Worst Map Ever

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Worst Map Ever

Postby divVerent » Sat Jan 26, 2008 1:11 am

A singleplayer map...

Image

or: info for mappers on how to do pushable crates (although they can be pushed by weapon force only)

Do not put this on any servers - your players will hate you for it!
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 The mysterious Mr. 4m » Sat Jan 26, 2008 2:21 am

i need my own server.
4m [PB] (amoebios)

This is Your world.
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Postby TVR » Sat Jan 26, 2008 2:25 am

Consider the potential for multiplayer sokoban, any moving piece based board game, or even a simulated game of tug-of-war; this feature will almost surely allow for quite a few potent possibilities.
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Postby divVerent » Sat Jan 26, 2008 9:09 am

BTW, this map does not work in 2.3 but only in svn. However, to make it 2.3 compatible, it should suffice to replace the func_wall by misc_models and adding "solid" "4" to the crates. I'll rebuild the pk3 for 2.3 too.

I just did that change, so sokoban.pk3 should be 2.3 compatible now.
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 divVerent » Sat Jan 26, 2008 9:12 am

TVR wrote:Consider the potential for multiplayer sokoban, any moving piece based board game, or even a simulated game of tug-of-war; this feature will almost surely allow for quite a few potent possibilities.


It isn't even a new feature, it is just abuse of existing features. The main idea is to use a generic entity (misc_models) and setting lots of entity keys on it that are normally only meant for QC code to change (like solid, movetype, damageforcescale).

Possible movetypes for crates are 3 (MOVETYPE_WALK, frictionless) and 6 (MOVETYPE_TOSS, stops immediately when it hits ground and then stays there fixed).
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 GreEn`mArine » Sat Jan 26, 2008 9:15 am

I think this is better played in 2D in a top view tho :D
IRC quote:
[kojn] I've been coming a bit more recently
[kojn] she took it the dirty way
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Postby divVerent » Sat Jan 26, 2008 12:37 pm

There should be three speedrun categories for this map...

1. Speedruns fully adhering to Sokoban rules
2. Speedruns bending the Sokoban rules, but still bringing all six crates into the lava pool
3. Speedruns that use less than six crates (if possible)

For 1., IIRC I got 298 seconds, for 2., I got 182.1 seconds, for 3., I got 8.51 seconds.
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 Strahlemann » Sat Jan 26, 2008 5:45 pm

That's some really cool stuff :)
And fun ! ;)
bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
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Postby Shoe » Sat Jan 26, 2008 5:54 pm

So is it just mostly the angled surfaces that allow the crates to move? Or could it be done on a flat surface too?
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Postby divVerent » Sat Jan 26, 2008 6:08 pm

they'd move on a flat surface too, but then they wouldn't snap to the field squares...
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

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