[MAP] Controlfactor-V2

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Mon Oct 30, 2006 9:42 am

  • Download here (updated 2006-11-21) :
    http://zdev.dvrdns.org/dl/controlfactor_v2r3.pk3



    (this is the old one, if you for some reason need it.)
    http://zdev.dvrdns.org:808/nexuiz/maps/controlfactor-v2/controlfactor-v2.pk3

    What changed?
    * More eyecandy
    * More weapons, "side areas" more usefull..
    * Some new platforms and jumppads
    * Reworkes lights totaly
    * Other stuff i forgot :D

    What dident make it?
    Bot navigation info. I just cant get it to work =/
    rtlight info. Dont realy need it imo.

    Some screenies:
    Image
    Image
    Image
    Last edited by tZork on Tue Nov 21, 2006 9:31 am, edited 4 times in total.
    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 Oct 30, 2006 10:10 am

Mon Oct 30, 2006 10:28 am

  • Hehe thats what you get (the misspelled pk3) for releaseing on a monday morning. Fixed.
    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 Oct 30, 2006 10:43 am

  • hmm is the name very tought truough, or is it just an "accident" that ConTrolFactor is a CTF map.. the name is great .)
    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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Mon Oct 30, 2006 4:53 pm

  • The new jumppads to the nex are a bit broken.. or do you really want to player (or worse a bot) to get pushed onto the 'other' jumppad when getting the nex? Also the new weapons in the four 'side' rooms seem a bit cramped.. Maybe get back to the old layout were one gun was below the walkways and put the other two gun nearer to the teleporters if you want to keep the number..
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    esteel
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Mon Oct 30, 2006 6:42 pm

  • going to test right away
    dfkgmasdfnasodrg
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Mon Oct 30, 2006 9:54 pm

  • esteel wrote:The new jumppads to the nex are a bit broken.. or do you really want to player (or worse a bot) to get pushed onto the 'other' jumppad when getting the nex? Also the new weapons in the four 'side' rooms seem a bit cramped.. Maybe get back to the old layout were one gun was below the walkways and put the other two gun nearer to the teleporters if you want to keep the number..


    All but the bottom nexjumppads always did this ;) and no its not a good idea, i always forget to fix it since i never leave the keays aloe while in midair i usualy dont end up on the otehr one. Will be somekinda fix for that in RC2 "... (or worse a bot) ..." uless something drastic happens to the bots, bots will not be supported on this map. i tried for many hrs to make them navigate it sensebely, and faild totaly.

    Good point with the "gun triplets" in the side rooms. *adds to RC2 todo*

    tChr wrote:hmm is the name very tought truough, or is it just an "accident" that ConTrolFactor is a CTF map.. the name is great .)


    As most exelent names, total luck :D
    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 Oct 30, 2006 10:58 pm

  • all i have to say is.... loadtime! it took 10 min to get the fisking map started...
    but the map looks and feels realy good....
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    Gego
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Tue Oct 31, 2006 8:25 am

  • tZork wrote:All but the bottom nexjumppads always did this ;) and no its not a good idea, i always forget to fix it since i never leave the keays aloe while in midair i usualy dont end up on the otehr one. Will be somekinda fix for that in RC2 "

    Well with the new nexjumppads i always endup on the 'other' jumppad regardless of holding +forward or not.. One has to use aircontrol to break the cycle..

    Gego wrote:all i have to say is.... loadtime! it took 10 min to get the fisking map started...

    Hmm strange the map did load as fast as the old version for me.. And the .bsp file even got smaller in rc1.. Do you always have such a long loadtime? Maybe your computer was busy with scanning for viruses or something else.
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    esteel
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Tue Oct 31, 2006 8:34 am

  • emm, no, its like 3 mins.... or so..
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    Gego
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Tue Oct 31, 2006 10:46 am

  • great map

    but i think you need to do something with this infinite jumps ;)
    very funny but not good for playing

    Circus presents: Flying Santoses :D

    Image
    Last edited by Santos on Tue Oct 31, 2006 11:21 am, edited 2 times in total.
    00100011 00010010 00100111
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    Santos
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Tue Oct 31, 2006 10:59 am

  • My working copy of the map now solves the "infinite jumps" by overshooting the oposite jumppad.

    3 mins could be expected on some machines, its a large map. 10 seems way to mutch. Loadning time did increese somwhat from the last release since its got more deitails now. I dont think theres anything i can do as a mapper to make it load mutch faster w/o cuting details or reducing size.

    Tnx for the feedback, its apreciated.
    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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Tue Oct 31, 2006 12:57 pm

  • Hmm.. I have encountered a thing, don't know if it's this particular map or if the game works this way but. When shooting rockets or firing the nex straight at the teleporters on the sides they dissapear, but when firing from behind the teleporters they go through them. What causes this? It's kinda funny watching rockets dissapear when you don't have the teleporters texture on :P
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    ai
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Wed Nov 01, 2006 2:11 am

  • ai wrote:Hmm.. I have encountered a thing, don't know if it's this particular map or if the game works this way but. When shooting rockets or firing the nex straight at the teleporters on the sides they dissapear, but when firing from behind the teleporters they go through them. What causes this? It's kinda funny watching rockets dissapear when you don't have the teleporters texture on :P


    Interesting. onlything diffrent from most other teleporters in the game and thise are that they use patched rather then brushes for the visible teleporter surface.
    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 Nov 01, 2006 4:29 pm

  • New release =)

    Download here:
    http://zdev.dvrdns.org/nexuiz/maps/cont ... r_v2r2.pk3

    Waypoints file WARNING loadtime if you use it. put it in your data/maps if you want bot support for this map.
    http://zdev.dvrdns.org/nexuiz/maps/cont ... .waypoints

    Changes from v2 to v2r2
    * Fixed jumppad loops
    * Added some cliping for smooth gameplay
    * Relocated some weapons
    * Added some new passages on the topside
    * Supporting the locationsystem (try "say %l" ingame)
    * Bot support.. somewhat working. you need the waypointfile too, se link above.
    * Fixed broked txt/mapcfgfiles
    Last edited by tZork on Thu Nov 02, 2006 2:30 am, edited 1 time in total.
    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.
    User avatar
    tZork
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Wed Nov 01, 2006 6:23 pm

  • tZork wrote:http://zdev.dvrdns.org/nexuiz/maps/controlfactor-v2/controldactor_v2r2.pk3

    Perhaps you should choose a shorter name for your next map :P
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    KadaverJack
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Wed Nov 01, 2006 7:40 pm

Wed Nov 01, 2006 9:37 pm

  • mmm...
    now the map loades mush faster...
    mmm i like it...
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    Gego
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Thu Nov 02, 2006 2:30 am

  • KadaverJack wrote:
    tZork wrote:http://zdev.dvrdns.org/nexuiz/maps/controlfactor-v2/controldactor_v2r2.pk3

    Perhaps you should choose a shorter name for your next map :P


    Yes, or just get someone to write those name for me :|

    Acctaly i used the same pk3 as the first release, local copy. guess what - thats the place i spelled it wrong first :)

    fixed.. again.

    http://zdev.dvrdns.org/nexuiz/maps/cont ... r_v2r2.pk3

    Gego wrote:mmm...
    now the map loades mush faster...
    mmm i like it...


    Glad you like it, but its strange that it loads faster since i added stuff and compiled it with lightly higher settings :D
    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.
    User avatar
    tZork
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Thu Nov 02, 2006 10:36 pm

  • at the risk of sounding like an asshole, cause you have obviously put a lot of work into this, please read the following:
    http://www.catb.org/~esr/jargon/html/S/ ... ffect.html

    A lots of the new stuff seems a bit over the top, and is more of a distraction than it adds to the feel of the map. imho, although there are a lot of great new stuff, the last version was better. Stuff like those rotating things on the top (the horisontal bouncers) and oem of the light work in the main halls is kinda annoying. (The latter might be my settings though.. i play after executing low.cfg and then enabling RT world lights)

    as someone once said "an engineer knows that he has achieved perfection, not when there is nothing more to add, but when there is nothing more to take away" ;)
    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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Fri Nov 03, 2006 9:09 am

  • I guess tChr is right, the lower parts of the maps are really good now but the upper parts indeed are a bit over the top with the jumppads mentioned. There are already jumppads up the middle part with the pushpads to the nex and there are jumppads up those four columns. That should be enough.
    The access to the middle section (the tube with the jumppad below the nex) is also good but maybe the 'tunnels' should be replaced with a simple doorway on both sides.

    Hmm do you have any idea why the bot waypoints need so long to load? I have not yet tried it but other maps seems to be ok with waypoints..
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    esteel
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Fri Nov 03, 2006 5:43 pm

  • tChr wrote:at the risk of sounding like an asshole, cause you have obviously put a lot of work into this, please read the following:
    http://www.catb.org/~esr/jargon/html/S/ ... ffect.html

    Not so mutch of an asshole but perhaps and a tad stupid :/ . SSE states that you develop a overcomplicated solution as s sucsessor to a small compact system. this map was never small, compact or elegant. Sorry i just cant see you point in this referense.
    A lots of the new stuff seems a bit over the top, and is more of a distraction than it adds to the feel of the map. imho, although there are a lot of great new stuff, the last version was better. Stuff like those rotating things on the top (the horisontal bouncers) and oem of the light work in the main halls is kinda annoying. (The latter might be my settings though.. i play after executing low.cfg and then enabling RT world lights)

    This map dont have any world rtlight at all. the point of adding those almost vanished with deluxemapping. "and oem of the light work in the main halls is kinda annoying" better desript or a sc would be nice.. i have no idea what you mean. However the horisontal bouncers are indeed realy ugly and will change before v2final.
    as someone once said "an engineer knows that he has achieved perfection, not when there is nothing more to add, but when there is nothing more to take away" ;)

    For the sake of not starting a flamewar i wont say what i acctualy think of that quote.. just that i dont agree.

    esteel wrote:I guess tChr is right, the lower parts of the maps are really good now but the upper parts indeed are a bit over the top with the jumppads mentioned. There are already jumppads up the middle part with the pushpads to the nex and there are jumppads up those four columns. That should be enough.
    The access to the middle section (the tube with the jumppad below the nex) is also good but maybe the 'tunnels' should be replaced with a simple doorway on both sides.

    I almost never ever see anyone doing anything other then spawning, going for the nexgun or trying to find the fastst way to the lower parts when i play the old ver of this map online. This leads me to belive that unless thise areas get more usefulness i may just as well remove them, along with the "neutral" side rooms.

    The jumppads have a preddy well defined puropse, both the "doubble" ones and the ones for the nexgun. The tunnels are done this way for preformace reasons. a simple open dorway would have evil preformace impacts from many places. it also provides some mutch needed cover.

    Hmm do you have any idea why the bot waypoints need so long to load? I have not yet tried it but other maps seems to be ok with waypoints..

    Yes, its the way the botsystem works in nexuiz. For every single gun, healthpack, jumppad, teleporter and so on the game spawns a waypoint. this waypoint is then connected to any waypoint within a certin distance. on a map this size with lots and lots of items this will take a long time. sadly the automaticaly gererated waypoints are also almost pointless since the bots alredy will serch for items on their own. From what i understand it was done this way to make bots work on maps w/o "handmade" navigation nodes.
    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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Fri Nov 03, 2006 6:20 pm

  • Well i just want to tell that i (too) think the jumppads up on the four corners and the rotating jumppads seem to be too much while the rest is quite fine. And the 'tunnels' as performance help are way better then to end up with bad performance as on some other map :)
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    esteel
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Fri Nov 03, 2006 7:00 pm

  • Hmm i just realized my response came out soundning way more agressive then i intended; sorry abt that. There was a diskussion adt the spawnpoint placement in the first version that was preddy similar to this. and afaik that turned out to work as i intended ;)

    Now Im under no ilusion that everyone will like this map or thise changes to it. Im also fairly sure i should have better explaind the ideas behind thise changes and additions. So here goes.

    In CTF:
    The outer lanuchpaths in the upper area provides a very fast attack/capture alterative (using aircontrol) if you spawn topside, the new nexgun jumppath can be used in a similar way, and its added to give another option for nexgun access since its the only place this gun exsiste in the map it does need a few routes.

    The platforms arround the nex provides a good defense platforn for thise new fast paths, as to the corner pillars.

    The jumppads going up the the new nexgun launchpads where added in a atempt to make this map more bot-friendly. It dident realy work for that, but they can be preddy interesting when used with the laser.

    The siderooms now contain more weapons and ammo, and teleporter links to the platforms in the upper area. This should make them a bit more atractive as a "pitstop" point for floaters.

    In other modes:
    The changes made does have other gamemodes in mind too, formost dom and LMS. Dommination was trixy beore since it took way to long to get between some dom points. LMS was unplayable with less then 4 players since you would spend most of the time serching for the other players, hopefully the newpathways will help that a bit. I havent tried tdm alot on this map so im not sure how it work for that purpose yet.
    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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Tue Nov 21, 2006 9:37 am

  • New revision :o

    Download be here:
    http://zdev.dvrdns.org/dl/controlfactor_v2r3.pk3

    News:
    * More light tweeking, still not 100% but better then previous
    * New paths in/out of the flagroms via the siderooms
    * Gemometry and vis tweeks.
    * Other stuff.. see if you can fint it ;)
    * Finaly remeberd to include gpl.txt in the pk3 :D

    No bot navigation included this time.. cant get them to behave.

    q3map2 Compile settings used:
    -meta -samplesize 8 -skyfix
    -vis
    -light -fast -deluxe -patchshadows -samples 3 -bounce 6
    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 Nov 22, 2006 9:31 am

  • Nice, i like that there are more nex guns now and that there is more then one way to escape the base (so far it was ONLY the jumppad) but i think it should be get more as the map is already very very big now with lots (maybe be many) of rooms..
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    esteel
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