[MAP] New CTF, DOM, and DM Map: BlueAmuse (v54, beta 1)

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[MAP] New CTF, DOM, and DM Map: BlueAmuse (v54, beta 1)

Postby being » Sun Nov 05, 2006 1:56 am

BlueAmuse is set in a power Cell refinery and packaging plant. The blue liquid holds much power and is unstable, it will release it's energy and kill you if you touch it: don't.

BlueAmuse version 54, beta 1:
https://cat2.dynserv.org/data/blueamuse54.pk3 (4.64MB)

(Note: don't mind the invalid cert, I made it a long time ago and kept the same cert)
(Note: License is GNU GPL v2, same as nex :) viva fully freesoftware )

People asked for more ctf maps, I noticed that the map I was making was big enough for ctf and added CTF for it, however it is not just tacked on (I didn't just add flags to existing rooms, I placed new areas for the flagbases)...

The two bases are dissimilar, but both have 2 enterances: a hard way and an easier way.

The red base is basically a hallway with the flag and defence area at the end and crates , I did it this way because I wanted to have a hallway shoot out area... I wanted it to be hard. The red base is near the packaging/crate holding warehouse area. There are some computers to track the stock of cell-filled crates. The crates are made of metal rather then wood for good reason (and reused, it's drop-shipped to the customer, the cells removed, and the empty metal crates picked back up). There are two enterances to the red base room: through the door or... some other way I'll let you find out. The area can be well defended by the red team, I tried to make this a hard map.

The blue base is situated in a power-cell liquid holding area (one of many, there is a very large demand for powercells), it's a dangerous place to be running around: the blue team can use their lazers to good effect (simply push the enemy into the blue energy goop). There are two ways into this area: the doorway at the top and the sewerway at the bottom.
The sewerway requires atleast 3 perilous jumps over blue death to reach the flag.

The map is not symmetrical in design, nor are the bases, I hope people enjoy this.

Remeber this is the first beta, that means that please give feedback so it can be improved greatly. Yes it is somewhat dark also :P, blue is a dark color (the eye doesn't pick it up well). Be attentive or be shot!.

This map is free/opensource media. It is GPLd

SShots: http://cat2.dynserv.org:81/other/stuff/ ... blueamuse/
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Last edited by being on Fri Nov 10, 2006 11:53 pm, edited 1 time in total.
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Postby being » Sun Nov 05, 2006 1:57 am

(also, question: what is the prosedure for setting bot paths, how far away to set each node?)
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Postby being » Sun Nov 05, 2006 1:58 am

(thirdly: I would be very grateful if someone would mirror the PK3 (it includes mapsorce, and CTF, DM, and Arena configs) Thankyou for this game :D.
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Postby ai » Sun Nov 05, 2006 7:14 am

Alright, I have mirrored the .pk3 to the location below. Later I'll post new critic if needed besides the one I and Demitro (or what his nick now was, forgot :P) already gave you. Plus, I think it's nice to also have it on the forums so if you forget something one can always check it. And I am very certain more people will say something too :P However, for the mirror link for the map:

http://www.origionstudios.com/ai/nexuiz ... muse54.rar

Btw, did you change your forum nick or are you some other guy? :P
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Postby being » Sun Nov 05, 2006 4:19 pm

Thankyou. For mirroring and giving criticisms while we were playing :). I'm trying to make alt paths seem more scrumtious now :). Also I'm trying to make the blue base more difficult.

As for nickname: for messageboards and games I just use whatever nick that's in my mind. When I make a work, though, I sign it with my main name.

PS: do I use these path_corner things for bot cookies or something else? (I'd like to get bots working OK atleast in DM).
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Postby divVerent » Sun Nov 05, 2006 5:57 pm

Even though you don't like it - this is an anonymized log of what was said on my server. The players have decided, the map disappeared from the map selection again...

http://mensa.ath.cx/~polzer/temp/blueamuse-log.txt

Maybe that helps you a bit - in what to change. Personally, I'd say you should color the walls so you see in which base you are... that would help much.
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 being » Sun Nov 05, 2006 10:21 pm

New verison:
https://cat2.dynserv.org/data/blueamuse58.pk3

Additions: more weapon placements. Made blue base easier to defend. Added an "attic area". Etc.


[17:53:09] <TiberiusGracchus> that was a ofdd base
[17:53:47] <TiberiusGracchus> ffs
[17:53:53] <TiberiusGracchus> THIS MAP SUX DONKEY BALLS
[17:54:17] <TiberiusGracchus> non symetric .. CITE is wat this is
[17:54:21] <TiberiusGracchus> not a ctf maep
[17:54:31] <TiberiusGracchus> tbye bye
[17:54:43] <TiberiusGracchus> whos the idiot who made this .. im gono mailvbopmb him


This person doesn't like it because it's non symmetrical and he is going to mailbomb me for that. This, I am not going to change because I purposfully made this map to be non symmtrical.

[17:46:54] <STOP0x0000000A> shitmap
[17:42:06] <GreenExplodingShit> a rubbish map
"blue lava"


No reasons why it's a 'shit map', not good cricisism. As for "too big", yes I purpously made a big map. The 'lava' is blue energy liquid, the stuff in the cells... it says this in the map description. Most of these are opinions that will differ depending on weather the player likes large maps or small simple maps. A twitch player or a methodical player.

Thank you for posting the log, though most players didn't give reasons for why they hated the new map... and one guy is going to try to mailbomb me: please give him my email address, I'd like to see if he makes good on his threat.

This new version should play better due to more weapon placements, and areas where there is health and armor. Some paths have health, some paths have ammo.

I hope you give the map another spin, though your players probably would hate anything non symmetrical and anything too complicated: two things I like. I found it to be much better with the new weapon placements.

This is still in beta 1 so much can be changed.

Thankyou :) .

https://cat2.dynserv.org/data/blueamuse58.pk3
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Postby ReconUnit 415 » Sun Nov 05, 2006 10:50 pm

How do you run it? I feel like a noob because I am using linux right now
"If it's a war they're looking for, we'll give 'em one!"
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Postby C.Brutail » Mon Nov 06, 2006 12:04 am

copy pk3 to /nexuiz/data/

then start it from the menu (or from console) like every other map.

Dunno why you should feel yourself like a n00b, it should not work differently under linux then windowse :shock:
"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.
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Postby being » Mon Nov 06, 2006 3:45 am

I've found that the lighting level is good at gamma setting 1.25
I guess this means I should increase the light put out by the light 1.25 times.
Is there a batch way I could do this all at once in gtk radiant. There are hundreads of lights.
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