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

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

Postby sev » Mon May 19, 2008 4:01 pm

Hello everyone

This is my first "sophisticated" map and I have been working on it for quite a while, mainly because I learned a lot in the process and had to rebuild it several times.

I tried to create a "feel-good", naturalistic map with lots of wood, stone, water, blue sky. (Almost) all of the textures are new, details in the included treasureisland.txt file. I created the textures using two sources of raw photographs and textures (other than my own drawings): Ben Cloward - Texture Archive and The Blender texture disc.

Any helpful and/or positive comments are much appreciated.

Please note: This version is intended for testing purposes. I will upload the first finished version as soon as possible.



So here it is:
Image

UPDATE: Get the latest version here

Details
BSP Name: treasureislandb3.bsp
Intended for DM and Minsta, 8 spawn points.


Things that are not finished yet:
- Water Texture; I did not find a good, usable photograph, so I will create one with Blender
- Alignments of all the bevels; A lot of work that I am postponing.
- Hints; There are some areas I will have to experiment a bit more with hint brushes, especially on "the bridges" facing the arena.
- Sounds; I will add some sounds: water, wind and so on.
- Notes/info_* textures; I need to create a shader preventing them from quality reduction, so that they are readable all the time.


Questions and Problems:
Question 1: What commands should I use for the final compilation? For this version I used the standard "Q3Map2: (final) BSP -meta, -vis, -light -deluxe -fast -filter -super 2"

Problem 1: There are 2 flipped triangles
WARNING: Flipped triangle: ( -24 768 464) ( -32 768 464) ( 0 768 464)
WARNING: Flipped triangle: ( -24 256 464) ( -32 256 464) ( 0 256 464)
How do I find them?

Problem 2: I had this problem at the beginning, it vanished during the rebuilding process, but now it returned. Initializing the map returns some problems: Collision_ValidateBrush: brush with no points! and Collision_ValidateBrush: all points lie on all planes (degenerate, no brush volume!).
But the points it states do not exist in the map file, how do I find these brushes? I will try to find a solution but maybe someone has a quick answer.

There are probably some things I now forgot to ask, I may add some questions later...

So long
sev
Last edited by sev on Thu Apr 29, 2010 6:50 pm, edited 8 times in total.
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Postby PinkRobot » Mon May 19, 2008 5:14 pm

Hey I really like this map already. It's very pretty to look at and I enjoyed running around it. I'm not sure it will make for great gameplay but I definitely liked running around looking at all the stuff. Great happy sunny atmosphere.

Some things I noticed:

- afaik there is no need to supply a shaderlist.txt file in the .pk3.

- imho the water should not be trigger hurt. I know you probably want people to stay away from the edges but I would still like it if the water was just water and you could swim around in it. Perhaps the edges could be made some pointy rocky stuff with a trigger_hurt ? I did see your comment that the map still needs real water so this could just be a temporary deal.

- Also, can there be fish ? Even a shark maybe ? How about a little boat that bobs up and down a bit in the water ? Oh wait these are already requests :P

- I noticed there was some part of the map clipped away, it had some crates I could not reach that I should be able to reach. I personally find this annoying and I am pretty sure I'm not the only one :) If you don't want players to camp behind the crates you should think about removing them altogether or put something else there which is a bit lower.

All in all, maybe not the Nexuiz look but still a very attractive map.
Now with new shiny avatar.
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Postby [-z-] » Mon May 19, 2008 5:34 pm

I'm pretty disappointed the water kills you.

The shapes are fun, there is a good flow to this map, I can speed around in a very fun way.

The player clip brushes are annoying as hell... the basement for example, or above the buildings, it looks like you can go to certain areas and you can't.

Also, is there a hurt trigger on the ceiling?!?


Some pictures of annoying brushes
Image
Image
Image
Image
Last edited by [-z-] on Mon May 19, 2008 5:46 pm, edited 1 time in total.
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Postby esteel » Mon May 19, 2008 5:39 pm

I was running around in the map to just get a feel for it..I think it should be bigger,scaled up some.The doors can stop you if jumping and also it just feels too narrow in general. Did you map for quake3 before? The models in Nexuiz are taller, can jump higher and also i think the view port is at an other position in Nexuiz which makes stuff seem smaller.

The visuals are very nice, except for the arena beneath the base.. the texture seemed very dull to me. Also nice usage or electro bubble models you have there :D

Some other textures, like the round things the machinegun and rocketlauncher are on) seemed rather washed out compared to others, maybe exchange them?

I have not yet test-played the map so i'm not sure how the insta-death water or the weapon layout will work out but i think both is ok. Some moving items in the water would be nice. The idea with fish (functrain/moveable ?) is great. The clipping is IMO better then getting stuck too much but maybe its a bit too much at some parts.
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Postby Dokujisan » Mon May 19, 2008 6:02 pm

I haven't played it yet (I'm currently at work) but I already have one request.

CTF

Thank you.

:-)
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Postby HarryButt » Mon May 19, 2008 6:46 pm

What about birds?
Srsly, an island without annoying seagulls is no island. Don't forget these when you put in your sounds.
Map looks nice. Except for [-z-]'s screenies :P
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Postby Grasshopper » Mon May 19, 2008 6:58 pm

here are some prefabs from bubba's tutorials for fish , sharks, dolphin. maybe you can use these.awesome map btw http://bubba.planetquake.gamespy.com/prefabs2.html
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Postby sev » Mon May 19, 2008 7:08 pm

Wow, I did not expect this amount of replies in this short amount of time...

First of all, this is my very first map, of course I did some small maps to learn how to build a room and so on, but I think you know what I mean. I know there are some shortcommings, also because I designed it before I knew how to build it. :oops:

About the water: There are only 2 possibilities, either make it "real water" to dive into, or make it trigger_hurt (a solid water surface to walk on would be unlogical and destroy the map layout/flow).

I would have loved to put in a real water shader, it looks great but it kills performance, (see screenshots, fps is at about 25% of the uploaded version, because of the reflections, I know, but still) I would need to generate a new big area below the water surface and have to put in a lot more visible rocks and stuff.

I spent a lot of time improving the r_speed values, so that the map is playable in the first place, and I dont intend to do anything to worsen it again...

Another reason against "real" water is that if I would fall into it I would want to get out as fast as possible and back to the action, because gameplay under water is not that great, and as a result I would avoid it in the first place, leading to the same situation as the current one.

About sharks: That is a great idea, I will experiment with that, it also would make it more logical why the water kills you.

About the clipping: I put in 2 kinds of clips, the first ones are to prevent the player from getting stuck, the 2 rooms are heavily clipped for this purpose in order the get in and out of the doors as smoothly as possible.
The other ones are to prevent camping, and you need to look at them in perspective of the spawn points. These are probably the ones that annoy you, I will work on that and try to make it obvious where you can go and where not and probably remove some. I expected that because as the mapper I know exactly where they are (and why), and it becomes difficult to see which ones are annoying.

The ceiling is trigger_hurt, yes. I want to prevent anyone using the grappling hook and hang at the ceiling. I could not reach it with the laser, only with the RL though.

I also want to prevent any snipers on the roofs (I would be one myself), hence the clips. It completely annoys me that when playing maps like toxic, sometimes a lot of the action is going on ontop of the roofs, and the playfield becomes a simple plane, especially in minsta.

@ [GF]HarryButt, i am sorry but i have no idea what [-z-]'s screenies are.

@ Grasshopper, thanks for the link, I will check it out.

So much for now, thanks for all the response so far. I will continue trying to improve the map... :idea:
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Postby sev » Mon May 19, 2008 7:12 pm

Forgot the screenshots to the previous post :oops:
Note: These are not screenshots of the actual map, they are to illustrate the problems with the water.

Image

Image

Image
Last edited by sev on Mon May 19, 2008 7:55 pm, edited 1 time in total.
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Postby Rad Ished » Mon May 19, 2008 7:18 pm

Wow , looks awesome.
About these degenerate brushes, take a note of the brush number then open the .map file in a text editor, do a search for the brush and delete it.
Then make sure you at least open it and save it in radiant before you compile again.
can't wait to check it out, nice :D
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