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

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

Moderators: Nexuiz Moderators, Moderators

Postby divVerent » Mon Nov 06, 2006 6:08 am

You can use perl on the .map file to multiply all light values by a factor, as in

Code: Select all
perl -pe 's{^"light" "(.*)"$}{"light" "@{[$1 * 1.25]}"}' input.map > output.map


Well, the main problems the players had:

  • too dark
  • no team colors (so you don't see in which base you are)
  • "lava" looks like as if it could be a floor


As for "it says this in the map description" - this is an online game. You download the map when playing if you don't already have it... you have no chance to read the map description before!

Well, and PLEASE fix this message spam. It is so annoying on the server console. It is caused by func_rotating entities that have no associated brushes - just delete these entities because they don't have anything to rotate anyway.
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.
divVerent
Site admin and keyboard killer
 
Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby being » Mon Nov 06, 2006 6:17 am

divVerent wrote:You can use perl on the .map file to multiply all light values by a factor, as in

Code: Select all
perl -pe 's{^"light" "(.*)"$}{"light" "@{[$1 * 1.25]}"}' input.map > output.map


Well, the main problems the players had:

  • too dark
  • no team colors (so you don't see in which base you are)
  • "lava" looks like as if it could be a floor

As for "it says this in the map description" - this is an online game. You download the map when playing if you don't already have it... you have no chance to read the map description before!

Well, and PLEASE fix this message spam. It is so annoying on the server console. It is caused by func_rotating entities that have no associated brushes - just delete these entities because they don't have anything to rotate anyway.


Thanks for the perl script :D

The func rotating entities I have are the fans and the things in the goop. They rotate around their center axis. Did I do something wrong in making them? (I followed quake3 tuts). Is there a way I can get the editor to highlight them.

To make the blue stuff look less like a floor I'd need to have a shader added to it to get it to be a little bit translucent... and maybe act like blue slime I guess... though I'd like when you hit it for it to do an energy explosion like the electro does (is this possible?).
being
Banned
 
Posts: 31
Joined: Fri Nov 03, 2006 9:12 pm

Postby Vendor » Mon Nov 06, 2006 6:37 am

Having played the map online with a few others, I found it far too big as a CTF map - it was more "Find the Flag" than "Capture the Flag". A large map is not always a bad thing, however making big maps symmetrical makes life a lot easier - this map is too complex as well as too big. I suspect very few players are likely to have the patience to learn this map, and although most players wanted to check it out, everyone was glad when it finished.

That's the harsh bit over with! On the positive side, I thought the map look was good, and there were some very good ideas in places - nice high-risk laser-jump escapes and so on. For me I found the frame rates stayed within a good range, and in fact seemed very stable compared with most Nex maps. The overall look seemed consistent, (although the flow of the map wasn't.) Lighting was good in parts, although other parts were very badly lit.

I would be interested in playing this map as TDM (with at LEAST 12 players!), but for CTF I found it didn't work. I would definitely look forward to trying out other maps you make, and would encourage you to keep on at it.
Vendor
Member
 
Posts: 43
Joined: Tue Aug 01, 2006 10:18 am
Location: Wales

Postby divVerent » Mon Nov 06, 2006 6:38 am

being wrote:The func rotating entities I have are the fans and the things in the goop. They rotate around their center axis. Did I do something wrong in making them? (I followed quake3 tuts). Is there a way I can get the editor to highlight them.


No, you made some working func_rotating entities - and some "empty" ones without brushes. Just delete the empty ones as they don't do anything useful anyway.

To make the blue stuff look less like a floor I'd need to have a shader added to it to get it to be a little bit translucent... and maybe act like blue slime I guess... though I'd like when you hit it for it to do an energy explosion like the electro does (is this possible?).


No, this is not possible.
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.
divVerent
Site admin and keyboard killer
 
Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby Urmel » Mon Nov 06, 2006 7:54 am

divVerent wrote:No, this is not possible.


odd. It's a crazily good idea IMO, wow!!!! :roll:
uncomfortable
random
mean
embarrassing
limited
Urmel
Forum addon
 
Posts: 1744
Joined: Fri Mar 03, 2006 10:06 am
Location: Offline

Postby ai » Mon Nov 06, 2006 9:10 am

First of all, here's an updated mirror: http://www.origionstudios.com/ai/nexuiz ... muse58.rar

Secondly I agree with litting the bases up with their corresponding colors, for example where the red base is on that jump platform where the corridor is there's a blueish light which confused me at first. Like first I was thinking "Yay cool, I found the blue base!", but to my suprise it was my own base again, "Lool! Damn" :P, though I found it to be very funny heheh..

And then have another suggestion as how to make finding the bases easier.
Make some sort of red and blue light arrows on the floor or walls to each bases and then they would meet somewhere in the "middle". Now I don't know how to do that in that map as it is unsymetrical but I think it would work in some way. Or at least make is easier to find the bases in a way. I for one have the patience to check out new maps and like both symetrical and unsymetrical, and as this is the first one to be one I like it very much.

I haven't tried out the update and will as soon as I have time, I'm at "work" right now, and when I do I come back with more critic if need be more than the things I just mentioned.
Keep it up, I know this can be a great fun map. ^_^
ai
Forum addon
 
Posts: 2131
Joined: Sun Mar 05, 2006 3:54 pm
Location: Behind you

Postby divVerent » Mon Nov 06, 2006 10:23 am

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.
divVerent
Site admin and keyboard killer
 
Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby divVerent » Mon Nov 06, 2006 11:47 am

BTW... needs more worldspawn!
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.
divVerent
Site admin and keyboard killer
 
Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby Dokujisan » Tue Nov 07, 2006 7:44 am

Ok, this map has a lot of potential. Problem is that it is too large and has a lot of unecessary complexity.

For example, I just found your hidden secret tunnel area...I mean the really crazy one with lots of pitch black rooms, (not that simple one L-shaped tunnel). That hidden rooms stuff is really cool in theory, but I think it's way too much for a CTF map. If someone wanted to stall the game, they would just climb in there and get lost forever. It's like a whole new map inside of a map. There are many places in this map where people could hide. Too many hiding places. Having a map that large already makes gameplay slow because people have to find their way around the map. Add to it that 1 or more people might be hiding in the tunnels with the flag. That would just bring the game to a screeching halt.

I like about 2/3 of the map design. The good parts are really cool. You put a ton of work into the detail and used a lot of creativity. I like ai's suggestion about giving color clues as to where the bases are located. It doesn't have to be HUGE clues, just something saying blue base is in this direction. I like what you did with the blue base changes with the cage in the middle.

I suggest scaling back on the design of the map and take some of your ideas and use them for a new map. You probably could've made three very decent CTF maps in the time that it took you to do this one very huge map. :-)

If anyone wants to play it, I have it in-rotation on the Fusion FTP server. I think I saw it on a couple other servers as well.
Dokujisan
Forum addon
 
Posts: 1199
Joined: Sat Oct 07, 2006 4:31 pm
Location: Louisville, Kentucky

Postby being » Wed Nov 08, 2006 7:53 pm

Thankyou for the criticisms :).

divVerent: the ramp goes to a health pack, and you can jump to the girders from there too.
The dark area with the armor is intentional so you can hide there and kill the person going for the NexDamage. The dark corridor... well... yea. I gotta think about that one :).

As for the sv_push mode messages: I cannot find the empty entities, is there something I can grep for in the .map that shows empty entities? (I don't want to delete the rotating brushes that work).

Dokujisan: I intentionally made it large and complex. We have many small and not so complex maps, I wanted a change :). The last time I mapped was in 2000 for UT99, that was the era of HUGE CTF maps (infact if a map wasn't huge it couldn't be a CTF map), that's where I come from.

Here's a new release:
https://cat2.dynserv.org/data/blueamuse69.pk3

Additions include more sewer pipe areas (though it's still mostly 1 path, with exits here and there, this is so the blue team can defend against from-the-pipe attacks), the addition of a main ventalation shaft (with the big fan). I also made it harder to get the red flag, you can't (as easily) just drop down ontop of the flag, you have to go forward abit (or concentrate to drop down). Crates were added in another place (opposite the glass enclosure in the main
room).

New game modes: dom and lms. The map has about 6 domination points. I also added another DM spawn, another hagar, more ammo on the ammo side (for machinegun), a second megahealth in a newer area, a second nexgun (as requested) in a new area of the sewer, another electro in it's own room (on the opposite side of the map of the other electros).

I didn't find any red nexflag textures or red nex glyph textures, are there any, I could put these in the red base and blue ones in the blue base to make the idea more apparent.

What areas need more detail? What kind of detail do you suggest (ex: take a SShot and mark it up with your ideas). What areas need more cover etc (not all areas will have cover ofcourse).

I'd like to get this fully GPLd map upto nexuiz quality so when people come in it they don't think anything negativly about the amount of detail or quality.

Thankyou again :)

https://cat2.dynserv.org/data/blueamuse69.pk3
being
Banned
 
Posts: 31
Joined: Fri Nov 03, 2006 9:12 pm

PreviousNext

Return to Nexuiz - Editing

Who is online

Users browsing this forum: No registered users and 1 guest

cron