[Map][DM][Beta] Treasure Island Beta 3 (and some questions)

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Postby torus » Mon May 19, 2008 7:29 pm

In the future- use mediafire :D No wait times or any of the bullshit Rapidshare does.

http://www.mediafire.com/
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Postby Rad Ished » Mon May 19, 2008 7:31 pm

Or even better use filefront for faster downloads :D
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Postby torus » Mon May 19, 2008 7:32 pm

Seriously, this has to be the most confusing captcha I've ever seen

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Postby [-z-] » Mon May 19, 2008 7:32 pm

My screenshots had 'r_showcollisionbrushes' set to 0.4 to show some of the clips (usually an orange or green block) that annoyed me :).

An instant death on the water is silly. I don't think swimming is that bad of game play. Solutions I see:

- Make the triger hurt only take away a little health at a time (maybe the water is toxic?)
- Make the water shallow
- Add jump pads to smaller rocks/crates to assist you out of the water faster.

I've uploaded the map to http://maps.nexuizninjaz.com/
map link here
Last edited by [-z-] on Mon May 19, 2008 7:36 pm, edited 1 time in total.
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Postby Dokujisan » Mon May 19, 2008 7:36 pm

*cough* ...ctf... *cough*

excuse me :-)
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Postby [-z-] » Mon May 19, 2008 7:38 pm

This thread is going at warp speed!
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Postby C.Brutail » Mon May 19, 2008 7:50 pm

Wow, very very nice for a first map :)
I haven't played it yet, just wathced the screenshots, (I have a map compiling, but I'll check this one ASAP :) ) but I already have some suggestions:

First of, phong shading the rocks will help you to get a better natural look on them.
Some more little detaul would be nice: loose bricks/ paint on the walls, rust, plants, BIRDS!!!
etc...



And no, please don't make a CTF version, only if you've finished with the DM one :)
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WE ARE NEXUIZ.
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Postby torus » Mon May 19, 2008 7:54 pm

Ok, my critique-

It's obvious you have an eye for detail- I love the style; it's an awesome departure from the gloomy quake castles/oversaturated lego block maps we usually get. There are lots of nice touches that really make it look good (the map, textures, etc). In this way, I think you are like me :P

How you can improve the visuals-

For thinks like rocks, the small sand beach, etc- use .ase models. Brushes simply can't get across the organic feel you are going for.

Make the map bigger! This goes hand in hand with gameplay- it's a common problem with beginning mappers, that they underestimate the size of players, and how much room they need. You can use the player entity to estimate the size. Imo, this map should be ~1.5x the size it is now. You should also increase the size of the beach, so it's actually a place people can run around on and fight.

Please, please light up the bottom area, and the indoor areas. It's VERY dark. Some lanterns in there to provide a nice glow would be very cool.

Put in a real water shader! Your water looks very good (with reflections)

Onto gameplay-

I agree with you that certain elements should be clipped off. However, it's poor mapping etiquette to make areas you don't want explored, kill you. The ceiling, for example- a simple player clip instead of trigger_hurt would be sufficient. I like that you clipped off the roof. As for the water, I think its should be made real water. You can make it non-advantageous to sit in there by putting a player clip so players don't go too deep.

I love the shark idea :D

Of course, you really need to make this bigger for it to be usable gameplay-wise.

Good work, keep it up :D I'll be watching this one as it progresses.
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Postby HarryButt » Mon May 19, 2008 8:26 pm

[-z-] wrote:- Make the triger hurt only take away a little health at a time (maybe the water is toxic?)
There is a map in Urban Terror, where you can fall down into a pool of water and then it says "Piranha!" and continuously depletes health until you're dead. You could use "Sharks!" :P If you're actually going to implement them.
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Last edited by HarryButt on Mon May 19, 2008 8:36 pm, edited 2 times in total.
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Postby sev » Mon May 19, 2008 8:31 pm

I added a mediafire link in the first post.

About the scale: The problem is that I fit it into the blocksize grid, scaling it up by 1.5 will be a problem.

About models etc: I have no idea yet how to create models :shock:

About CTF: This map is not really made for CTF, except if you mirror it, which is lame.

About the map in general: Of course I will try to listen to all the experienced mappers here and improve it here and there, and I want to finish a version 1.0. But I have worked on it for so long that I want to come to a closure with it (I will release it under GPL, everyone is welcomed to improve it)

In a way, Treasure Island is my apprenticeship, but I have a lot of other ideas for a lot better maps, and I will use all the things I learned from building TI in order to avoid the mistakes i did.
I am currently planning my next map, same style, but bigger, with a bigger variety of locations, and with plants, workname: Sea Temple. :wink:

@ [-z-]: the screenshot you used with the uploaded map is not from the actual map and will probably lead to a disapointment for the downloader.

@ torus: player clip does not prevent the hook from grappling, but I will change the ceiling. Bigger beach is noted.

@ C.Brutail: Again, I am a noob, so assume I have no idea what you are talking about :wink: . That said, what is phong shading? Or more importantly, how do I "phong shade" in Radiant?

@ [GF]HarryButt: I just realised what you meant with [-z-] screenies when I used the name above :D, sorry about that

Thanks again for all the replies.
Last edited by sev on Mon May 19, 2008 8:56 pm, edited 4 times in total.
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