[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 shaggy » Wed Dec 05, 2007 7:07 am

I love the map. I really enjoy the out door feel.
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Postby torus » Wed Dec 05, 2007 9:51 pm

Beta 3 is up. Has anyone played this with other people?
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Postby divVerent » Thu Dec 06, 2007 8:19 am

At '-443 1082 1549', you can enter the trunk and hide there. Did you use q3map2 with my patch or without? It is exactly the kind of bug my patch fixes. As you didn't include the .ase models with your map, I can't try out of my patch fixes it.

http://emptyset.endoftheinternet.org/~p ... sionholes/

r_showcollisionbrushes 0.8
r_showcollisionbrushes_polygonfactor -16

helps finding those.
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 torus » Thu Dec 06, 2007 11:54 am

I'll try it out.
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Re: [MAP] Silvion

Postby LordHavoc » Fri Dec 07, 2007 10:45 pm

Problems encountered with beta3:
  • The tree canopy is ghastly - really needs some redesign.
  • My instincts as a level designer tell me the item placement and walkway layout is not conducive to good gameplay, some rethinking of the walkway layout would pay off - perhaps some platforms expanding out from some of the corners and such, and more connectivity (the levels should connect in multiple places, not just one each).
  • The ground texture is mapped too large, I recommend reducing the uv scale to make the forest-floor litter and debris look the right size, it will be more obviously tiled but I think it will look better overall, especially when you're on the ground.
  • I fixed the fog settings in the svn engine, the fog rendering had been incorrect for years (both ugly and wrong), now that it is fixed (so that the Quake mod Nehahra renders correctly again) the fog is now just a wispy haze, needing about twice the density to look like your screenshot, on the other hand the wispy haze look is not too bad, something to fix later when Nexuiz 2.4 is out, not to worry about with 2.3.
  • The central ground jump pad doesn't land me on the walkways unless I push (relying on air control), this means it won't work properly with bots and confuses players the first time.
  • Waypoints for the bots would be greatly appreciated, right now they just stand around like idiots and shoot eachother, occasionally walking to an item.
  • The water could be improved.
  • I would texture the yellow globe lights a bit more, so they have some sort of sooty edges and such to make them blend in with the caps that are holding them, rather than just being a blinding yellow at the edges.
  • The lighting could be much more dramatic and detailed - the yellow globes emit too little light to even be noticed on the nearby walkways, and the walkways emit too much light themselves, giving the map a white lighting tone, when clearly it should be yellow and with a slightly green-ish sun light (from the tree canopy filtering the light).

Overall the map looks great, just some finishing touches left. :)

My texture photos directory might be of use for your maps - http://ghdigital.com/~havoc/texturephotos - although I didn't take any forest photos (I live in a forested area, so I certainly could sometime).[/list]
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Postby Psychcf » Fri Dec 07, 2007 11:17 pm

Image

It appears that I am stuck in a tree... :(
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Postby torus » Sat Dec 08, 2007 2:42 am

Thanks for the input Lord Havoc and Psych.

I'll add those to my list of things to fix- I'm actually planning to lift the canopy up and make it more detailed- right now it is just a last minute job. I share your sentiments on all those points, really. Div0 also gave me some pointers on how to reduce the filesize, which is at the moment massive.

I know about the bug you encountered Psych, it's a colliding brush in the canopy. It's been fixed. :)

And god knows why you are using HDR, psych. :roll:
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Postby Psychcf » Sat Dec 08, 2007 4:21 am

torus wrote:And god knows why you are using HDR, psych. :roll:


FYI I have compiz running in the background and I forgot to turn it off so normally my framerate is higher...
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Postby divVerent » Sat Dec 08, 2007 10:35 am

is beta3 already with the map compiler fix?
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 torus » Sat Dec 08, 2007 5:42 pm

No 3 just fixed a literal gap between the wall and the edge, and a few other things- I'm going to go ahead and work on it some more before I compile a new version with that fix, so some of the things that Lord Havoc said will be done.
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