Campgrounds Redux (snapshot releases)

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Campgrounds Redux (snapshot releases)

Postby FraNcoTirAdoR » Tue Sep 08, 2009 7:13 pm

The 2on2 TDM tournament oragnised by kojn is getting closer and closer, and this map will be in the map pool too, so I want to give players the opportunity to practice on this map, learn it, make up strategies etc ;) There is still some time until the tourney, so there might be minor changes, but the basic concept wont change at all, the powerups, armors, weapons, ammoboxes position is final, so the tactic doesnt have to be changed at all. I would like to state in time: this is just a snapshot, currently im in the phrase of adding details, I didnt do ANYTHING with lightning, and I also know on some places texture aligning might not be perfect, but these things are later on my TODO list than those stuffs im currently working on :) The map is build COMPLETELY from scratch, and I used only those textures that Nexuiz 2.5.2 comes with (i hope i packed everything for the earlier version users too, will need feedback on that)

This thread will be updated frequently with the newest snapshot of the map, so feel free to return, but as I said its mostly for the tourney players yet so they can practice, and for those who wanna take a look at how the basic layout of the map will look when its done (no idea when, i expect it to take ~2 weeks, can be more)

Feel free to experiment with trickjumps, there are tons already in, and many more to come :D

Some of the trickjumps that can be useful for the TDM tourney:

http://www.youtube.com/watch?v=LRmsjot9p70

http://www.youtube.com/watch?v=TOgRE_vG1n0

http://www.youtube.com/watch?v=TWZMZkr1O_E

Also there are 2 VERY important things: first, this map has different armor and powerup layout for DM (1on1) and TDM modes, I don't wanna explain it why that is, otherwise the post would be too long :P (just a few changes, very easy to learn) The other thing that there is no laser on the map, because of its size, you will see after some games its much more fun this way. If you really want laser, you can pick it up, standing with your back torwards the jumppad that leads to the 100 armor (in TDM mode, in DM its 50 armor there), and after it pushed you you need to air-strafe left and there you go. Gonna post a youtube how-to about it later.

The map is primarily optimised for 1on1 and 2on2 TDM, but DM can be played on it too of course.
About the version: its just a number, beta 3 doesnt mean anything, there can be even beta543 too :P

Sooo here is the pk3 file, if there is anything I miss from it tell me... I didnt compile it with the highest settings possible, its just for testing.

http://www.freeweb.hu/eudigit/campgrounds-beta4.pk3

some screenies:

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Last edited by FraNcoTirAdoR on Fri Sep 25, 2009 7:43 am, edited 4 times in total.
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Postby C.Brutail » Tue Sep 08, 2009 8:18 pm

Very nice job mate!

One thing I'll have to ask you though: there are still reflecting shaders somewhere on the map, and they give a huge FPS hit. I'd suggest you to remove all of them.
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Postby FraNcoTirAdoR » Tue Sep 08, 2009 9:59 pm

C.Brutail wrote:Very nice job mate!

One thing I'll have to ask you though: there are still reflecting shaders somewhere on the map, and they give a huge FPS hit. I'd suggest you to remove all of them.


There are reflection shaders only on 2 places, thats surface size isnt that big at all, but I will remove one in the next version to see if it boosts performance a little more then :)
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Postby Psychcf » Wed Sep 09, 2009 12:46 am

Nice job, glad to see this map finished :D
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Postby [-z-] » Wed Sep 09, 2009 12:52 am

looking sexy
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Postby FraNcoTirAdoR » Wed Sep 09, 2009 12:54 am

Psychcf wrote:Nice job, glad to see this map finished :D


argh argh its NOT finished :D when its done it willl be in the "map reviews" thread :P its just in playable state so people can test it :)
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Postby [-z-] » Wed Sep 09, 2009 1:09 am

It's looking really good. Interesting that you removed the laser and enabled footsteps to pay tribute to the original. The flow is really nice, I spent a good 20 minutes hopping around. The lighting can use some work and you should check out those GPL skyboxes to really make it pop.

Definitely a solid feeling map with great attention to detail.


I hope you include a bot waypoint file at some point :)


Some problems I've come across:

you package includes a shaderlist.txt

also, the trak4 and trak5 textures are in svn.


I can stand here >_<
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Postby FraNcoTirAdoR » Wed Sep 09, 2009 12:27 pm

[-z-] wrote:It's looking really good. Interesting that you removed the laser and enabled footsteps to pay tribute to the original.


Yeah actually here laser is not a must-have weapon at all, but since I wanted players to hear eachother (and due there is no laser they are quite silent) I enabled footsteps for this map.



[-z-] wrote:The flow is really nice, I spent a good 20 minutes hopping around. The lighting can use some work and you should check out those GPL skyboxes to really make it pop.


Haha, this is really funny that most of the time players are not fighting on this map, but trying to make all the trickjumps :D Its a 1on1 (and 2on2..) map, not a race map damn it! :D Thank you for your skybox link, I will give it a look, the reason why I use the current one because it gives amazing tones to the map, but I can set it up manually with a shader anyways. Also I already posted, I havent worked on the lightning AT ALL yet, first i wanna extend and finish its functionalities and then fix all the textures and make nice lights ;)



[-z-] wrote:I hope you include a bot waypoint file at some point :)

Yeah, as soon as i find out how to, the map will include that too of course, i didnt forget it!


[-z-] wrote:you package includes a shaderlist.txt

also, the trak4 and trak5 textures are in svn.


I can stand here >_<


I packed trak textures because I want to allow 2.5 and 2.5.1 players too to test this map. The reason why you can stand there because there is a scaling bug in q3map2, when a bsp that contains curves is scaled up with it players stuck into some bended surfaces. I had to put tons of playerclip due this issue, but i will scale it up within netradiant as soon as possible and THEN build it, it wont have this problem any more, but it will mess up texturing completely, so I want to make it a little later in the texture fixing part.
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Postby FraNcoTirAdoR » Thu Sep 17, 2009 9:21 pm

I was doing many different things in the meantime, but I could work a little on campgrounds too, so I released a better, nicer looking and hopefully even less bug-free (for a snapshot release). This version is moslty a bugfix release, so I highly recommend all the servers to update this map if they already include it, there were some important things fixed that make gameplay hopefully even more fluid!

Link to the map:
http://www.freeweb.hu/eudigit/campgrounds-beta4.pk3


Here is the changelog comparing to version beta3:
- made the jump to the nex a tiny bit easier (so newer players can do it after some practice)
- fixed the bug on the top of quads' hideplace that -z- mentioned
- fixed a light texture aligning problem in front of the armor platform
- some brush optimization and merging
- removed shaderlist from the package :P
- changed glass at the window over the armor to non-reflective for the recommendation of c.brutail
- changed window placement at nex platform
- added different lights at the rocket platform
- shooting through lava in the middle room got fixed
- clipping problems at the trickjump to 50 hp fixed
- removed armor shards from in front of the strength spawhole in the wall, so clean shard-pickup sound will only be possible to hear on the bottom level
- added nice details to the doors so they dont look like just a plain hole on the wall (not finished with all doors yet)
- fixed the mirrored texture on the display at hagar
- also fixed the serious performance drop when looking at the mirrored display here
- a little tune on the ramp at strenght to make it look more natural
- added another side to the stairs under the bridge
- fixed light bug at the jumppads back-light at the armor platform


here is how all doors will look like when they are finished ;)

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Postby Rad Ished » Fri Sep 18, 2009 10:00 am

Hi there Franco , it's looking supremely awesome.
Now for nit picking..
The light in the doorway, the light entity is above the grid right?, so that it looks like light is coming from an invisible point in space.
Why not put it lower, under the grate so that you don't get this effect and also get some grid shadows up the wall in to the bargain?
Keep up the good work dude, im guessing you got this map memorized to millimeters by now, i look forward to getting fragged to bits by you on it.
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