Maps I'm making

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Maps I'm making

Postby person » Fri May 26, 2006 8:58 pm

(all are gpld)
https://caethaver2.dynu.ca/data/blueamuse8.pk3

The below use some (gpld) textures from: https://caethaver2.dynu.ca/data/caethaver2_textures.pk3

https://caethaver2.dynu.ca/data/dastower26.pk3
https://caethaver2.dynu.ca/data/marbleness90.map

https://caethaver2.dynu.ca/data/

I want to get blueamuse to high enough quality to be included with nexuiz.
If anyone want's to colaborate I'm open for it.
person
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Re: Maps I'm making

Postby divVerent » Fri May 26, 2006 11:25 pm

person wrote:(all are gpld)
{link to map "Blue Amuse"}
{link to map "Das Tower"}

I want to get blueamuse to high enough quality to be included with nexuiz.
If anyone want's to colaborate I'm open for it.


Well, we are always glad when people support our game by creating custom content and other stuff. Actually, we are short of content; actually, our shortage isn't exactly DM maps but CTF maps, but yet still - we appreciate your supporting the game by additional maps.

Now to the maps themselves.

Blue Amuse. Nice name, such a map needs to be tested. Well, I did, and I happen to like it. It consists of many rooms, each resembling some well-known room of other FPS games by Epic and Id, so when you play the map, you associate it with the well-tried and much-loved maps like Deck16. However, the map of course isn't just a copy and "remix" of maps of other good games - it does feature some interesting original content I've never seen before. The appearance of a pitch black room with some boxes I can't see makes me want to put down my rocket launcher and hold a flickering candle instead - not every game contains such heartbreaking moments of romantics. And the choice of textures if another positive point of the map - it would get quite boring if you would only die of falling into black void, red lava or green slime. Black, red, green, these three colors need a counterpoint - and you saw that shortcoming of classical map design and did the right thing: a blue-white patterned plane after all looks a lot more deadly and dangerous than a slightly warm red substance.

Yet still there are some weak points about this map. The textures still look a little bit boring - but since you are quite skilled in using the free image editing software GIMP, it should be quite simple to you to improve your texture set by adding some lens flares and supernovas to them. Just try it, I think it would get quite nice. I also had interesting results when using the supernova effect on a bump map, this might be a suggestion to you. Another weak point is that the map is a little big bright - the overall environment just doesn't have a sufficient contrast to the colorful textures at some special places.

But after all, I'd say - way to go. I think you can fix the few problems left in the map and then it will be ready for the general public.

Of course, I haven't forgotten to test the other map you posted, Das Tower. I am not quite happy with its name, it would be more correct to call it "Der Turm" or "The Tower". But since it's all a matter of taste and others may think different about it, I won't elaborate on that any further. After all, it's also Das Keyboard.

The overall map design is great. One location to see all - who doesn't enjoy standing on the top of a tower and killing all the unlucky respawners with a single shot? Plus you took one of the best map models of Nexuiz - the nexdm04 door - to a new use by creatively "recycling" them as crates. Good work, not everyone can come up with such brilliant ideas. You also noticed the general lack of weapons on the other maps and didn't make the same mistake as the others - by placing about ten mortars and RLs next to each other, we'll have no more fighting for weapons. A good sportsman won't egoistically take all of them for himself but leave some for his worthy opponent, and as the Nexuiz community consists of nice people and fair players, this really solved the big problem of getting a bad conscience out of taking the last mortar from the map. However, you should add some healthpacks in pentagram formations to support and amplify the cosmic radiance from the chaotic yet integer RL distribution.

Walking around on the map also awakens nostalgic memories of old first-person shooters - when seeing four facing rooms, one of them containing four rocket launchers, the others of them being empty, you instantly think of all the good old strong words "Mine Leyben", "Mmm-Bubble!" and "Eh-vuh, ouph Veedar-Sane". Of course, mastering the map isn't made too easy; the map has a steep learning curve. You are different from the others, you have the very right to be so and since it adds to the variety, it's a good thing. Most players would expect the outer edge of the map to block you from falling down, as it happens on nexdm16. Of course, this is highly unrealistic, so you instead let players who dare to leave the eternal bounds of the map fall into endless depths of black, cold void, bestowing upon them the nemesis they wished for. Another nice thing is that the map shows Nexuiz player's great abilities to climb up stairs. In no time they can climb up almost a meter, making them by far superior to most members of the human race.

After all, this map also is on the way to become a great success. Of course it isn't the final version yet, and there are still some points that should be changed. The overall lighting could use a bit more contrast, although the coloring of it is good as is - it does not do the mistake of putting unrealistic and partially wrong colors at every possible place, but instead resembles the hard, gray reality we are living in.

So to conclude this posting full of criticism on your great works, some final words from me. Keep up the good work. We really appreciate your effort. When you have a release candidate, be sure to notify us. If you don't have the required time or CPU power to make a final build of the map with deluxemapping, high-quality lighting and such, you can ask us to help you out with compiling the maps as background jobs on our underutilized computers. I wish you much success!
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby person » Sat May 27, 2006 2:27 am

Thank you for looking at the maps. I made das tower in about 2 days for a lan party we had, we enjoyed attempting to knock the guy in the tower out of the tower. I am considering removing the rocket launcher from the basement. I know the map isn't high enough quality yet. The idea came when I asked my friend on the phone "imagine a level... with a barren field... and in the middle of the field... is a tower. In the tower is the awsome guy who wins and outside of the towers are the retards who are the powned, what do you think?" his response was "lol, that's totally gay)) because if you're not in the tower you lose!" thus I said "haha yea! I'ma make it" and I did, we had fun at the lan with it, and they asked to play it again for an encore. The lighting sucks, the architecture isn't so good either, and there is a texture scaling problem where the non round-brushes on the tower and on the floor of the little temple are tiny when compiled but the correct size when in the editor (could you compile it and see if you get the same error?). I made a tower-in-the-middle map because I wanted a sniper map and we didn't really have one. It needs to be improved... somehow (ideas?). What should I do with the basement of the tower etc? Perhaps I should move one of the spawns behind the solar arrays so the respawner has some cover? I don't think I have enough skill to really "greeble" it out so it can be bundled with nexuiz, and my lighting skills suck, so could, later when it's in a more final stage, a more competent mapper give it a once or twice over to ready it for inclusion (if possible)?

I was also thinking of having a CTF config for it where the red flag is at the very top of the tower and the blue flag is in the concrete part of the bunker system (needs to be greebled and improved too, like all the map). The blue team would spawn in the bunkers and the red either in the basement of the tower or outside the tower.

With blue amuse... it's too small at the moment and doesn't look good enough, I was inspired by deck-16 ism. Any ideas for what I should add?

The offer of compiling is something I will definatly need, my setup won't compile slime/water/lava etc properly.

There is a third map, marbleness90, which I've hit mappers block with, so if anyone want's to continue and improve that map I would be very very apreciative (90 is the build number). It's theme is a castle with secret rooms etc. I'm not really a good mapper :(, my favorite map in nex is aneurism, that's an awsomely detailed map.
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Postby Shoe » Sat May 27, 2006 4:10 pm

I really, really like how those maps are put together. Das Tower could use some tweaking before being ready, and Blue Amuse looks like maybe it could use some shaders for the slime, though you said it wouldn't compile properly so that's okay :)

Really quality work here, though.
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Postby tChr » Sat May 27, 2006 5:42 pm

I havent had the chance to test yet, but I'll just add a small comment.

please.. please.. pretty please..

Ignore diverrents request for lens flares. Lens flares are ugly, stupid things, and all photographers and producers of any real-life stuff is desperatly trying to avoid them. Nothing looks as stupid as fake lense-flares.
the spice extend life!
the spice expand conciousness!
the spice is vital to space travel!
sooooo.. tell me what you want, waht you really-really want
I will proceed directly to the intravenous injection of hard drugs, please.
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Postby person » Sun May 28, 2006 12:36 am

https://cat2.dynu.ca/data/blueamuse10.map
https://cat2.dynu.ca/data/blueamuse10.bsp
https://cat2.dynu.ca/data/blueamuse10.prt
https://cat2.dynu.ca/data/blueamuse10.srf

I need help. The rocket launcher area is now inaccessable, if you go down below a certian level you die. I removed all dam trigger brushes at that level and still the problem persists. Could someone that knows things about mapping fix this error please and upload a blueamuse10b.map please?

I can't even delete all the dam triggers and remake them (probably wouldn't work anyway) because if I zoom out or move around in gtk radiant at all it slows to a crawl.

Please help me.

(Everything is GPLd).
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Postby person » Sun May 28, 2006 3:20 am

I found the dam trigger (dammage trigger) and deleted it.
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Postby person » Mon May 29, 2006 6:51 am

I've made some progress:
https://caethaver2.dynu.ca/data/blueamuse20.pk3

I'm now getting this "SV_PushMove" message flooded when I play the map though :(.
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Postby obi_wan » Mon May 29, 2006 7:37 am

tChr wrote:Lens flares are ugly, stupid things, and all photographers and producers of any real-life stuff is desperatly trying to avoid them. Nothing looks as stupid as fake lense-flares.

graphist approval :D
[NSB] ppwer !
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Postby person » Mon May 29, 2006 2:30 pm

https://caethaver2.dynu.ca/data/blueamuse20.pk3

SV_PushMove: invalid modelindex 0.0000000
is the error.
Can I open the map in a text editor and fix this somehow?
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