Nexuiz Revamping Contest (January)

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Re: Nexuiz Revamping Contest (January)

Postby Samual » Tue Dec 29, 2009 7:06 am

Stop thread jacking, this isn't precisely about arguing over that list when that list itself isn't set in stone. Although I agree with you on most of your points, C.Brutail, have you actually LOOKED at the Crylink texture? It needs to be re-done in a higher quality way, and that will make it look fantastic. Although, I already like the look of it a lot. I'm not saying change the actual look of the texture, just increase the quality. Also: You misunderstood with fix boring/bad looking maps.. I don't find Aneurysm boring, and that wasn't the point. That category is boring OR bad looking, and Aneurysm is bad looking.

there arent many HQ texture in nexuiz and if you just would use them every map would look like each other. first you would need to find someone who redo all the old textures
Well, actually there are quite a few high quality textures in Nexuiz.. And i'm sure there are some people who could easily make good high quality textures, such as Oblivion. Also: There are plenty of GPL textures online if you search for them e.g., http://www.OpenGameArt.org/

if basement is something which totally needs to be rebuild, why is it still in nexuiz. of course without some drastic changes it wont be playable, but mapping contest are to change something and aneurysm maybe just needs some new textures.
Basement hasn't been removed yet because it simply hasn't been removed yet. I would have removed it a long time ago, but the choice is up to m0rfar and SavageX and they wanted to wait.

I would continue about this, but I don't want to feed the troll.. Don't post here again please unless you're talking about what you personally are doing concerning this contest. If you have nothing to help with this contest, then don't post.


Edit:
Mirio wrote:IMO older nexuiz maps should stay but well. Thats just the way it is now
Well, they will stay.. It seems we aren't really afraid of file size anymore, so i'm sure we could keep the older maps in with a remake. For example, we did this with stormkeep and stormkeep2.
Last edited by Samual on Tue Dec 29, 2009 1:38 pm, edited 1 time in total.
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Re: Nexuiz Revamping Contest (January)

Postby lda17h » Tue Dec 29, 2009 1:13 pm

cortez wrote:SoylentCTF (why dont we mirror every dm map and make a simple conntection between both parts)


Actually that's a very good way to quickly create a CTF map. There's nothing inherently wrong with it. It even makes learning the CTF maps a little easier because there's a chance that you already played the DM version :D
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Re: Nexuiz Revamping Contest (January)

Postby Samual » Tue Dec 29, 2009 1:35 pm

lda17h wrote:
cortez wrote:SoylentCTF (why dont we mirror every dm map and make a simple conntection between both parts)
Actually that's a very good way to quickly create a CTF map. There's nothing inherently wrong with it. It even makes learning the CTF maps a little easier because there's a chance that you already played the DM version :D
"Don't post here again please unless you're talking about what you personally are doing concerning this contest." :P But well, I think SoylentCTF is a fine map.. I don't particularly like symmetrical maps often, but it works very well with SoylentCTF. Also to comment on other peoples remarks about it, the roof is fixed and so is other problems people have talked about, so no worries there.
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Re: Nexuiz Revamping Contest (January)

Postby tZork » Tue Dec 29, 2009 2:23 pm

First you flame the threadjackers and then you fuel the fames by commenting on their ot? Yay way to go Samual, confuse a cat ftw! :D

Samual wrote:- #2: The textures used should be of good quality and/or high resolution, and preferably textures which are not already used in Nexuiz excessively. (This means maps using trak4 textures primarily will be rejected due to over use.. trak5 will be fine as they aren't used too much yet.)

I must say thats a bit of a stupid statement; every mapper knows you can archive totally different looks with the same textures depending on how you apply/combine them.
Samual wrote:- #3: The map must match up to previous abilities (such as the amount of game modes it can be played on).

To clarify; it must support the precise same modes or the same mods and more at will? also modes that basically nooned play, like runematch or dom could well be exuded from the requirement IMO.
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
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Re: Nexuiz Revamping Contest (January)

Postby Samual » Tue Dec 29, 2009 3:33 pm

tZork wrote:First you flame the threadjackers and then you fuel the fames by commenting on their ot? Yay way to go Samual, confuse a cat ftw! :D
Indeed.

tZork wrote:I must say thats a bit of a stupid statement; every mapper knows you can archive totally different looks with the same textures depending on how you apply/combine them.
Not really, especially when people use the same wall and floor textures over and over... There are already a lot of maps which use the TRaK4 texture set in a very similar way, 3 of which were released (Aggressor, Stormkeep2 -- well, this is a bit different, but fine, and Castles).. There was one other that was never finished iirc -- But there may be more :P

tZork wrote:To clarify; it must support the precise same modes or the same mods and more at will? also modes that basically nooned play, like runematch or dom could well be exuded from the requirement IMO.
No, what I meant is that... for example, if a map is a CTF map -- It should remain a CTF map. Or for an onslaught map, it should remain an onslaught map.. Also, runematch is entirely self reliant, it doesn't need the map to be made for it... Dom however, requires entities on the map (As i'm sure you know).
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Re: Nexuiz Revamping Contest (January)

Postby tZork » Wed Dec 30, 2009 2:39 pm

Samual wrote:
tZork wrote:First you flame the threadjackers and then you fuel the fames by commenting on their ot? Yay way to go Samual, confuse a cat ftw! :D
Indeed.

tZork wrote:I must say thats a bit of a stupid statement; every mapper knows you can archive totally different looks with the same textures depending on how you apply/combine them.
Not really, especially when people use the same wall and floor textures over and over... There are already a lot of maps which use the TRaK4 texture set in a very similar way, 3 of which were released (Aggressor, Stormkeep2 -- well, this is a bit different, but fine, and Castles).. There was one other that was never finished iirc -- But there may be more :P

That just means they are applied the same way; what I wanted to say is, its silly to 'ban' a specific texture set that way. Makes more sense to say original looks earn big plus points. How that original look is done is up to the artist.

Samual wrote:
tZork wrote:To clarify; it must support the precise same modes or the same mods and more at will? also modes that basically nooned play, like runematch or dom could well be exuded from the requirement IMO.
No, what I meant is that... for example, if a map is a CTF map -- It should remain a CTF map. Or for an onslaught map, it should remain an onslaught map.. Also, runematch is entirely self reliant, it doesn't need the map to be made for it... Dom however, requires entities on the map (As i'm sure you know).

runematch is not self contained; you need to, at least, place the relevant rune spawnpoints, and optimally design the mapflow for it.
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
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Re: Nexuiz Revamping Contest (January)

Postby Samual » Wed Dec 30, 2009 4:58 pm

tZork wrote:runematch is not self contained; you need to, at least, place the relevant rune spawnpoints, and optimally design the mapflow for it.
No... You are incorrect. Check the Runematch game code, it spawns the runes randomly with a simple method. The map doesn't need to indicate this to the game mode at all... You can test this by adding Runematch to a mapinfo of a map which doesn't already have it if you want, but trust me it spawns randomly. (I know because I use it in my own game mode for spawning a ball randomly on the map.) Also: I can't check right now, but i'm pretty sure a good majority of the maps that use Runematch were made before Runematch was added.

And fine, i'm just saying that it should look original.
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Re: Nexuiz Revamping Contest (January)

Postby tZork » Wed Dec 30, 2009 6:06 pm

Okay, it seems runematch game code changed since i last made a map supporting it. Im to lazy to check so ill just take your word for it (and rip your spleen out tough your tought if your wrong :twisted: ) :)
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
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Re: Nexuiz Revamping Contest (January)

Postby Samual » Sat Jan 23, 2010 4:45 am

FruitieX are you still working on your version of the map? If not i'ma slap you.
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Re: Nexuiz Revamping Contest (January)

Postby FruitieX » Sat Jan 23, 2010 4:42 pm

Not rly, after playing it in the 2v2 tourney I realized it's pretty much fine as it is. Remaking the textures on it would take ages, probably easier to remake the whole thing from scratch.
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