Map: "Ritual+Ritualctf"

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Map: "Ritual+Ritualctf"

Postby freefang » Sun Mar 23, 2008 2:15 pm

Ritual ctf:

Finally, my first map that is actually finished is done.
Its a CTF map with mirrored sides, the bases are basicly my ritual map.
In between both sides there is some kind of dark fortress or castle. (Dark on the outside, the inside is probably the lightest part of the map.
From launchpads in the midle of the fortress you can get to pads that launch you right at the enemy base. Other then that there are some pads and warps arround the bases.
The map contains some home made music I made a while ago using midi. (Converted etc, so it does work, but still sounds midi.)

Here is the final map:
http://www.mediafire.com/?7lladgtnimv


Original post about ritual:

(Edited copy/paste from my youtube description, just becouse I'm lazy. :D )

This is a new level I have been working on. For now I call the map Ritual, but that could change.
It's a small map that is desinged for deathmatch-like gametypes for 2 to 8 players. (I think up to 4 should be the best, but there are 8 spawnpoints.)The weapons are placed so they are fairly acessable and there are three warps and a jump pad to mix things up.

I am still thinking about the weapon placement, since I don't have any expreience at making maps balanced. So if a few people could try out the map and give me featback, so I can inprove it befor a final compile, I would realy apreciate that.

Here is a link to the bsp file:
http://rapidshare.com/files/101707011/Ritual.bsp.html

Here is the link to a video:
http://www.youtube.com/watch?v=GCCOXaypdEM

And here are some screens:
Image
Image
Image

Oh, and one last thing, the level is not as dark as it looks on the video and screenshots.

I am currendly working on a CTF version. 8)
Last edited by freefang on Sat Apr 19, 2008 2:59 pm, edited 1 time in total.
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Re: Map: "Ritual"

Postby esteel » Sun Mar 23, 2008 2:27 pm

Have not yet tested the map, but its looking quite nice. but:
freefang wrote:Oh, and one last thing, the level is not as dark as it looks on the video and screenshots.

Oh hell yes IT IS that dark.. let me explain: by default there is a bit of gamma, r_ambient and such settings active that make maps appear not as dark as they are. screenshots however have seperate settings as that helps with video/picture editing.. it would be perfect if ALL, and i really mean all, levels would be brighter so the default gamma can be lowered to a more sensibe default.. :D Just a nexuiz-maps rant :D
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Postby freefang » Sat Apr 19, 2008 3:00 pm

The first post is updated to include the finished ctf version. (I never actually finished the original.)
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Postby Dokujisan » Sat Apr 19, 2008 3:43 pm

The map is here on the Nexuiz Ninjaz map repo
http://maps.nexuizninjaz.com/ritualctf.pk3

I just played around on it for a few minutes. The jump pads and teleporters are interesting. I like the general design of it with the arches over the pathways and the little hut behind the flag. Of course, textures could be better, but this is your first map.

Some potential problems....

The map seems setup to make it easy to capture the flag.

- There are lots of ways to move around the map quickly and easily with all of those jump pads, teleporters and the straight pathway from base to base.

- There's even a jumppad right next to the flag, making flag capture even easier.

- There is a TON of health and armor...lots!

- There are few weapons and very little ammo on the map

- Unless I'm missing something, I don't see a nex. The only weapon that people really have to stop flag runners from a distance is the machine gun.
*CORRECTION* I found the nex....in the middle area.


That's my initial feedback. I'll let some people play the map throughout the day and get their feedback on it.
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Postby freefang » Sat Apr 19, 2008 4:02 pm

Dokujisan wrote:The map is here on the Nexuiz Ninjaz map repo
http://maps.nexuizninjaz.com/ritualctf.pk3

I just played around on it for a few minutes. The jump pads and teleporters are interesting. I like the general design of it with the arches over the pathways and the little hut behind the flag. Of course, textures could be better, but this is your first map.

Some potential problems....

The map seems setup to make it easy to capture the flag.

- There are lots of ways to move around the map quickly and easily with all of those jump pads, teleporters and the straight pathway from base to base.
Well, I wanted to make it easy to capture the flag, but hard to get back in one piece.
A sniper on top of the last gate would be leathel, and since there is only one way out the opponents know where the flag carrier will go trough.

- There's even a jumppad right next to the flag, making flag capture even easier.
It sends you towards the hut, thus slowing down the capture if you take the stairs. And even if you use the pad to the teleporter behind the hut you come to a halt right in front of the althar.

- There is a TON of health and armor...lots!
Well, lets just say its a first map problem. I asumed the main weapons used around the flags would be the ones with lots of knockback, to push the opponent over the ege.
In the midle its probably indeed a bit of overkill, I figured there would be a lot of fights around that area anyway.


- There are few weapons and very little ammo on the map
3 at each base and 6 in the midle I asumed anything more would be to much. But I agree I should add some ammo on the stage instead of on the pillars.

- Unless I'm missing something, I don't see a nex. The only weapon that people really have to stop flag runners from a distance is the machine gun.
Midle part, on top of one of the gate-like structures.

That's my initial feedback. I'll let some people play the map throughout the day and get their feedback on it.
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Postby Ronan » Sat Apr 19, 2008 4:16 pm

freefang wrote: The map contains some home made music I made a while ago using midi. (Converted etc, so it does work, but still sounds midi.)

8MB is a little large for 1min (.wav format), you should use a .ogg to save place or even since nex2.4 the .mid.

I noticed you can go through the trigger_hurt in the void and stay alive if you have around 1000hp (or 500/500 ar/hp). Since the map contains many items, you can easily reach these values, I know some people will have fun with that...You can resolve that by enlarging the trigger_hurt or by adding these lines in the mapinfo :
settemp_for_type all g_balance_armor_limit 444
settemp_for_type all g_balance_health_limit 444


Otherwise the gameplay look original, i'm curious how it will be online with real players. :)
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