FruitieX wrote:Haha, just tried the campgrounds beta2. It indeed is a very accurate remake, how did you get it that close?

With 1,5 month of work, working on it everyday ~5-6 hours

Luckily I could keep most of the angles and also add some cool new one: look at the 50 armor in TDM from near the jumppad, you can just see it through the door unlike in quake 3, its a very nice tactical advantage.
FruitieX wrote:You should release it under the GPL2 and include the map sources if possible. Make it an open map project that is. It looks very dark at the moment, I could volunteer lighting it up better if it was GPL'd

I know it is very dark, but that okey: I wanna deal with lightning at the ending step, currently there is technically only the sky releasing light, and a special shader from the wall (thats why there are lot of light splashes yet). As soon as I have all the details up and textures aligned I will make very nice lights, you can trust in my design taste

And I will release it under GPL, but before i share the .map file I wanna optimize it and clean it up as well as possible

FruitieX wrote:Also, let me suggest the following: add
- Code: Select all
#include physicsQ3.cfg
into the .mapinfo!

Even the trickjump to the railgun is doable and just as hard as in q3 with those physics! You should maybe add the little black edge on the right for the "n00bs" (me) though

that #include line btw won't work in 2.5.1, but in 2.5.2 it will (and the tourney should be after 2.5.2 is out). I'm hoping this'll be the special map for the tourney

I'm not sure the q3 physics wouldnt break most of the trickjumps, im optimizing those for the default nexuiz physics. Feel free to experiment with it FruitieX

Here are some trickjump that are already on the map (im thinking lot to add many more).
http://www.youtube.com/watch?v=LRmsjot9p70http://www.youtube.com/watch?v=TOgRE_vG1n0http://www.youtube.com/watch?v=TWZMZkr1O_EFruitieX wrote:Edit: no start laser is great, please keep it that way. I would have voted this on the deck map too, but apparently people didn't like this.
Told ya all, this map does NOT need laser due its size and buildup ffs

If you really need you can pick it up in TDM pretty easily, in DM mode it needs air strafing from the jumppad (i put to a harder place).
Well anyway, I'm still tweaking the map all the time, I will open a thread in the map releases for the current snapshot for testing, and it will be updated like every 2-3 days, and will be possible to provide feedbacks there
Ohh also, beta3 is coming to the server tonight (it doesnt mean anything, from alpha version i had 12

), I added some ammo boxes, because with the tourney's 25 sec weapon spawn there were too ammo for the weapons. And made the jump to the laser a slightly easier from the jumppad, so now technically anyone can pick up without much difficulty.