[Map] Arboria_r2v3 (Final)

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 torus » Sun Mar 02, 2008 1:20 pm

naw, haven't had the time. I'll try to get it done today.
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Postby LordHavoc » Mon Mar 03, 2008 2:12 pm

Fixed the pk3 reader to support those Mac zips, they have a rarely used option turned on which the reader considered fatal (but actually should just be ignored in this case).
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Postby LordHavoc » Mon Mar 03, 2008 7:37 pm

What can I say, awesome looking map, love the lighting (although too dark for my liking), I have just a few suggestions:
  • please add more items, and spread them out more, it basically takes treating it like a racetrack just to survive under fire in this map, and there's a severe shortage of weapons really (you get one and run around it with that for a while and run out of ammo, no variety and insufficient ammo).
  • are you sure this is a capture the flag map and not an onslaught map? It's MASSIVE - I can only imagine how long the flag runs take, and flags being instantly returned to base is just painful :) Might be fun in domination too.
  • the ground level is pretty boring, it might benefit from some jumppads.


Overall I'd aim this map at 16 player CTF (and possibly Onslaught - but that needs more work).

It's cool.
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Postby torus » Wed Mar 05, 2008 9:45 pm

Updated.
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Postby LordHavoc » Thu Mar 06, 2008 5:03 pm

The item layout doesn't seem like it has been improved much.
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Postby torus » Thu Mar 06, 2008 7:53 pm

Can you please be more specific? I've never been good at item layout- what exactly should I change?
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Postby John Galt » Sat Mar 08, 2008 12:53 am

I've added the map to Galt's Gulch CTF, torus. Looks really nice!

1 Glitch: I fell into the tree supporting the jumppad by red base. Not sure how that happened.

2: Map is huge and many players are complaining of very low FPS... not sure much can be done about that.

Otherwise, excellent rework of Silvion.
cat /dev/urandom > /dev/mem
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Postby torus » Sat Mar 08, 2008 12:55 am

I'll spawnflags 22 that tree, see if it helps- it's a q3map2 bug

If it doesn't, i'll have to manually clip it.

Not much to be done about the FPS though.
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Postby esteel » Thu Mar 20, 2008 2:12 pm

ok.. finally got around to play it online and give it a try :)

First of all there is no armor around (except two at the top near the rocketlauncher. Given such an open map everyone and especialy flag defenders are sitting ducks against MG or nexgun, both of which can be hard to spot in such an open map. So i think its a good idea to place an armor and maybe a 100 health near the flag, mabey right in front of the 'base'. Also a ring of 5 health/armor packs around the base might help and look good too :)

Some more health might be good and also having less groups of health. Three packs at once? Thats almost as good as a single 100 health. I"m not sure but was there health at the bottom at all?

Regarding sitting ducks, i think a MG near the bases and not just one for the whole map might be good. Also i'm not sure but it seemd the weapons next to the bases are distributed unfair. One has crylink and the other one mortars? Not sure about this though.

More weapons in general would be good too, just add some more. The map is quite big, i doubt one can do it wrong. Also the shotgun is a bit strange as its the starting weapon.
The terrain can slow down quite much, maybe try to make some parts near the bottom less steep?

Maybe you can try to make the sides more clear.. maybe add some red/blue tints to the tracks near the bases and maybe some marks on the trees?

In general the maps looks really nice but its seems very heavy on the antiwallhack (there was a SERVER LOAD warning while i played) not sure if it was because of the map. Maybe culling hints can help. Divverent should be able to tell how he improved capturecity with them.
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Postby Mr. Bougo » Tue Apr 01, 2008 7:48 am

John Galt wrote:1 Glitch: I fell into the tree supporting the jumppad by red base. Not sure how that happened.


Ayep, confirmed, I fell into it too... It's at the jumppad level, on the right side when looking at it.
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