[WIP] LC_Iceworld

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Re: [WIP] LC_Iceworld

Postby lda17h » Sun Jan 03, 2010 3:55 pm

You wrote:

:: How can I determine if texture/texture directory is standard resource for Nexuiz or not?


I should have maybe said it explicitly. Test your map with the plain nexuiz dir and you should see missing textures, etc. Basically this way you create a test environment where your map appears as it would to any other old user just downloading your map.. I should have been more clear about this. If a texture shows as missing via this method you know it's not included in nexuiz :D
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Re: [WIP] LC_Iceworld

Postby Lord Canistra » Sun Jan 03, 2010 4:05 pm

That's nice way too, I'll keep it in mind.
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Re: [WIP] LC_Iceworld

Postby Kay » Sun Jan 03, 2010 7:21 pm

Very nice for a first map :)
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Re: [WIP] LC_Iceworld

Postby Lord Canistra » Sun Jan 03, 2010 9:17 pm

Ok, now here's version with teleports added :: http://omploader.org/vMzVmMg/LC_Iceworld.pk3

Please test it and if there's no serious gameplay issues or bugs, I'll release it.
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Re: [WIP] LC_Iceworld

Postby C.Brutail » Sun Jan 03, 2010 10:03 pm

Hi there!

Wow, very nice map! Is it a quake3 conversion, or made from scratch?
Anyway, here are my two cents and suggestions:

-remove the shotgun. The shotty is a starter weapon, you don't need to pick it up.
-add more ammo / replace some! Those 4 cells give and incredible amount of ammo, it's just too many in one place.
-one sniper weapon is enough! So either remove the rifle or the nex.
-the teleporter destinations are facing the wrong way.
-this map needs some realtime lightning love ;)
-minimap image is missing for teamplay mods.
-in case you can work it out, the map would be imho pretty good for domination too.

In it's current form, I'll add the map to the minsta port of the DCC servers.
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Re: [WIP] LC_Iceworld

Postby Lord Canistra » Mon Jan 04, 2010 10:55 am

Thanks, that's the critique I wanted.

fy_iceworld is one of the first DM maps for Counter-Strike and probably the most famous of all. I made my map from scratch, keeping only the basic layout of fy_iceworld. Original map is simple as hell, though giving incredible fun to CS players.


Then I have the following questions ::

:: Where should tele destinations point?
:: How realtime lighting is set up in Nexuiz (reference to some article would be very useful)?
:: Why can be minimap missing for some mods and how it can be enabled in those?
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Re: [WIP] LC_Iceworld

Postby C.Brutail » Mon Jan 04, 2010 11:10 am

Lord Canistra wrote::: Where should tele destinations point?
:: How realtime lighting is set up in Nexuiz (reference to some article would be very useful)?
:: Why can be minimap missing for some mods and how it can be enabled in those?


The teleporter destinations are facing the handrails, so when you exit the teleporter, you get stopped bye them. Simply rotate them where it's free to go.

Realtime lightning is either created ingame, with the handy realtime lightning editor mode (r_editlights 1). That might be a bit long process, but you'll see exactly how it'll look like. After you have some experience, you can create the rtlight file outside the game too as it's a simple txt file that contains the coordinates of the lights, intensity, color, style etc. One of the best method is to place info_null entities for your lights in radiant, and then just simply copy out their coordinates.

The minimap image is fully missing. I don't know what program you use, but netradiant (viewforum.php?f=23) has a built in compile option for q3map2:

Code: Select all
[q3map2] -minimap "[MapFile]"


The created minimap file will be under gfx/ . Just package it with the reast of the map.
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Re: [WIP] LC_Iceworld

Postby Lord Canistra » Mon Jan 04, 2010 2:29 pm

Oh. I thought it's being embedded into BSP after creation.

Now going to experiment with lighting.
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Re: [WIP] LC_Iceworld

Postby Lord Canistra » Tue Jan 05, 2010 2:58 pm

Okay, I've placed some dyn lights in most suitable places (as it seemed to me).
Now I have fps rate lowered by almost four times in some areas (mostly on border corners, where you can see entire map). Is it ok for realtime lighting or I'm doing something wrong?

.rtlights file is here :: http://omploader.org/vMzV4dA/lc_iceworld.rtlights.zip

Despite of the fact that I've pretty powerful graphics card (Radeon HD 4890), my CPU is quite old. Can it cause graphics lag because of lack of calculating power?
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Re: [WIP] LC_Iceworld

Postby FruitieX » Wed Jan 06, 2010 10:58 am

Really good looking map, going to test it now. The "error" you posted before is probably just a normal message that q3map2 spits out at each compile, nothing to worry about. q3map2 might say a lot of things, but unless your map looks bad/plays slow etc there shouldn't be anything to worry about. :) One exception: map leaks, those are always good to fix...

Edit: VERY nice indeed! Not sure about those teleporters on the ground, I think i'd just place the teleporters on the nearby walls instead to avoid confusion :)
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