[map] Bloodprison-CTF

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[map] Bloodprison-CTF

Postby Ed » Thu Nov 16, 2006 9:43 am

A while ago I had the idea of taking Bloodprison and doubling it up to make a CTF map. I've now given it a go and here's a very alpha version of it.

Current problems with it:
- The lighting is crap. The BSP needs building properly.
- Only one jumppad works currently, the other had to be disabled as the targets went crazy after the copy, should be easy.
- The teleporters are disabled, partly because it broke in the copy but also because I'm not sure where to point them to (the opposite end?) or I could axe them altogether.
- Probably some texturing problems at the join, some brushes have been merged which might not have worked too well.
- Nothing CTF about it yet, except for the red/blue coloured bits just so that you can tell what end you're at.

What I want to know is what people think of the layout. My other idea was to join them so that the teleporters go entirely and the stairs at that end point at each other which would reduce the complexity.

Edit: Link removed as it's out of date. See below.
Last edited by Ed on Fri Nov 17, 2006 5:53 pm, edited 2 times in total.
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Postby SavageX » Thu Nov 16, 2006 11:00 am

Very nice idea. Did you have texture lock enabled when copying the thing? That usually works (well, not always).

I like it.
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Postby esteel » Thu Nov 16, 2006 11:29 am

I could only take a very quick look at it and It looks very interesting. But your pk3 file is broken. Its missing the maps directory..
Also maybe its a good idea to switch the name later on to bloodprisonctf similar to runningmanctf.
Thanks for your effords!
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Postby Strahlemann » Thu Nov 16, 2006 2:59 pm

I like the way you connected both bases.
I also made a quick suggestion what you could do with the teleporters (only on one side)

get it here: http://strahlemann.pdk.cc/doubleprison_test.map

btw. where exactly do you want to put the flag ?

I'd suggest the place over the RL (where the JP points to), but there should be some more space to manouver.
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Postby Ed » Thu Nov 16, 2006 7:24 pm

Thanks for the comments guys.

I think texture locking might have been the problem. I've since fixed the 2nd jumppad texture which was the most obvious texture problem, I'll see if I can spot any more.

I'll post a working pk3 next time. I think the name might be better off as bloodprison-ctf in the longrun, the doubleprison name was just to show that it's a doubled up bloodprison.

Straglemann's idea of replacing the teleporters with jumppads is nice. The only problem I see is that it would increase the number of joins to 6 which could be too much for good gameplay, once the flag was gone, you'd have difficulty chasing the carrier. I could block up the 2 little tunnels again though to do that. Before I do anything with the teleporters I must get the 2nd jumppad fixed though as the targets are a mess.

I had 2 ideas on where to put the flag:
1. Above the RL: Run in on lower level, hit jumppad, take flag, run
2. On the centre of the floor: Run in on either lever, take flag, hit jumpad, run out on upper level.

The lower level is more accessible so would give faster gameplay. Once the map is playable I can try both and see what happens.
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Postby ai » Thu Nov 16, 2006 9:18 pm

I can't seem to be able to find the map in Nexuiz. I redid the .pk3 file to point to the maps\ directory, I also unpacked and put the .bsp and .map files separetly in maps\ also have the broken version too outside maps\ but no matter what I do Nexuiz doesn't like me to be testing the map. >.<
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Postby KadaverJack » Thu Nov 16, 2006 9:37 pm

The PK3 doesn't have a mapcfg or textfile for the menu, so you'll have to start it manually from the console with "map doubleprison".
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Postby Ed » Fri Nov 17, 2006 12:00 am

I've made a whole load of changes now:
- It's properly lit including deluxe maps. Might need to change the lighting in the join area still as it's a bit darker than intended.
- Both jumppads work properly.
- Teleporters have been reintroduced but point to the opposite base, this doesn't really get you much closer but is a nice way of getting back up to the higher level.
- Some texture lock fixes.
- Flags in bases on the ground floor.
- It works as a CTF map through the menu. No picture as yet and .txt file broken but it launches OK.
- Name changed to bloodprisonctf, given credit to original map and allows a whole series of doubled up maps to be made without having silly names

Still to do:
- Another light in the join perhaps?
- A trigger_push is broken somewhere and edict given on map start
- Fix .txt file, add pic
- Start points are a deathmatch related mess, need CTFing.
- Support other game modes?
- Bot waypoints
- Add more team colour markers, current ones are too hard to see.
- Needs optimising

This version is playable but not suitable for serious use yet as you tend to spawn in your enemies base. Comments still appreciated.

Here's a link:
Edit: link pulled because I've fixed a few things and am rebuilding it now, beta version to come.
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Postby Ed » Fri Nov 17, 2006 6:03 pm

I've now made a version worth playing.
Edit: obsolete link, see end of thread for latest

This is now considered a beta and if anyone wants to put it on a test server let me know so I can see how play testing goes.

Things fixed:
- Light added above gap in central corridors. The gap jump is now more obvious so people shouldn't be falling down on it unless they intend to.
- That spare trigger_push has gone. I'd accidentally duplicated one at some point, the remaining jumppads should now be exactly like the one in Blood Prison.
- txt file and .mapcfg fixed so will now show in the menu properly and launch properly
- Screenshot added. 300x200 (correct aspect ratio) JPEG 85% quality, can probably do with less. Nice stylised effect used.
- CTF spawnpoints added. 6 either end.
- Colour coordination more widespread.
- Some more texture locking fixes
- pk3 compacted with advzip to save a bit of space > quicker map download

Some more tweaking needed. I noticed that one bit of red coordination is missing just after I finished a 2 hour long build!
Last edited by Ed on Sat Dec 09, 2006 9:59 am, edited 2 times in total.
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Postby SavageX » Fri Nov 17, 2006 7:02 pm

Very nice. Apart from misaligned floor lights at a ramp at the blue base I found nothing obviously wrong.

Personally I'm not sure if it's good to have the flags at the lower level - you can basically runn in a straight line from flag to flag. This could underline the value of a good defense though, so it may be actually a good thing.

The map pictures are supposed to be 256x256 so no video memory gets wasted (300x200 will use the same amount of memory as a 512x256 picture). Just resample that pic to 256x256 - in-game it'll stretched to the proper aspect ratio.
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