[MAP] Caverna

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 nexbender » Thu Dec 13, 2007 3:24 am

shaggy wrote:I think the map is good other than the bases. I think they are too crowded. I also think the slant down to the floor should be trashed. It makes it too hard to laser jump. Maybe you could shorten the slant and add a fan, that will kill you if you fall.

I think the base is the main problem, too crowded.

I like the tight bases, because they are only tight horizontal, you have room to move vert. It's total overkill and probably suicide for two defenders to hang out in it, but a lone defender has to work, no room for mistakes. I like the floor slant, too, but it needs a texture that is easier to "see" - the present color makes it (too) tough to judge angle/speed/distance.

But I dig the fan, Shaggy....so ya know, just redo the entire map for Clueless, make the bases a bit bigger, widen out the bottom, add the fan, different textures for the base itself, and...disco balls! :lol:
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Postby TVR » Thu Dec 13, 2007 3:55 am

I'll have to inform you that you are overestimating Shaggy's capabilities.
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Postby nexbender » Thu Dec 13, 2007 4:37 am

TVR wrote:I'll have to inform you that you are overestimating Shaggy's capabilities.

I thought it obvious I was joking. :? Perhaps the humor was too obtuse?

I ran through the map again. Except for the base texture and whatever would fix the framerate drops, the map is very playable as-is.

Anyway, Shaggy, please make the fan take up the entire floor of the base, and the disco balls should have an anim to light and spin and play "Fett's Vette" by McChris when someone caps. Please hurry.
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Postby shaggy » Thu Dec 13, 2007 9:10 am

Thanks TVR (sarcasm)

Bender, why a disco ball?
Also, you wouldn't have to redo the hole map, just edit the bases.

P.S Why don't you take the fan from blue amuse (or whatever the maps name is).
P.P.S Arg! I'm too lazy. I just make the suggestions not do them :wink:
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Postby nexbender » Thu Dec 13, 2007 9:34 am

shaggy wrote:I just make the suggestions not do them :wink:

Ah, real management material! :lol:
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Postby Rad Ished » Thu Dec 13, 2007 9:40 am

yeah you need to add a shader script to a texture to phong it. These are new to me also but here is the one i took from farewell:
textures/ito/deerock
{
q3map_nonplanar
q3map_shadeAngle 75
{
map textures/ito/deerock.tga
rgbGen vertex
}
}
It doesn't change the shape of the brushes just makes the shading from edge to edge much softer. I don't know if you have to hit the shade flag in q3map2 for it to work but it did seem to work without doing this. I think it would have a beneficial effect for all your rockness.

Perhaps a cocktail bar would be useful in the base (close to but not under the disco ball)
and some throw pillows. :roll:
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