NEXUIZ SPEED MAPPING CONTEST, Oct 20, 2008, 19:00 CET

Mapping contests, FOTM, and more.

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Postby PinkRobot » Tue Oct 21, 2008 7:28 pm

Okidoki, I think I was the first one on irc to supply a working .pk3 with my map, even though the first extension of 30 minutes helped a great deal with that ;] But I figured that it would be a good idea to make it available here too so:

Pinks Ware beta1 version1

Some bugs, include: Turrets are taking swings at each other and turrets and generators are floating in the air. That's because I could not get them to show up in radiant at all. Other then that... hey, it was made in about an hour, what did you expect? :D

Update: After the deadline I fixed the turret problems a great deal, here is the updated map:

Pinks Ware beta1 version3
Last edited by PinkRobot on Tue Oct 21, 2008 8:48 pm, edited 1 time in total.
Now with new shiny avatar.
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Postby freefang » Tue Oct 21, 2008 8:15 pm

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Postby Morphed » Tue Oct 21, 2008 9:32 pm

punkrabbits map
Image
Image
Image

freefangs map
Image
Image
Last edited by Morphed on Wed Oct 22, 2008 7:58 am, edited 1 time in total.
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Postby Sepelio » Tue Oct 21, 2008 11:25 pm

I finished mine at last, however late it may be. It doesnt seem like it wants to play onslaught despite my toiling and editing. Anyway, enjoy. The screenshot looks dark but the light on the map is actually alright.

Image

v1r1
http://www.mediafire.com/?zmwzanojoy2
Last edited by Sepelio on Wed Oct 22, 2008 12:06 pm, edited 1 time in total.
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Postby Ronan » Wed Oct 22, 2008 12:21 am

Sepelio wrote:It doesnt seem like it wants to play onslaught despite my toiling and editing.


it's working actually, your map appear in the menu and generators can be destructed.
Just 2 problems, you placed 2 reds generators in red base, and control point are a unfairly connected to generator (you have to trigger first the one in blue base and then the one in red base). But it can be easily fixed. :wink:
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Postby Revenant » Wed Oct 22, 2008 1:38 am

I so would have entered this if I was home at the time :| Ive been craving mapping for a long time, but nothing has gotten me to actually start one yet. Maybe ill try doing a speedmap outside of the competition for some fun!
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Postby Sepelio » Wed Oct 22, 2008 11:54 am

I never noticed there were two gens at red base.... its because they were stacked directly ontop of one another.

Here is version 1r1. Has been fixed, just tested it. I did your suggestion and made it so only one CP needs captured.

I did notice that the CPs and Gens sit slightly above the ground for some reason, I think someone else pointed that one out earlier though.

http://www.mediafire.com/?zmwzanojoy2
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"Results"

Postby divVerent » Wed Oct 22, 2008 12:31 pm

There have been first "results". The contest generated some new maps (three I have seen).

FruitieX's map had a problem on which he had given up: he had two blue generator and no red one. Of course the game immediately ended, with blue having won... but after fixing it, the map played fine. Enforced teamplay, however, is very questionable, but I'll try again to see if the doors can be opened without help from team mates (to hold the buttons down so you can shoot a portal through). Maybe with just the right timing, when walking backwards, one can open the doors to let the portal missile through... because of this and the missing portal reflector shader, I could not totally test the map, but I'll retest it later. Also, even though it is supposed to be a warehouse themed map, I couldn't find many "wares"... but the companion cube would SO fit inside it :P Maybe something can be done about this, we already have laserable crates in the sokoban map, and the grappling hook can pull crates, so with crates and portals, one could put crates on the buttons. Buttons would probably need code changes to be pushed by the crates, but PERHAPS - really just PERHAPS - using a target_spawn to edit the crates' classname to "player" will help (because it then is able to push buttons).

PinkRobot's map - supposedly there are turrets in it, but I have not seen them. Doesn't matter, the map is a nice stereotypical warehouse map anyway, and uses the "parallel" onslaught layout - the one morphed has warned you about. This probably is the eggandbacon among the onslaught maps, with both generators under attack very fast.

freefang's map would be my clear favorite - it certainly looks best of them all - but I didn't notice how it is supposed to be a warehouse. The linear onslaught layout may be questionable too, and turns onslaught into double assault - but, why not?

I have not tried Sepelio's map yet, it wasn't posted to me in the IRC channel I am in yet :P but I'll do that later. From the screenshot, it indeed has the warehouse theme.

I'll later take the time to try them all out more thoroughly, and fix the technical issues with them, and repack them.

I also, because of this contest, did my part by merging the CTF and the Onslaught radar code, and adding display of the onslaught links (excuse the bad quality and the glitch on the bottom, I did this on my eeepc):

Image

Image
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 FruitieX » Wed Oct 22, 2008 2:15 pm

It would be even easier to open the doors if I had placed them a little further away from each other. Maybe do that, and it will be a whole lot more playable :). So it was the generator creating the errors, would be nice if the game gave some hints about that.
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Postby take_this_cup_of_poison » Wed Oct 22, 2008 3:26 pm

Could someone make an ons map in the shape of a cubical sphere?
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