Moderators: Nexuiz Moderators, Moderators
Mirio wrote:Nexuiz does not need mappersidk some should correct me but i think there are over 100 maps for nexuiz or even more

Samual wrote:HLAC and CR ARE in a bunch of maps actually, same with turrets. Spiderbots aren't complete yet, this is why they aren't used (yet). Assault.. Well, no one has made a map for it yet.
But it would be good for people to actually step up and make better maps. (A lot of them use bad textures, bad layouts, horrible item placement, etc etc.) This was actually a point made by LordHavoc over the issue of why we have such a low retention rate. Most of the maps on our public servers are WAY below par, and ruin a good experience on the public servers. There are only a few servers with good map rotations (Like HODM and HOCTF) that are played often. But this is mainly because Dokujisan goes through and tries out each map, seeing which ones are good and which are bad. It's time consuming, but someone has to do it.
Anyway, on the subject of this thread... I think Nexuiz needs more detail in every aspect. Also, lowering the speed would be a ridiculously stupid idea. The main reason I play Nexuiz is because of its speed and physics.. and of course the gameplay itself. If that changes, why should I play just another rip off of a GOOD game?........ That just about sums up my opinion on this.
tundramagi wrote:Can I enter my Evad Project assault map into that: it only took a week to build IIRC.

PinkRobot wrote:... How about a One Week Mapping Competition for Assault? I still have no idea what it's about and would enjoy a motivation to find out about it ...
TVR wrote:PinkRobot wrote:... How about a One Week Mapping Competition for Assault? I still have no idea what it's about and would enjoy a motivation to find out about it ...
Assault City has been in development for over two years, the majority of the time comes from making a non-linear layout, while continuing to keep attackers entertained with interesting objectives, and the defenders with interesting methods to defend such objectives.
Besides, learning how to use the assault entities will probably take a week.

tundramagi wrote:AI Deleted my mothers sweet and heartfelt posts.
Who is working on Assault City?
Yoda almighty wrote:heh
I can make a jetpack model. it never occurred to me that their isn't one. i would also like to try and make a flame thrower model, but that's less important :p
and I was thinking today, and I think i figured out what a lot of the maps are missing.
purpose
a lot of the maps lack a clear sense of purpose. a 3D modeler once gave me a little talk about greebling on spaceships. he told me they look a lot better when they appear to actually do something, as opposed to just random boxes and things. i think this applies to every field of 3D modeling, including map making. it's great to have lots of little details, but what do they add up to? say a factory map, you have lots of boxes lying around, but what are the boxes for? what's in them? who put them there, and where are they presumably going? how are they getting there? and what will happen to them when they get there? all these things and more should be considered when making a map.
and also, maybe there is a story behind the map. is the factory still in operation or abandoned? maybe there was an explosion, and a large section of the roof is collapsed, with burned and twister metal everywhere. (one of the only maps i found like this is "the doom that came to durwich", with the gem that fell through the building and the ominously suggestive name)
just some things to consider
Flying Steel wrote:One way or the other, I think we as the community needs to focus on making a few really, really good official maps rather than craploads that are all over the place
Flying Steel wrote:When someone just bobs past you at 70 MPH, with no clear indication of what he is doing to make that happen or how it is working, your brain can only say "what the hell was that?"
FraNcoTirAdoR wrote:Flying Steel wrote:One way or the other, I think we as the community needs to focus on making a few really, really good official maps rather than craploads that are all over the place
Thats right, the problem with most of the community made maps that they just dont contain enough details to provide nice eyecandy, they are mostly focused on some paths that are built up, and not the enviroment. The most typical example is silvercity: look at the original and the new map, yeah i know there quite lot of differences because of the new hiding places but even without that: the routes players use (jumppads to top, or they are long range fighting in the bottom level) are mostly the same, still the visual quality cant be compared. Thats what we need more. I am really really noob to mapping, but if someone knows campgrounds for example, he knows that the main paths are up for a month, but if I textured it and commited it it would be just one of those lot of plain maps, so im working for more than 1 month only on the addition of the details. I know it enlarges the creation of maps by GIGANTIC factor, but this can be one of the crucial way to provide quality gaming enviroment in my opinion. A map shouldnt be just a 1-2 weeks project, that "okey its mostly up, gameplay is final, lets commit".
Flying Steel wrote:When someone just bobs past you at 70 MPH, with no clear indication of what he is doing to make that happen or how it is working, your brain can only say "what the hell was that?"
LOOLYes, "wtf?!?!" is the most frequent sentence that flashes through the brain of a newbie fireing Nexuiz for the first time and playing againt a very fast player, but in the 3rd start "wtf?!" will turn into "cool! how can i do that?". Nexuiz is not a CoD, this game is not made to be popular, but to be a quality arcade shooter, and in the flood of todays shooters (dont wanna advertise them, but everyone can list at least 10 big names where you walk on a gigantic island with super-realistic physics and weapons) people are used to these games, they expect something like those they see on the market. If they think "damn, i want to fight with the same chances using ONLY tactic" then Nexuiz is just not for them, they should try Urban Terror if they want a free CS... This game has a goddamn deep learning curve, and yes, if you are new you have disadvantage if you dont want to get know the game. Its perfectly the same as "i know how to punch, gimme Mike Tyson, I will beat the heck out of him". ("aaaaa where are my ears??"
)
ai wrote:Well, about striding or not. You would really have to take that up with the coders. I don't know if it's possible or how easy/hard it is to do. However, if support would be added then I could create stride animation for that. But you really would have to talk to the dev coders about that.

ai wrote:So what are you saying? You want a different animation to take place for laser jumping and for ramp jumping?
I don't know what you mean with TC, GH and JP.
Lee_Stricklin wrote:I think what Nexuiz needs is some polish on the animations, models, and a few textures. One thing I think would neat (I think somebody already said this) is if somebody worked on animations for bunny hopping to make it look more believable.
Flying Steel wrote:... A minor gameplay change ... would be to increasing the minimum speed and maximum damage for collision damage ...
TVR wrote:Flying Steel wrote:... A minor gameplay change ... would be to increasing the minimum speed and maximum damage for collision damage ...
Unjustifiable, would completely ruin both all existing impulse values for weapons, and fundamental map design concepts [Jump-pads].
ai wrote:Seriously, just to make it clear. Nexuiz is not realistic nor does it tend to be. So pushing for more 'realistic' gameplay for Nexuiz is not the way to go.
Falling damage isn't, and has never been, a problem before, don't fix what isn't broken.
Flying Steel wrote:However this thread is not about fixing problems that are broken, but coming up with improvements to enhance the 'feel' of the game. Or at least that is my understanding.
parasti wrote:Flying Steel wrote:However this thread is not about fixing problems that are broken, but coming up with improvements to enhance the 'feel' of the game. Or at least that is my understanding.
It's obvious to me that this thread was not intended to focus on game play (player physics, weapon balance). It's ultimately about visual and aural perception when playing Nexuiz and why it comes across as inferior compared to other games.
Return to Nexuiz - General Discussion