[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.

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Postby divVerent » Wed Nov 08, 2006 7:59 pm

ramp: no, I mean the texture rotation. It makes one think the ramp goes another way than it does...

sv_push: well, why not grep for "func_rotating"?

as for general darkness - you NEED to fix that. If an area is still black when using v_gamma 100 and r_hdr_scenebrightness 100, however, you can as well replace the textures by caulk... :P

And - put some lights in that extra outside area with the long pipes... I need to enable r_showsurfaces when going there, since it is PITCH black.
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 Dokujisan » Wed Nov 08, 2006 9:33 pm

I understand where you are coming from re: huge CTF maps. There is something interesting about it. There is still the issue of someone being able to completely stall the CTF match by hiding in those hidden areas. There are just a thousand places to hide on that map.

Speaking of the pitch black hidden areas, why not put SOME kind of minimal lighting in those areas? Like some small night-lights to help give some direction. Perhaps have some mild floor lights.

Colorizing the different flag areas...hmm...perhaps that could be done with blue and red lighting rather than markings on the walls?

I'll load v.69 on the fusion server later tonight.
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Postby being » Thu Nov 09, 2006 12:52 pm

Other then reducing complexity, (this map is supposed to be complex, my upcoming map, dastower, is much more simple and tailored to domination), lighting (I'm working on that :P), and the blue energy goop what can be done to improve gameplay on this map?

Where is it too easy for one team or another? How can this be fixed.

Where do you want more cover and of what type?

Also: where is there more detail needed in the map?

Where did you find the map unfun

Also, for the engine programmers, could a new key be added: playerintersecteffect so that you can set, for instance, playerhiteffect energyexplosion, or playerhiteffect normalexplosion, etc so that one can specify that whenever a player walks into, lands on, etc this brush this effect will occur?

Thankyou all :).

My thoughts are, especially with grapple, that the red flag is too easy to get. I wanted more people to try to power their way through the main enterance to the red base rather then just often going up through the little vent, secondly I expected a player on the red team to guard that vent (up there is a good camping area). How should this be fixed? More cover needed somewhere?

Also how do I make clear to the players that this map is an energy-liquid/gel refining and packaging plant? (Said energy explosion effect would work :P).

Thirdly... I saw a server with 12 people (full server) playing the map, how was it when they played it? What did the players say and how was the gameplay.

I think this map is best with manyplayers as that way you can have 2 people defending each base etc.

Thankyou for your criticism :). I have used the suggestions given to try to improve the map, please continue :D.

(Also please tell which rooms were most fun, and why, and which were less fun, and why)

(Also there are other gametypes then CTF for this map: dom, and dm, how do they work out?).

Thankyou again.

PS: What does an empty entity look like in the .map file that I can surely delete it, I looked but I wasn't sure and didn't want to delete anything that is used.
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Postby esteel » Fri Nov 10, 2006 9:33 am

Well before doing more stuff on your map you should really fix those two technical problems which were mentioned by divVerent. The numerous worldspawn's and the empty func_rotate's. You should be able to fix both with an texteditor and its search function. The mapformat is easy to understand so its easy to find the wrong ones.
Only then you should start doing stuff like adding colors for the bases, lighten up some areas, making it NOT slowdown a CTF match by allowing too much hiding and such things.
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