[WIP] LC_Iceworld

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Re: [WIP] LC_Iceworld

Postby Lord Canistra » Fri Jan 08, 2010 9:43 am

Adding lasers is one interesting idea. Although those you made look very bright and use too saturated colors.
Adding much detail isn't what I intend to do, it can cause map look heavy and overdriven.

As for GPL, I have some doubts regarding releasing the map under it.

:: LC_Iceworld is remake of Counter-Strike map fy_iceworld. Do I need to contact original's author and ask for any kind of permission to release my map?
:: I don't know neither who's author of the catgirl on screenshot in .pk3 nor how to contact him ><
:: What's about other textures from Nexuiz maps that I used? Especially ame7_evil8 directory, which isn't Nexuiz standard one.

Edit :: Now q3map2 gives me weird leak error. It just points of one of those laser target C.Brutail made, but no pointfile trail goes from it anywhere. Vis & Rad stages continue after Bsp as usually, as if there are no leaks.
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Re: [WIP] LC_Iceworld

Postby C.Brutail » Fri Jan 08, 2010 10:56 am

You can ignore that leak error, nothing leaks actually. Although while I had to recompile the map fully, I have realised that you have underused "detail" brushes ;)

"Adding much detail isn't what I intend to do, it can cause map look heavy and overdriven."

I understand. I'm just making suggestions :)

:: LC_Iceworld is remake of Counter-Strike map fy_iceworld. Do I need to contact original's author and ask for any kind of permission to release my map?

Would be nice, but I don't think so he'd disagree. Also, you've built the map fully from scratch, so aside from the name and the concept, nothing else remained from the original map.
Catgirl... now, that'd be a problem, but imho could fall in the "fair use" category. But it would be nice to know at least the author's name to give credit.
About the textures. So evillair has made that texture set too? Well, it's easy then, he can be easily contacted, and iirc he has released all his texture work in GPL.
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Re: [WIP] LC_Iceworld

Postby Lord Canistra » Fri Jan 08, 2010 3:13 pm

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Looks pretty, does it not? Thanks C.Brutail =^-^=
Now I feel there's nothing and nowhere to add anymore. Still I have some ideas imbued by this style, but it's better to keep them for the next map.

Btw, author of that catgirl is Naru Nanao, a Japanese artist (actually 'she', not 'he').
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Re: [WIP] LC_Iceworld

Postby C.Brutail » Fri Jan 08, 2010 3:49 pm

Now I feel there's nothing and nowhere to add anymore.

I object! :D

ON further looking on the technical side of the map...

GAAAARH, WTF?! :mrgreen:
-you should caulk all the faces, you can't see. Caulk is a special shader: a face textured with caulk won't get rendered, and also, it'll block visibility, hiding stuff that's behind it. Your map completely lacks caulking :D
-Hint brushes: they help q3map2 to divide the visibility portals in a more sane way. While not totally necessary, proper hinting can boost performance greatly. As this is a mostly open map, it doesn't realy matter here, but keep it in mind in your next map.
-detail brushes: they do exactly what their name suggests. Detail brushes won't block visibility, making vis portals a lot easier to calculte. So for "detail" that's not a large floor brush, or a wall, you should make them detail. Staircases are btw. good examples of this. Look at runningman or final rage for more ;)
-still no minimap image :P
-still too many cells in the last release you've posted.
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Re: [WIP] LC_Iceworld

Postby Samual » Fri Jan 08, 2010 5:20 pm

Lord Canistra wrote:As for GPL, I have some doubts regarding releasing the map under it.

:1: LC_Iceworld is remake of Counter-Strike map fy_iceworld. Do I need to contact original's author and ask for any kind of permission to release my map?
:2: I don't know neither who's author of the catgirl on screenshot in .pk3 nor how to contact him ><
:3: What's about other textures from Nexuiz maps that I used? Especially ame7_evil8 directory, which isn't Nexuiz standard one.

1: I don't think you need to worry about that.
2: Replace that with a real mapshot. :P
3: You'll have to make sure they're GPL, if so -- don't worry. If not, perhaps try using some of the ones already in Nexuiz.

Anyway, i'll have to ask div0 about this then.. He's the one who knows *everything* about licensing and etc.
Do it yourself, or stop complaining.
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Re: [WIP] LC_Iceworld

Postby Lord Canistra » Fri Jan 08, 2010 7:23 pm

Heh, I meant the design side, the looks of the map.

- I forgot the surfaces behind patches, right. Other than that, people can see almost everything in the map, except bottom parts of the lowest borders. I'll paint them with caulk though.
- You're right, hints are no use in this map as it's small and open. Btw, I know what the hints are, they're widely used in Half-Life/2 engines which I have worked with for a long time.
- In this map, I used func_wall on complex brushes to reduce visleaf count and make Vis part easier to calculate. I'll keep detail brushes in mind, although isn't it ok to leave those func_wall's for now?
- About minimap, it's strange, I've added it in .pk3 (gfx/lc_iceworld_mini.tga). Isn't it what is needed?
- About cells, I'll reduce cell count per each item to 7, so together they'll give acceptable amount of ammo.

2: Replace that with a real mapshot.

Do not want =-_-=
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Re: [WIP] LC_Iceworld

Postby Lord Canistra » Sat Jan 09, 2010 9:55 pm

Caulked the map, added some more clip brushes to make movement easier. Cell packs now give 28 ammo alltogether, that's the right count I think.
Link :: http://omploader.org/vMzdqYg/LC_Iceworld.pk3

Also, I've written to realdespair (fy_iceworld) and amethyst7, who had repainted evillair's textures. Their contact data was pretty old though, I'm not sure if I'll get an answer.
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Re: [WIP] LC_Iceworld

Postby RD_ » Sun Jan 31, 2010 10:53 am

Lord Canistra wrote:Caulked the map, added some more clip brushes to make movement easier. Cell packs now give 28 ammo alltogether, that's the right count I think.
Link :: http://omploader.org/vMzdqYg/LC_Iceworld.pk3

Also, I've written to realdespair (fy_iceworld) and amethyst7, who had repainted evillair's textures. Their contact data was pretty old though, I'm not sure if I'll get an answer.


I am here :D
You have my special permission to do anything you want with iceworld.
It looks very good btw... much better than the original. And a bit bigger... maybe add some color coding in 1 or 2 corners so ppl dont get disoriented
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Re: [WIP] LC_Iceworld

Postby C.Brutail » Sun Jan 31, 2010 1:19 pm

Hello, and welcome to the forum! :)
"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.
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Re: [WIP] LC_Iceworld

Postby Lee_Stricklin » Mon Feb 01, 2010 2:28 pm

RD_ wrote:
Lord Canistra wrote:Caulked the map, added some more clip brushes to make movement easier. Cell packs now give 28 ammo alltogether, that's the right count I think.
Link :: http://omploader.org/vMzdqYg/LC_Iceworld.pk3

Also, I've written to realdespair (fy_iceworld) and amethyst7, who had repainted evillair's textures. Their contact data was pretty old though, I'm not sure if I'll get an answer.


I am here :D
You have my special permission to do anything you want with iceworld.
It looks very good btw... much better than the original. And a bit bigger... maybe add some color coding in 1 or 2 corners so ppl dont get disoriented


Cool! Welcome to the forums.
I have left this website with the rest of the GPL Nexuiz community. You can find us at Xonotic.org
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