[MAP] Fortress Resurrection BETA2

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Sun Apr 08, 2007 3:25 pm

  • Things I've changed since beat01:
    -fixed RED player spawns in BLUE base
    -fixed some texture alignment problems
    -removed player spawn models
    -changed weapon spawn models
    -added some more eye candy


    http://av43.uw.hu/nexuiz/maps/map-cb_ctf4_BETA02.pk3

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    Enjoy
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
    Laidback mapper
     
    Posts: 2357
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Sun Apr 08, 2007 3:30 pm

  • Hehe, just wanted to jump right into beta1 ;)

    But... tada... beta2 is on the way ! :D
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    Strahlemann
    Keyboard killer
     
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    Location: Ulm/Germany

Sun Apr 08, 2007 4:41 pm

  • First: Nice layout ! You can really make your way very fluently nearly everywhere.
    And big maps are good ;)

    I also like the trickjumps that i discovered (i bet i missed some).

    So i just have to bug you because of the visuals and the lighting.

    I'm really not a friend of walls or ceilings that are only 16 units thick. It always looks like paper-thin walls, and i never get the feeling that i could run through this environment in real life. Ok it's a game, but it's much more pleasing for the eye if you'd use thicker architecture here and there since somehow this whole map shouldn't look like it'll brake together the next moment. You'll never see concrete-walls that are so thin.
    Your map is big, so GO BIG ! 8)

    Some suggestions
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    Make the ceiling bigger there. Maybe even make the hole and the joints bigger.
    Also a additional red stripe would break up the plain grey up there.
    I see that you're going for a minimalistic architecture, but it shouldn't get so boxy imo.

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    Maybe add a pillar to fight around. It's a simple piece of architecture but i've had a lot of good fights around simple pillars, so i believe that it could add to the gameplay :)

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    A little bug where you can see through the wall of the upper corridor. It's the same here: make a bigger ceiling or even make the vent ca. 3or 4 times larger and place it in the middle of the room. Add some supporting architecture around it and you've got a great ceiling.

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    In this area you can really go crazy ! Place something HUGE there. This area should define the look and setting of the map! If you have a great idea about this place you can even adapt the idea on the rest of the map and this'll add a LOT to the atmosphere. It really needs something impressive. I just made a fast sketch (yeah, i suck at drawing) to give a vague impression of what this could look like.
    GO BIG THERE !

    And well, the lighting all over the map is very flat. Try to use different textures for lights on the wall and lights on the ceiling, and vary the colour a little bit, so that not everything is the same plain grey.
    And please do yourself a favor and make another sky 8) This always adds a lot to the overall feel.
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    Strahlemann
    Keyboard killer
     
    Posts: 676
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Mon Apr 09, 2007 12:08 am

  • Ermmm. I cant find it in my map list or anything...
    Xfire should support Nexuiz

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    alexjustdoit
    Member
     
    Posts: 40
    Joined: Sat Jan 13, 2007 12:17 am

Mon Apr 09, 2007 12:43 am

Mon Apr 09, 2007 2:02 am

Mon Apr 09, 2007 11:35 am

  • Nice map! I like the layout and the music.

    I noticed that in the underwater tunnel leading from the red base, rt lights cause the water texture to be superimposed onto the walls.
    Taiyo.uk
    Alien trapper
     
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    Joined: Mon Apr 17, 2006 8:48 pm
    Location: Reading, IN-GER-LUND!!!



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