[map] Crossover

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[map] Crossover

Postby Ed » Thu Dec 07, 2006 7:48 pm

A small CTF map with complex (possibly confusing) geometry. Suitable for 2-8 players in CTF mode. Ladies welcome:
Image

Edit: obsolete link, see end of thread for latest

Current issues:
- Lots of stuff missing from the pk3, will get done later
- Lighting bugs on ceilings above slopes
- Not many pickups yet

Comments and criticisms welcome on this first test release.
Last edited by Ed on Thu Jan 04, 2007 1:53 pm, edited 2 times in total.
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Postby esteel » Thu Dec 07, 2006 10:00 pm

8 players? shotgun fragfest.. :)

The layout is interesting, maybe you can add a few more of those twisted ways to make the map a bit bigger. The idea with the nex powerup is great. But i think this map will be hard to capture just as eggandbacon. ENB is a rather interesting that map that gives intense battles if there are few players. 2vs2 makes it almost impossible to capture there. Hook and more players spoil that map. This might not happen with your map depending on the spawns and some luck it will be possible to capture also the hook is very useless there.
But a bit more complexity is ok i think..
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Postby Ed » Fri Dec 08, 2006 12:24 pm

Thanks esteel. I was thinking of making it larger originally but by just making it longer it would have still been linear and wouldn't have increased the speed of play. What I'm going to try instead is adding some other ways through so as to increase the number of ways to attack and defend.

I suggest not playing this map currently as there are no blue spawn points!
Laters losers.
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Postby Ed » Fri Dec 08, 2006 7:38 pm

An update:
Edit: obsolete link pulled

Changes:
- New pipe sections joining the upper flag rooms with the end of the end of the other flag hall:
Image
This adds another way of moving through the level (though only parallel to the slope and grate section) and contains a Mortar and some health points. There are jumppads at slope end to get into the tunnel. It's done as a set of patches and isn't aligned quite right yet.
- Changed player starts. The team starts work and there are 2 by the flag, one above and one in the pipe. This should open up gameplay in an attack, stopping the defenders from just flooding the area.
- Added some decorative lights to the upper slopes.
- Screenshot
- Bot waypoints. The bots are actually rather good at it now despite a relatively small number of points (10). They've even scored all on their own within a reasonable frame of time.

This version should be worth playing now, still improvements to be made though so keep commenting.

*admin-edit* http instead of htpp ;)
edit: oh bother
Last edited by Ed on Thu Jan 04, 2007 1:46 pm, edited 1 time in total.
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Postby Speedator » Sun Dec 17, 2006 9:08 pm

I like it. Great job! But the floors are huge. Some stuff to hide or so would be cool, imho.
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Postby Ed » Thu Jan 04, 2007 1:45 pm

The final release (eventually):
http://www.rofltech.co.uk/media/crossover-1.0.pk3

Changes:
- Some more pickups, should reduce shotgun vs shotgun deaths that are very common looking at the RBI logs
- DM support, might be good for 1 on 1's.
- Some recaulking, makes the BSP about 200kB smaller, may improve performance

If you run the map on a server please update and remove the previous version. I also think it may be better to implement some kind of player limiting for this map (if it's possible). Some of the matches on RBI seem to have been 8 vs 8 which is a bit crowded.
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Postby cortez » Thu Jan 04, 2007 1:57 pm

nice map good work

the map is great for small teams (2on2 3on3) but if there more player that map gets to full
Aneurysm 4 the win !!!!! :D
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