[MAP] Sierpinski (beta 2)

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Mon Jul 17, 2006 1:49 pm

  • Starting on Friday, I decided to make another fun map... this time: a large sniper CTF map, needing at least 6 players and it can probably take 14 of them. Screenshot:

    Image

    Sorry, wrong image...

    Image

    Download here: http://mensa.ath.cx/~polzer/nexmaps/sierpinski/sierpinski_beta2.pk3

    I also included a TDM configuration, no idea if anyone will use it. Somehow I don't like how the water in Nexuiz is (just like on oilrig), but one can live with it.

    Have fun!

    Note: there is another way to the flag... but it isn't really hidden. Just one hint: these light triangles are all teleporters... there are some more of them.

    Edit: I didn't make bot waypoints because I found no way of preventing to get stuck in a jumppad cycle (you can only leave it using air control).
    Last edited by divVerent on Mon Jul 17, 2006 2:45 pm, edited 1 time in total.
    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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    divVerent
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Mon Jul 17, 2006 2:16 pm

  • Looks fun :D

    Gj there :)
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Mon Jul 17, 2006 2:19 pm

  • haha, madness. great :wink:
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Mon Jul 17, 2006 3:58 pm

  • grappling hook for the win here :)
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Mon Jul 17, 2006 7:50 pm

  • O dear, this is going to be a mess :)
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Mon Jul 17, 2006 7:53 pm

  • Yes, already tried it on some "unsuspecting victims" when it was darker...

    and used some feedback (the water was too low, the flags too hard to find) to improve it (the latter should have become much better with the brighter lighting).
    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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    divVerent
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Mon Jul 17, 2006 8:14 pm

  • This map is hilarious to play. I don't think I've ever played a game that actually induced my fear of heights quite like this did. Good job!
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Mon Jul 17, 2006 8:50 pm

  • bluesky is higher... but yes, you don't really "feel" the height on bluesky...

    BTW, I just replaced the beta2 by a slightly improved version (but since no other changes were done, I kept the file name). All I did: I darkened the skybox so the teleport triangles are visible even with bloom or HDR. That really was annoying before...

    does anyone know a better free skybox for this?
    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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    divVerent
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Tue Jul 18, 2006 8:33 am

Tue Jul 18, 2006 11:01 am

  • There is one problem with it: it doesn't work right in 2.0. It does work right on 2.0.1 or on my Nexuiz server (the one that runs the map, the RBI extra maps one). Reason: the Nex shoot length was too low...

    And I changed beta2 again by adding spawnpoints on the top Nex platforms so people who spawn there see their flag - that should make it easier to learn playing the map and make defense a bit stronger.
    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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    divVerent
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Tue Jul 18, 2006 10:34 pm

  • I would love to play such a map on DM. Could be VERY cool
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Tue Jul 18, 2006 10:40 pm

  • I could make a DM map out of it, but I think I'd need to halve it (take only the blue part) and put something "interesting" on the other side instead of the red part. Any ideas?
    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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    divVerent
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Tue Jul 18, 2006 11:19 pm

  • divVerent wrote:I could make a DM map out of it, but I think I'd need to halve it (take only the blue part) and put something "interesting" on the other side instead of the red part. Any ideas?


    hard one. personaly i think this map design does mutch better as ctf then dm. however i only tried it on a laptop playing with a touchpad on lowest possible settings one single time (dident even find the flag that time xD)

    one idea whould be to build one half of the map like a more solid (as in more coherent ground space) base. Then place all the good stuff out on the triangles. beeing on the solid ground would definetly give a more eazy ride, but to gain killpower and replenish health/ammo/armour one would need to venture out into the other side.

    anotehr idea; place a base in the center and some cuved walk ways arround the outer rim with a few path leeding into this central base complex.

    both thise idea include preddy heavy modding of the maps basic layout tho, so it would be more of a new map then a dm version of it.


    Oh and btw, cant wait to get home so i can try it out on a computer better equiped for gaming, looks like a realy fun ctf map. keep up the good work.
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Tue Jul 18, 2006 11:28 pm

  • both thise idea include preddy heavy modding of the maps basic layout tho, so it would be more of a new map then a dm version of it.


    Haven't played it yet but I can understand this arguments. I guess a new map with "the basic idea" of this would be the best.
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Wed Jul 19, 2006 6:28 am

  • Say what is the grey floor for ? (also could use some work, the plain cut from a plain into sky doesn't look to good ... add a border ?
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Wed Jul 19, 2006 7:58 am

  • Where is grey floor? It is _supposed_ to be water if you mean that, but I didn't find anything better.
    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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    divVerent
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Wed Jul 19, 2006 8:31 am

  • hmm indeed i mea the water, no idea what do with it either though ....
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Wed Jul 19, 2006 10:27 am

  • the water look dull for a few resons. first its a fairly small texture i think (256x256?) with to mutch contrast. this makes its tiling pattern very visible. secondly, most nice looking watertextures have 2-3 stages. to bad darkplaces dont handle multistage shaders. a 512 or even 1024x1024 with less contrast and better tiling would go a long way to make it look better. proly scale it up a bit too. also if posible a tcmod in the shader to give it a slight movement could perhaps make it look better.
    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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    tZork
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Wed Jul 19, 2006 10:31 am

  • th emap is fun. We are getting some of tese "fun"-maps now.. Maybe some mechanlism for separating between "realisitc" and "fun" maps sould be deviced.

    aboput the map ddesign: maybe you should try and trick some lighting effects to make the huuge triangles under the strength disappear as they go lower? now they are fully visible no matter how deep you see them, wish is a bit unnatural :)

    also consider adding some minor movement to the "floating" trianlges?

    edit:
    and your water has floor sounds
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Wed Jul 19, 2006 1:04 pm

  • tChr wrote:edit:
    and your water has floor sounds


    Apparently this is a Nexuiz bug, but no idea where exactly (otherwise I'd fix it).
    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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    divVerent
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Wed Jul 19, 2006 5:23 pm

  • This map makes me think that Nex might benefit from some new world reflection water shaders, like a lot of new games are supporting. Just my two cents :)
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