[MAP] Controlfactor [BETA]

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Sun Jul 30, 2006 9:22 pm

  • Here we go again, another map release. Another ctf map, large, with support for most other game modes too.

    More info and download is here:
    http://www.games43.se/nexuiz/maps/controlfactor/

    And since everyone loves screenshots here some (better sized on on the above link)
    Image Image Image
    Image Image Image

    src .map file is NOT included yet since i know i will be making changes to it, you you want the source in its current state just ask.
    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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Sun Jul 30, 2006 10:38 pm

  • The design of this map is really well done, but the complexity of all the geometry seemed to give me a pretty bad performance hit, dropping my FPS from about 125 down to 13 at times, and even when the FPS didn't look to be going down, it seemed kind of jerky.
    Shoe
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Sun Jul 30, 2006 11:18 pm

  • Shoe wrote:The design of this map is really well done, but the complexity of all the geometry seemed to give me a pretty bad performance hit, dropping my FPS from about 125 down to 13 at times, and even when the FPS didn't look to be going down, it seemed kind of jerky.


    Aww =/ i suspected that that could happen on some machines. Do you remeber what areas that gave you the worst preformance hits?
    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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Mon Jul 31, 2006 12:19 am

  • The areas with the really curved walkways that you use the jump pads to get to and the area with the mega health seemed to be the worst culprits.
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Mon Jul 31, 2006 6:30 am

  • I'll test the map this evening and tell you if I get performance hits, too
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Mon Jul 31, 2006 8:26 am

  • I gave it a quick try and it ran quite fast, even on high.cfg it never fall below 39fps. But this computer here as a NV quadro fx 1400 and its suppossed to be fast :).
    The map has a cool layout but i found a few small issues. When being on the top one can sometimes see the corners of the flag rooms. And from the bottom up one floor there are textures missing on the red side..
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    esteel
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Mon Jul 31, 2006 2:55 pm

  • ARE YOU NUTTS??? Did you know that map is 15 . 7 MB?

    Well done tZork! I like this map alot! My experience:
    (Tested with bots and fog)

    Lower FPS
    - When standing on a weapon spawn and looking to the center of the map.
    - When standing on the curved skyways and looking down to the other side of the room
    or when looking at the skewed skyways

    Teleporter
    It doesnt give low fps but the screen "jitters" when moving past it.
    I like the idea but the tissue looks kinda detached. Maybe make some clips or clamps to hold it or make the ends thinner so they end in just points.
    And maybe not round but a pentagon! ;)

    Bad track number 0

    You really know how to please me! :D
    4m [PB] (amoebios)

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Mon Jul 31, 2006 8:12 pm

  • Tnx for all the feedback sofar =)

    Textures missing: Fixed, there was even a few places with "visible" caulk :oops:

    Filezise: Cant do mutch abt this.. map (.bsp) seems to get arround 40 megs no matter how i compile it.

    Preformance: looking into it.

    Teleporters: Jitter? o.O dunno what you mean.. the idea on their design is cool tho, ill proly use them.

    Bad track number: ugh i always forget that one..
    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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Mon Jul 31, 2006 9:01 pm

  • I've not played it so can't give play feedback, sorry.
    tZork wrote:Filezise: Cant do mutch abt this.. map (.bsp) seems to get arround 40 megs no matter how i compile it.


    How did you make the pk3? ZIP compression varies between programs. The best I've found is with 7zip, that's what the Nexuiz download is stuck together with now. Are there many images? What were they produced with?

    As for the massive BSP, that would be related to the really high detail = slow speed bits people are reporting so simplifying it would also make the BSP smaller.

    Edit: Just download and looked at the files. The only image is this screenshot and while it's compression was pretty crap only about 30% can be saved from it which is a negligible 6K. More aggressive ZIP compression can bring it down to a 14.9Mb PK3 but the main problem here is the BSP.
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Mon Jul 31, 2006 9:32 pm

Mon Jul 31, 2006 10:18 pm

  • It's a tZork map so it's going to be f**king ace fullstop!! :D


    looks awesome like the top bits, not tested yet, but it's spacious (thank you once again!)

    now i can actually use weopens again nicely, and stand a chance e.t.c getting anyway not being spammed in some little box room, also by the looks of it you'll be able to move VERY fast through this map with some ramp jumps and the new movement which = ace.
    :]

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Mon Jul 31, 2006 10:53 pm

  • 4m wrote:best compression ive seen so far: KGB Archiver

    But dp won't read those archives. PK3s have to be ZIP files.
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    KadaverJack
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Fri Aug 04, 2006 7:32 pm

  • UPDATE :D

    Feturing smaller size, better preformace, bugfixes, layout changes and more.

    I tried to make the map easier to navigate since some complain that findning the flags are hard, this includes some layout changes. I optimized it for proformace as well as i could and used other compilesetting to srink the size of the pk3 from 15.6 to 3.8 megs.

    More info and download is here:
    http://www.games43.se/nexuiz/maps/controlfactor/

    enjoy
    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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Sat Aug 05, 2006 8:50 am

  • The new map is indeed better performance wise and the flag can indeed be found easier. Cool thing so far. But i think you should add a few more spawnpoints. Especialy near the flag. There is only ONE. On the other side of this 'wall' near the mortar.Thats way too few base spawns for ctf if you ask me :)
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    esteel
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Sat Aug 05, 2006 5:39 pm

  • esteel wrote:The new map is indeed better performance wise and the flag can indeed be found easier. Cool thing so far. But i think you should add a few more spawnpoints. Especialy near the flag. There is only ONE. On the other side of this 'wall' near the mortar.Thats way too few base spawns for ctf if you ask me :)


    What you ment to say is "This map dosent do it the same way as all the other ctf maps out there" ;)

    Theres a clear thought behind this. Each side had five spawnpoints, one of them in their "flag nest". That means when you respawn theres a 20% chanse you spawn right next to the flag. If you gor fraged as a resualt of a attack on your flag, and spawn here, theres a good chanse you will be right ontop of the assulter(s).

    Nexuiz players spawn with the shotgun, its secondary attack is devestating. Having everyone spawn neer the flag makes for a fleshfest, not a ctf match.

    The four other spawns are on the "topside" spwing here you have aprox 1-2 secs tra that's a mixture of almost good water and frosted glassel time to resturn to base if you know how to move fast. Spawning here you alsow have the option of trying to make it to the other base and itercept the flagcarrier.

    Tho the shortest path between the flags are rather short, its hard to maintain full speed all the way (this is intentional) the doorways throught the strength room forces a 4 90dgr turns, sthis slows you down a good deal. Best capture time i managed (tho im sure some freeky moover will beat that by miles) is arround 15 secs.


    As you can see i put alot of thought into this map, its a direct result of what i liked and disliked abt otehr ctf maps when playing online. This is ofc experimental as its a diffrent way to do a ctf map, and may very well fail misserably. ur lets give it some playtesting before we descide its doomed ;)
    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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Sun Aug 06, 2006 5:05 pm

  • the map's progress is really nice!
    Using the laser you can capture the flag in 12 seconds (and there are specialists that can do it even faster, I'm sure).

    A issua I had/have with beta is @ the white area (close to where the flag WOULD be if it wasn't the "civil" area). there are two holes in the ground which look like a tunnel, however you will be pushed out if you try to jump in one of them. The issue I have is that, when jumping into the hole that will push you along the two corners, you will get stuck becuase there's a small cliff inside the hole of which you get out, this gives you additional damage and ruins the flow ;D

    I hope you understand what I'm exactly talking about ;)

    Otherwise, great job, I think I gonna put beta2 and folllowing maps on my CTF server!
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Mon Aug 07, 2006 5:20 am

  • Tnx for the nice feedback =)

    12 secs eh? not bad at all :D

    Yeh, im aware of that problem with the tunnels, i noriced it a few hrs after i released the beta2 :oops: The trigger_puch's in nexuiz are a bit trixy to deal with. When i tested the map it worked, but it depends on how you enter the tunner or if you keep some movement key pressed or not while in transit, i guess. Ill have some solution to it by the next beta.

    Hope to play the map on your server soon =)
    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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Thu Aug 10, 2006 6:33 am

  • You are right the shotgun is a powerful weapon and i like your idea of putting the defending players under pressure but that might be a bit too much. With the current spawns its more important to 'frag the defenders' instead of 'get the flag and get out of there' ;)
    Also 5 spawns seems a bit low to me. Nexuiz does not have spawnfragging but how about making this 10 for each team? Either two close to each other or just adding a few more. The armor health shards in the top corners can only be reached by laserjumping. Maybe a spawnpoint there is an idea.
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    esteel
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Thu Aug 10, 2006 12:10 pm

  • I've played your map qute a bit now.

    and here is hat i think.. The sioze is good, its good to have a bigis map for cft, but i still think ots a little too big.. maybe multiply all ways with 0.8 or thereabouts.

    The shortcut between the flag rooms is too short, it ends up ass the only way you will use in play, especially with few players. Have you considered removing it?
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Thu Aug 10, 2006 3:06 pm

  • More spawnpoints - perhaps. i still have only played this map one time with "real" ppl so im unsure of is it works like i tought.

    Spawns on top of the "pillars" - i left that out get get ppl to wonder how to / start using laster jumps. maybe a stupid idea..

    Size - " The sioze is good" but "ots a little too big".. make up you mind xD size will not change its to mutch work and i realy have no idea why you thionk its to big in the first place.

    Sort capture path - hell yeh its short, itls like speed lasering through nexface. With a good defense teem the one that does that is gibs 90-99% of the time. If its the only whay ppl try to cap thats preddy stupid.. hope thay will come to thair senses ;) if they dont i guess ill have to think of somethign to fix that.
    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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Sat Aug 12, 2006 7:08 pm

  • tZork wrote:Sort capture path - hell yeh its short, itls like speed lasering through nexface. With a good defense teem the one that does that is gibs 90-99% of the time. If its the only whay ppl try to cap thats preddy stupid.. hope thay will come to thair senses ;) if they dont i guess ill have to think of somethign to fix that.

    As is asid.. its not a problem with lots of players, but with only like.. 4, its not very good. The overall size of the map is good, but the flag rooms are a little.. cathedralic :) (if there is such a word)
    the spice extend life!
    the spice expand conciousness!
    the spice is vital to space travel!
    sooooo.. tell me what you want, waht you really-really want
    I will proceed directly to the intravenous injection of hard drugs, please.
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    tChr
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Sun Aug 13, 2006 11:20 am

  • Well its not designed for 2v2 so dont exect it to play well that way.

    The whole design is made to have places with lots or air and distance to allow cool jumps and moves normaly ony avail on silvercity. it will get more decorated as teh map matures tho.
    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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