Mapping Contest

Mapping contests, FOTM, and more.

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Postby Strahlemann » Tue Jul 31, 2007 11:23 pm

Here's my submission: I'm very tired as well right now. Mapped the whole day to get this finished.
It's surprising how large a 2048³ box can be.... and how much work one can push into it.

Performance is not the best in some spots but okay for the level of detail imo.

Get it here !

It's called "Strength"
Unzip the pk3 it into your Nexuiz\data folder. And i've added a wallpaper to the zip as a bonus 8)

Screenshots tomorrow, i'm off to bed...
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Postby Mr.Carlyle » Wed Aug 01, 2007 12:21 am

Strahlemann wrote:Here's my submission: I'm very tired as well right now. Mapped the whole day to get this finished.
It's surprising how large a 2048³ box can be.... and how much work one can push into it.

Performance is not the best in some spots but okay for the level of detail imo.

Get it here !

It's called "Strength"
Unzip the pk3 it into your Nexuiz\data folder. And i've added a wallpaper to the zip as a bonus 8)

Screenshots tomorrow, i'm off to bed...


Wow...Wow! I have to say that I'm very impressed with this map. I'm a huge fan of vertical maps as this. What makes this so great is the ability to sustain your speed while going up or down. So many places to evade your enemy as well. Obviously I won't be able to really see how well it plays until I play it 1on1, but so far its outstanding. I haven't seen too many other maps, but with the design and quality of this one, IMO its going to be a contender for 1st. Nicely Done! :D
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Postby FruitieX » Wed Aug 01, 2007 5:48 am

After I tested my own map the next morning I notice that I forgot a "trigger_hurt" into the bottom of the cube :D. Also, from the "secret room below the floor" you should teleport right on top of the jumppad in the middle, but if you have enough speed you will fly right where I wanted a trigger_hurt :D.

Very nice map Strahlemann! I like the vertical action as well :]

Edit: NOW I notice that I had enabled r_ambient 15 in my Nexuiz client! Nice, the map is after all really dark once I set it to 0 :/. And here are *some* screens (Only from the DM version):

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Postby GreEn`mArine » Wed Aug 01, 2007 8:25 am

wow Strahlemann, your map should really be tested for 2on2, and also 1on1 !
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Postby tZork » Wed Aug 01, 2007 8:56 am

Very nice Strahlemann, love the theme and feel of this map. Only bad thing is the performance, i had to go all the way down to low.cfg to get fluid framerates playing alone =/ Dident forget to run vis did you? ;)
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Postby Rad Ished » Wed Aug 01, 2007 9:43 am

Hi Strahlemann, I like the drifts of sand up top. is the skybox from a photo? Depth of detail amazing. Pipes and grills and all that stuff. Nice one.

Congrats for finishing Fruitiex, nice chimney. I like it that you can go on bottom level, keep it!

Is it possible to have breakable glass in Nex?

Any more comps planned, I've only just got Radiant playing to my tune, an annual event perhaps? A novice category maybe?
Open source yay.

Open sauce yay also.
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Postby Strahlemann » Wed Aug 01, 2007 12:17 pm

@ Mr Carlyle: Hey thanks :) Yeah i hope it also plays well. I think 2on2 or Domination could be fun. Dunno about 1on1.... too much health and armor there imo, but i always appreciate feedback concerning item placement and gameplay in general. I'll look into another item placement setup that suits 1on1s better.

@tZork: yeah i did vis :D
But you're right: r_speeds are relatively high (in some spots there are 30k < tris due to the open layout). And texture load is high as well. So you better own a pretty fast rig to play it on high settings.

@RadIshed: The skybox is a hybrid of a terragen-skybox i made and a photo of sand dunes. It's not perfect. The bottom of the skybox doesn't fit too well and you can see some disontinuities at the seams. But since there's not a lot to see of the skybox from inside the map it works. If you're interested in the source i've still got the .psd's

I wouldn't know how to do breakable glass. But maybe there's some sort of evil hack that could do it.

Other comps are not planned so far, but i like the idea of an annual comp.
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Postby ihsan » Wed Aug 01, 2007 3:24 pm

Some great stuff.

Strahlemann takes the prize for best looking map as far as i'm concerned. Looks like something straight out of UT2004. tZork's map has inspiring shader work and a moon you can shoot, which is a nice touch.
I just want to see these on a server to see which are FUN to play.
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Postby GreEn`mArine » Thu Aug 02, 2007 6:52 am

@Strahlemann: Kyre, Diodemes, Morfar and me tested your map for playability for the 2on2 ladder mappool. I can only say that everyone was amazed by this map and we'd all like to see it in the pool (although the learning curve isn't really good, after 4 matches I still cannot claim to understand map layout and teleporters at least a little bit :D). What I'd like to know is: Do you plan to enhance the map / fix bugs etc., or is it a "done" map already ? I need to know this, because if the map is considered to be finished, I'd readily add it to the pool "now", otherwise I'd wait for the final version first.

P.S. I don't think you'll need to create a different item layout for 1on1 gameplay. The reason is that the map is way too big for 1on1s ! At times I had trouble finding enemies in an 2on2 match, and even in this match there were many items available (for 4 players) and this would be way too much for jsut 2 players. Although you could cure the item problem (that there are too many items) the map geometry would still be too big imo.
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Postby Strahlemann » Thu Aug 02, 2007 12:41 pm

Thanks a lot Green for your feedback! It's very appreciated. I'm glad you like it and it seems to play well. :D
I'd say the map is final (until someone finds some serious bugs, but i think i got them all)

If i'll change something it would be the item placement after some feedback from players, but for now it's ready to roll imo. So i'd be glad to see it in the mappool. Maybe sometime later if you get to know the layout and the connections better, you'll see that maybe a 1on1 could be possible, but i guess you're right when you say that it's just too big and there are too many items.
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