ctf_greatwall (beta 1)

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Postby Shoe » Thu Mar 30, 2006 11:24 pm

I was originally thinking of doing something a bit similar to that. . . though my idea involved just not placing a return teleporter into the small bunkers, meaning that getting the nex would be a one-way trip :P
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Postby divVerent » Fri Mar 31, 2006 4:33 pm

About the jump pads...

Image

The push direction should not point "inside" the jump pad... BTW, this will probably break in the next Nexuiz version since hitting something makes you slightly slower, which will make the player drop into the lava after using the jump pad. Fixing it would mean changing the angle of the jump pad object on the map or to change the direction the pad pushes.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby divVerent » Fri Jul 07, 2006 3:55 pm

I still haven't found out what the exact issue with the black flickering was, but I cleaned up your map (marked smaller non-relevant brushes as detail, removed the big box around the map (you should NEVER EVER do that to fix leak messages!), changed some lighting parameters and rebuilt + retuned the launch pads) and the bug is gone now.

You can download it at http://141.2.16.3:7780/inofficial/ctf_greatwall_rev2.pk3. Can I run this edited and renamed version of the map on my server?

Oh, and my map compile settings:

-bsp phase: -samplesize 8
-vis phase:
-light phase: -fast -patchshadows -samples 3 -bounce 3
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
divVerent
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Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby C.Brutail » Fri Jul 07, 2006 4:24 pm

I have played this map only once, but I can tell you it was very fun to play!

Good job there! :)
"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.
Image
Image
C.Brutail
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Postby Shoe » Sat Jul 08, 2006 2:07 am

divVerent wrote:I still haven't found out what the exact issue with the black flickering was, but I cleaned up your map (marked smaller non-relevant brushes as detail, removed the big box around the map (you should NEVER EVER do that to fix leak messages!), changed some lighting parameters and rebuilt + retuned the launch pads) and the bug is gone now.

You can download it at http://141.2.16.3:7780/inofficial/ctf_greatwall_rev2.pk3. Can I run this edited and renamed version of the map on my server?

Oh, and my map compile settings:

-bsp phase: -samplesize 8
-vis phase:
-light phase: -fast -patchshadows -samples 3 -bounce 3

Wow, thank you! I figured this was all but forgotten by now. I won't be able to play it for a few days, but just the fact that you put so much effort into helping make my map more playable :) Feel free to run it on your server, renamed and everything - I'm sure it's a much better experience now with your revising than it was with my rough release :)
Shoe
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Postby divVerent » Sat Jul 08, 2006 10:08 am

Shoe wrote:
divVerent wrote:Wow, thank you! I figured this was all but forgotten by now.


Well, simple reason... Nexuiz 2.0 can automatically download missing maps. And I went through some web server directories and checked all old maps on 2.0 - and fixed some things if needed.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
divVerent
Site admin and keyboard killer
 
Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby Shoe » Thu Jul 27, 2006 9:58 pm

http://www.expectnomore.net/games/ctf_g ... .waypoints
There's a waypoint file for rev2. Install it either by putting it into a /data/maps directory in the packfile or into Nexuiz/data/data/maps. It works pretty well, though they sometimes like to get stuck in an ammo-hoarding loop or inside of the bunkers, but you can laser them onto a main path. For the most part they keep active, though.

I've been thinking about doing some updates to this map, and I've been throwing around some ideas; I can't guarantee anything at the moment, though, as I have a couple of personal projects lined up.
Shoe
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Posts: 517
Joined: Wed Mar 08, 2006 2:18 am

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