[CTF] Frost

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Re: [CTF] Frost

Postby Sepelio » Fri Dec 25, 2009 3:23 pm

The low fps is definately due to the water. When you look away from it fps goes up. :)
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Re: [CTF] Frost

Postby Oblivion » Fri Dec 25, 2009 10:57 pm

[-z-] wrote:Awesome map but two things:

1) The white is very bright and I think this might bother most people
2) Ice water is very cold, I think it should hurt you a little bit.


1) yeah, nothing I can do about that without making the map look like shite. :/ I mean there's no gray snow. Heh. And changing time of day means I'll have to render another skybox which will introduce problems with balance because the sun's angle will make shadows between the two bases uneven.

2) YES! If you know how, please tell me. That was the original plan! It's actually why there are ice floes.

But I remembered that mapping rule about never making brushes intersect with each other because it causes problems. So I can't just place a hurt brush inside the water parts. :/ In the end, with christmas approaching I just had to release it. So I left it as it is without hurt brushes.

And Sev, yeah from now on, I'll make extensive use of clip brushes. Demos however won't be possible for me. :/ Full compiles for me takes hours in which I must not run any other mem hogs in the PC or i'll end up breaking something, and that gets tiresome if I have to final compile every time I make small changes. There's no way to gauge performance for me really, since test compiles are also quite misleading. I also do want to be able to use gloss and norm without having nexuiz suffer. Things just don't look right without them. I'm restricting my textures to 512x512 (I'm normally used to working with 1024x1024 and 2048x2048 textures), but even that doesn't seem to help. Anyhoo. Trial and error. :)
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Re: [CTF] Frost

Postby [-z-] » Fri Dec 25, 2009 11:10 pm

[-z-] wrote:Awesome map but two things:

1) The white is very bright and I think this might bother most people
2) Ice water is very cold, I think it should hurt you a little bit.


Oblivion wrote:1) yeah, nothing I can do about that without making the map look like shite. :/ I mean there's no gray snow. Heh. And changing time of day means I'll have to render another skybox which will introduce problems with balance because the sun's angle will make shadows between the two bases uneven.

haha, well, one solution would be a white and blue styled checkerboard pattern and more trees... maybe a different skybox to take the edge off (like a sunset).

Oblivion wrote:2) YES! If you know how, please tell me. That was the original plan! It's actually why there are ice floes.

This has to do with using a shader. If you look at another liquid that hurts you (like the toxic green stuff), you can probably copy the shader and tweak it how you need.

A more experienced mapper may be able to help you better than I can.
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Re: [CTF] Frost

Postby tZork » Sat Dec 26, 2009 2:48 am

Sweet looking map Oblivion =)
Oblivion wrote:...
2) YES! If you know how, please tell me. That was the original plan! It's actually why there are ice floes.

But I remembered that mapping rule about never making brushes intersect with each other because it causes problems. So I can't just place a hurt brush inside the water parts. :/ In the end, with christmas approaching I just had to release it. So I left it as it is without hurt brushes.
...

That only hold true for visible brushes, its totally ok to have a trigger_hurt with the same volume as as a water brush.
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Re: [CTF] Frost

Postby Sven » Sat Dec 26, 2009 2:12 pm

very nice you're redefining the standards of nexuiz map making :D
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Re: [CTF] Frost

Postby k0jak » Sun Dec 27, 2009 9:00 am

Very nice map!

I only wish this was for nexrun, as it looks way cool :P
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Re: [CTF] Frost

Postby lda17h » Sun Dec 27, 2009 11:28 am

Great Map! BTW: It's simple enough to get some gameplay on public CTF servers ;D
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Re: [CTF] Frost

Postby merlijn » Mon Dec 28, 2009 7:55 pm

Another great artistic map, looking absolutely awesome.

Though I think it might be nice if you could develop a better feel for how movement works in Nexuiz. A lot of places could be tuned just a little bit to allow trickjumps and getting more speed without laser. You could watch demos of good players or have a go with some maps that do have lots of trickjumps, for example Bloodrage by cortez has this a lot. You can move about on the map quicker and you rarely get stuck, making it a lot more fun.

In this map the trees are very useful as you can jump on them, and jump again to get quite high. However all the trees are placed in such a way that you cannot really benefit from it. The snowman guarding the flag looks stunning, but it really just blocks peoples path. It would be nice to be able to use the snowman to get up on the platform behind it.
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Re: [CTF] Frost

Postby cortez » Thu Dec 31, 2009 7:20 pm

my suggestions are flatten the corners of the stones and the ways up to the flag so you can move over them.
One thing in general try to use more brushes instead of models that would support a higher fps rate. if you want to do terrain use savageX terrain generator. instead of a model or the bridges can be easily repleaced with brushes. try to use models only as additions and not as main parts that will you ensure a constant framerate and if you add something frame eating like reflecting water and then add also some hint brushes they will make sure that the framerate wont drop heavily
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