Need assault map

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Need assault map

Postby tundramagi » Wed May 27, 2009 6:55 am

Nexuiz needs a good looking, well playing, nice assault map that it can ship with.

That's just my opinion, man.

Anyone up for making one or two?

You can make them almost like you would a singleplayer map.
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Postby Sven » Wed May 27, 2009 9:37 am

open a challenge : who make the best assault map maybe some do it :wink:
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Postby k0jak » Wed May 27, 2009 1:53 pm

Good idea, I would like to play this game-mode.

Get people to take a look at UT Assault maps also.
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Postby Sepelio » Wed May 27, 2009 2:52 pm

I'll make one over the summer, it shall be my next project. Once I figure out how this game mode works and what it is :roll:
Possibly not the worst mapper in the world.

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Postby Sven » Wed May 27, 2009 2:55 pm

if the spiderbot and the other vehicles are public ill make one too. ;)
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Postby TVR » Wed May 27, 2009 2:59 pm

Sepelio wrote:I'll make one over the summer,


Quite similar to the original premise of CityAssault, which has been in development for since August 3, 2007.

Current progress makes for ~40 minutes rounds, it's designed for the UT-style timelimit-driven two round Assault rather than the current multi-round Assault.
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Postby tundramagi » Wed May 27, 2009 3:40 pm

Here's the one I made, for those that need to learn how to make assault maps, you can just open it up in netradiant and look. It's simple: it has only 1 objective.
https://cat2.optus.nu/nexuizserv/evadproject15.pk3
http://cat2.optus.nu:81/nexuizserv/evadproject15.pk3
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Postby k0jak » Wed May 27, 2009 3:43 pm

Shouldn't assault maps have weaponstay ON? (that's how it is in UT, and assault maps should be rushing/fast-paced and allow attackers and defenders to both grab multiple weapons)

Laser on by default? Will the laser ruin some maps?

New spawn points/location once complete an objective? so you start to spawn from that place instead of the start point of the map.

Answers on a postcard.
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Postby tundramagi » Wed May 27, 2009 8:00 pm

k0jak wrote:Shouldn't assault maps have weaponstay ON? (that's how it is in UT, and assault maps should be rushing/fast-paced and allow attackers and defenders to both grab multiple weapons)

Laser on by default? Will the laser ruin some maps?

New spawn points/location once complete an objective? so you start to spawn from that place instead of the start point of the map.

Answers on a postcard.


If you want that in your map you can configure it to be like that in the mapinfo. I don't see how this has anything to do with people making some more assault maps. I made a simple assault map.
If lazer ruins your map then disable it in mapinfo! I surely is _REQUIRED_ in my assault map so I would apreciate it if you don't convince everyone to force it off as default. If you don't want it on your map then .mapinfo .mapinfo .mapinfo.

New spawn points/location once complete an objective? so you start to spawn from that place instead of the start point of the map.


Assault supports that, yes.

Also Nexuiz isn't UT.
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Postby Sepelio » Wed May 27, 2009 8:41 pm

tundramagi wrote:Here's the one I made, for those that need to learn how to make assault maps, you can just open it up in netradiant and look. It's simple: it has only 1 objective.
https://cat2.optus.nu/nexuizserv/evadproject15.pk3
http://cat2.optus.nu:81/nexuizserv/evadproject15.pk3


First link doesnt work it seems. Second is fine though.

I'll have a look and then I'll see if I can figure out ways of implementing my current ideas. I think I will try and incorporate the laser as well somehow, whats nexuiz without the laser! :P

Current Ideas Include the old "disable artillery" style maps as well as that lovely classic "ship/vehicle to ship/vehicle combat". Hmmm maybe I could put together some sort of storyline and make a little series like a miniature singleplayer
:P

EDIT: Good god man how does that map suck up the FPS?! Its quite cool but its killed my frame rate and entire thing is jerky!
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