[MAP] desertcastles_mod

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[MAP] desertcastles_mod

Postby Clueless Newbie » Wed May 07, 2008 2:36 pm

Uploaded my mod of desertcastles6. It remains to be seen whether it's an improvement or not. ;) The map is still huge (21 MB). I could have shaved off a few MBs by removing the music, but decided against it. Most of the work involved playing "whackamole" with the overlapping brushes; each time I fixed a "hole" a new one would pop up. Seems like most of the brushes overlap. If they hadn't I would probably have been done last week.
Also, mikeeUSA is not a big fan of caulk. ;)

It should be playable with all gametypes.

Download it here:
http://folk.uio.no/clund/nexuiz/desertcastles_mod.pk3

(no, no screenshots - you already know how this map looks)
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Postby [-z-] » Wed May 07, 2008 5:01 pm

Some first impressions

You can score the flag way to quickly with the new open arrangements and the (quarterpipe shaped?) launch pads that send you from flag to flag.

Image
lol wut?

I didn't know I was going to get sent across the map by a quarterpipe.


You removed these doors
Image
I thought they were a beautiful idea, they didn't really slow down the action at all and gave you a little fear of getting trapped



Image
I like how you opened up some holes like this.
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Postby Clueless Newbie » Wed May 07, 2008 5:45 pm

[-z-] wrote:Some first impressions

You can score the flag way to quickly with the new open arrangements and the (quarterpipe shaped?) launch pads that send you from flag to flag.

lol wut?

Wasn't sure how to make a bouncie that fit in with the map, so I just made something that I thought kinda looked like a blanket over a frame (had to look up "quarterpipe"). I guess I was too lazy to design a catapult. ;)
However, players that spawn in the middle (or collide in mid-bounce) will still have to slog their way to the nearest castle.
We'll see whether the bouncies were a mistake or not.

You removed these doors
I thought they were a beautiful idea, they didn't really slow down the action at all and gave you a little fear of getting trapped

I removed all the obstacles except the archer slits. I thought about taking them out too, but that would take too much from the castle look. As for those doors, at first I let them be, but I removed them in the hope that it might make the bots a little smarter. Didn't work; they're still as dumb as a bag of hammers.

I like how you opened up some holes like this.

Thanks. B)
Last edited by Clueless Newbie on Wed May 07, 2008 6:24 pm, edited 1 time in total.
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Postby [-z-] » Wed May 07, 2008 5:55 pm

can you unquote that? O.o
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Postby Clueless Newbie » Wed May 07, 2008 6:24 pm

[-z-] wrote:can you unquote that? O.o

You mean your giant screenshots? ;) Sure.
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Postby Spaceman » Wed May 21, 2008 9:17 pm

Certainly an interesting interpretaion of Mikeeeees classic. A much needed improvement.

Unfortunately, there are two textures missing from the pk3 :(
Code: Select all
maps/desertcastles_mod.bsp: could not load texture "textures/castlebunker/stripeclothred1"
maps/desertcastles_mod.bsp: could not load texture "textures/castlebunker/stripeclothblue1"
maps/desertcastles_mod.bsp: could not load texture "textures/castlebunker/stripeclothblue1"
maps/desertcastles_mod.bsp: could not load texture "textures/castlebunker/stripeclothred1"

You need to add stripeclothblue1, stripeclothred1 to desertcastles_mod.pk3/textures/castlebunker/ they are both in Mikeees original pk3.

And a slightly modified desertcastles_mod.mapinfo
Code: Select all
title Desert Castles mod
description Two castles guard an important road
author MikeeUSA, modified by Clueless Newbie
has weapons
type ctf 300 20
type dm 30 20
type tdm 300 20
type lms 9 20
type arena 10 20
type dom 300 20
type rune 200 20
type kh 300 20
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