[CTF] Frost

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[CTF] Frost

Postby Oblivion » Thu Dec 24, 2009 3:17 am

Image

Just a small CTF map for the holidays :)

Released: December 24, 2009
Nexuiz CTF level

Download: http://omploader.org/vMzJoMQ (20.3 MB)

Credits

Models and textures (GPL)
by Oblivion

Tree models
by morphed

Music "Sixty Four" (GPL)
by blckrbt

Water shader modified from
map 'treasureisland_v2.pk3' (GPL)
by sev

Screenshots:

Image

Image

Image
Last edited by Oblivion on Fri Dec 25, 2009 7:15 am, edited 1 time in total.
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Re: CTF Frost

Postby Sepelio » Thu Dec 24, 2009 3:23 am

Quit making the rest of us look bad!

Looks very nice, I'll try it out tomorrow if I get the time.
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 Frost

Postby Oblivion » Thu Dec 24, 2009 3:36 am

LOL. I can't take credit. My work on this map is only on the boring terrain stuff. The pretty stuff (trees and water) are from morphed and sev. :wink:
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Re: CTF Frost

Postby C.Brutail » Thu Dec 24, 2009 11:03 am

Wow, nice. In case I can find time, and I can find a method to upload and ssh from windows to DCC, I'll upload it to the holiday server.
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Re: CTF Frost

Postby lda17h » Thu Dec 24, 2009 11:26 am

C.Brutail wrote:Wow, nice. In case I can find time, and I can find a method to upload and ssh from windows to DCC, I'll upload it to the holiday server.


winscp. It works.. Google finds it. I'm too lazy atm..
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Re: CTF Frost

Postby Morphed » Fri Dec 25, 2009 12:10 am

very nice map, but my trees are not under GPL license, just "use them in your map if you wish" license :)
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Re: CTF Frost

Postby Samual » Fri Dec 25, 2009 4:55 am

I disagree with the first reply, make the rest of them look very bad so the standard increases :P
But, very very nice map other than a few small problems.... #1: Way too white :P With bloom, it's... well... it's pure white almost. #2: I get low FPS on this map for some reason, it also is regardless of my effect settings so I would assume it's something to do with CPU usage. #3: The mapinfo only allows for ctf game type, I should point out that ALL maps are capable of at least: LMS, TDM, and DM. -- You should allow these in your next revision of the map? :X
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Re: CTF Frost

Postby Oblivion » Fri Dec 25, 2009 7:28 am

Morphed wrote:very nice map, but my trees are not under GPL license, just "use them in your map if you wish" license :)


Oop. Sorry. Edited. :P

Samual wrote:I disagree with the first reply, make the rest of them look very bad so the standard increases :P
But, very very nice map other than a few small problems.... #1: Way too white :P With bloom, it's... well... it's pure white almost. #2: I get low FPS on this map for some reason, it also is regardless of my effect settings so I would assume it's something to do with CPU usage. #3: The mapinfo only allows for ctf game type, I should point out that ALL maps are capable of at least: LMS, TDM, and DM. -- You should allow these in your next revision of the map? :X


#1. I never play with bloom. Hurts my eyes and gives me migraines LOL. But then again isn't the real thing like that? Blindingly white? (You must realize I've never seen real snow ever! LOL). Making it darker would make it stand out like a sore thumb from the midday-lit background too. (Hm... a night map in the snow sounds like fun tho :D )

#2. Hm. It might be the water. I'm using the new water shaders taken from Sev's map, and that had issues with 2.5.1's release (the dpwater thing I think). I think setting your renderer to OpenGL and turning on reflections fixes it somewhat I think. I certainly get decent FPS's even in the 'problem areas' (the areas near the water) with the water effects toned down a bit. Previously I was getting horrendous logspam with 2.5.1's water because I had set it to DirectX and had turned off reflections. But yeah, I really should learn how to balance looks and FPS. It seems like Nexuiz seems pretty much incapable of making pretty and open maps without killing most of the FPS. T_T I've been already toning down the model and texture qualities severely without much impact it seems.

#3 How? :/ I have tried googling on what those lines in the mapinfo say, but no such luck. I had to resort to opening the mapinfos of existing CTF maps. And I only play exclusively CTF maps (most from HOCTF) so that probably accounts for why the copied mapinfo values only permit CTF. If you can tell me how though, I'd happily make all future maps compatible for more than just a CTF gametype. :)
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Re: [CTF] Frost

Postby sev » Fri Dec 25, 2009 9:50 am

Cooool map :mrgreen:

Yes, snow in mid-day with sun shining on is blindingly white, so it makes sense, though it's harder to play on...

As for the mapinfo file: have a look at ~/.nexuiz/Docs/mapping.txt

Balancing a map (looks <> performance) is a pain in the ***, from my experience it's trial and error. It helps to make a demo and run timedemo after changes to see how it influences average performance.
Basically, triangles and high quality textures are not too bad, but detailed models with spawnflags 2 and 4 can cause quite a performace drop (it's better to leave them non-solid and put simple clip brushes over them). Shaders can have great influence, as well as deluxe map effects (bump/norm).
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Re: [CTF] Frost

Postby [-z-] » Fri Dec 25, 2009 2:15 pm

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.
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