New Map : Towers Of Doom ...

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New Map : Towers Of Doom ...

Postby Doc-Pyton » Tue Nov 06, 2007 6:08 pm

I paused the Works on my other maps in Progress, cause i made them Crap.
The starting of the maps looked good, but when i started to add more and more things that maps went crap ...

However , i just started to make experiments with the Surface-Tool from the GTK Editor and created the Map Towers of Doom ...

The Only thing that's to do with that map now is to place the items and add some spawnpoints. I want to add some platforms for the weapons and Playerspawns.
That will be nothin special, just some small thing with an orange light ambient to place the weapons and the spawns on to give the different destinations of the map some different look.

Its a very dark map cause i wanted it to have some really evil look.
Another Thing i will add in the Final version are some banners with my logo and other things to make the map a bit more colored ( instead of red everywhere ;) )
In any case that map isnt very special, its just 4 Towers looking pretty evil ^^ ...

Here are some shots of that map :

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*Edit* :
The Skybox i used in this map is some changed variant of that one that was used in Morph_remake, cause i thought with a red ambient it fits perfectly to the scenario ...
Image

Best Maps-History :
- Morph_Remake -> - Deep_Drill -> - Cyber_Core -> - Towers_of_Doom -> - Gothic_Rush ->
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Postby Xeno » Tue Nov 06, 2007 6:17 pm

Evil indeed. :twisted:

That has a cool look to it. It's nice to see a new creative force around here, too, btw.
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Postby SavageX » Tue Nov 06, 2007 6:19 pm

Wow, this looks absolutely nice.

I'm glad you're making yourself comfortable with curved surfaces - your earlier maps didn't seem to use any.

Nice, lighting, too.
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Postby Urmel » Tue Nov 06, 2007 6:29 pm

oh, oooh, OOOH! :D
uncomfortable
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limited
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Postby Doc-Pyton » Tue Nov 06, 2007 9:18 pm

Update :
Some shots of the Banners, ;) at least they are red too ...
I tryd blue but that didn really fit in this map, green didn fit too, so its like it is now ;)

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by the way ... that orange globber around the map is a movin texture, great optical effect, and that red thing inside the window's is movin too, i love this movin textures cause it makes the map alive :)
The Banners are movin too, i saw how other mappers did flags in some ctf-maps and just copied their way to do it.
It gives that things some pretty good look.
These spiky spheres around the towers are instant-killing things, that make rocket jumps a bit more difficult. Players will have to watch where they are jumpin or falling.

By the way divverent if u read this thread here. I definitly need ur help with the config files, so that i dont have to make two versions of the map ( Instagib and standartset ).
If u could help me with that i just want to make it playable as a domination map too ...
This Time i want to make the map perfect with the first release ...

I'm glad you're making yourself comfortable with curved surfaces - your earlier maps didn't seem to use any.

<- I saw the courved Surfaces in some other maps, and there are some parts, where some courves dont fit together at all, so there are leaks u can look through ...
I didn want to use them, but after i tryd around a bit, i saw that i can make pretty structures with it.
I think every comin up map will have these surfaces on the round things.

Ah and by the way, what do u think of my brickwall Texture ? i think its the best texture i made till now. That version of the Texture thats showed in the screenshots just uses a bump map. I will give it a normal too, when i finish that thing up, think it will have some great look then.
Image

Best Maps-History :
- Morph_Remake -> - Deep_Drill -> - Cyber_Core -> - Towers_of_Doom -> - Gothic_Rush ->
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Postby KadaverJack » Tue Nov 06, 2007 11:17 pm

Doc-Pyton wrote:By the way divverent if u read this thread here. I definitly need ur help with the config files, so that i dont have to make two versions of the map ( Instagib and standartset ).

Atm there's no way to do that. You don't have to recompile the entire map to change entities, they can be either replaced by an *.ent file or there's an q3map2 option that only updates entities without recompiling, but either way you need to include the bsp file twice with different file names. I could add a special entity for minstagib ammo in 2.4 however, that would fix your problem if you're not happy with the current auto-replacement...

If u could help me with that i just want to make it playable as a domination map too ...

Just add a dom_team entity for each team and some dom_controlpoint entities. See Docs/mapping.txt (section III) for more detailed instructions.
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Postby Revenant » Tue Nov 06, 2007 11:25 pm

Nice atmosphere!
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Postby Doc-Pyton » Tue Nov 06, 2007 11:34 pm

if you're not happy with the current auto-replacement...

The normal autoreplacement sets everywhere an ammo pack, where some weapon was placed thats using cell ammo ...
To place the ammo where i want to have it, i compiled some second map, with a nex rifle everywhere i want the ammo.
I dont want to do that to keep the pk3 smaller.
Verent said to me on irc, that i could fix that problem with some easy config file.

And to get it domination playable i just have to add that entity's ?
Isn't there any additional config file needet ?
Image

Best Maps-History :
- Morph_Remake -> - Deep_Drill -> - Cyber_Core -> - Towers_of_Doom -> - Gothic_Rush ->
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Postby divVerent » Wed Nov 07, 2007 8:16 am

No, I told you to use the autoplacement... if you really can't... no idea then. Make two separate map pk3s then, I'd say.
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 KadaverJack » Mon Nov 12, 2007 12:34 pm

Doc-Pyton wrote:To place the ammo where i want to have it, i compiled some second map, with a nex rifle everywhere i want the ammo.
I dont want to do that to keep the pk3 smaller.

I've just added an entity "item_minst_cells" to svn, so in 2.4 you'll be able to use these instead of compiling the map twice (nex & rl won't be replaced by ammo packs if there's at least one item_minst_cells on the map)

Isn't there any additional config file needet ?

Yes, a mapcfg that sets "g_domination 1" (again: see Docs/mapping.txt)
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