author=5
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Re: [CTF] Clockwork

Postby Oblivion » Mon Dec 07, 2009 3:49 pm

Sepelio wrote:I was thinking of making a map entirely out of cogs once but I couldn't get it quite right.


That was the original plan. But func_rotating won't make their rotations exactly believable so that the teeth would fit in with each other. Not to mention that even this map, with the smallest amount of cogs I could put in just so it can still be called 'clockwork' STILL lags it badly. :(
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Re: [CTF] Clockwork

Postby Sepelio » Mon Dec 07, 2009 4:05 pm

I found that if the cogs lined up at the start they would stay that way until there was a particularly bad jam up.

Also the func_rotating lighting doesn't change as they rotate without dynamic lights so it can look kinda silly.
Possibly not the worst mapper in the world.

A blog of random pish:
http://xeno.planetnexuiz.com/blog/?author=5
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Re: [CTF] Clockwork

Postby halogene » Mon Dec 07, 2009 4:35 pm

*recovers from being hurled down from somewhere in the skies back onto the carpet again by means of surprise slapping attack*

Seriously, you got some talent for nice looks at least. Also I like the idea of those two maps of yours. *thumbs up*
<Community>: Why was the name "Nexuiz" licensed to IllFonic in a way that allows IllFonic to use the name without any suffix or subtitle for a commercial console game?
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Re: [CTF] Clockwork

Postby TH3FTB0T » Mon Dec 07, 2009 7:40 pm

idk if it applies to nexuiz but back in quake 2 if you made gears and use the "team" class in groups of func. rots they sync even jammed but you still had to manually set the speeds.
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Re: [CTF] Clockwork

Postby tZork » Tue Dec 08, 2009 4:25 am

Sweet looking map Oblivion, looking forward to trying it online.

func_rotating don't use "team" in Nexuiz - yet. But its a nice touch so i see no reason not to add it.
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Re: [CTF] Clockwork

Postby Lee_Stricklin » Tue Dec 08, 2009 9:51 am

H O L Y S H I T ! ! !

For real the two maps I've seen by you are some of the best work I've seen since I downloaded Forts of Time for Unreal Tournament. If your up to it, you should try to replace non-GPL compatible pieces of your maps and try to get them in the official release. I also would like to point out this map is just absolutely stunning with the settings on high and the art reminds me of the .kkrieger demo.
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