[MAP] Silvion

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 » Tue Dec 04, 2007 8:43 pm

This looks really good, I especially like the use of fog (underused in maps, imo). Performance took quite a hit, however, though I suppose it's to be expected.

There's probably a lot of things that could be done to improve visuals here and there, but considering Nexuiz isn't known for its outside maps, this is a very good start.
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Postby torus » Tue Dec 04, 2007 8:52 pm

I had a lot of things in mind for visuals, but decided to tone down my original concepts for performance's sake. I'm going to try to push it even further with my next map, which is also going to be quasi-organic.

Still, I would love to hear your ideas for improving the visuals.


Has anyone actually run around in it? What are your thoughts on how it works as a playable map? My expectations aren't too high; it's more of an experiment, but feedback would be great. :)

I felt like the water was too high, and was hindering movement- I've lowered it some, and changed weapon placement.

I also changed the water position to fix an odd graphical glitch in the water brush (weird creases).

I've also switched the water shader to "ruiner water", which seems to be the best looking. The shader is broken on my copy of Nexuiz methinks, not in general. I'll test it out on my Mac, and if it doesn't experience the same problem (it just looks really low res for some reason), it's in.
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Postby Rad Ished » Tue Dec 04, 2007 10:57 pm

I ran round it some, and noticed the creases in the water also, i thought it was the edges of different brushes. I tried to make a leafy texture before and i quite liked the result but nobody else seemed to like it, guess they aren't on lo-spec-nex like me. I like the raised edges on the walkways so you can tell if you're getting to close to the edge. What kind of map will it be? DM?
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Postby torus » Tue Dec 04, 2007 11:35 pm

The creases in the water are the result of using the cut tool on the water. I fixed that, and lowered the water level, so there is more running room.


It was going to be purely DM, but I've decided to add CTF functionality. Lets see how that works.
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Postby k0jak » Tue Dec 04, 2007 11:49 pm

VERY similar to tokara forest from UT2004, nice work torus from the looks of it, i'll need to give it a whirl.
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kojn translates into horse.

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Postby torus » Tue Dec 04, 2007 11:50 pm

Uploading version 2- new shaders, fixes, ctf support (hopefully if it worked)
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thanx for your hard work ...

Postby [Fri fri)embolism » Wed Dec 05, 2007 12:10 am

I personally like tokara forest and having made maps in ut understand the work that goes into creating one (made a few in g.o.t.y ut) water is always hard to get right the first time and dont worry about having xtra health and other thingsas players will like it (especially us noobs).
Appreciate the effort ,have you tried lift platforms and water tunnels yet,they can be good in some maps and automated turrets would be good on some of the more assault type maps,just a thought,keep up the good work. : ^ ) 8)
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Postby torus » Wed Dec 05, 2007 12:16 am

Automated turrets are very unstable right now, and I didn't think that lifts would be appropriate here. Maybe next time.
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Postby Taiyo.uk » Wed Dec 05, 2007 12:40 am

The hidden water surfaces need to be nodraw:
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You can fall out of the map here:
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Other than that it's an interesting map. Keep it up!
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Postby torus » Wed Dec 05, 2007 12:45 am

You are playing the old version. :P The hole was fixed in v2.
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