[CTF/KH] PyconicCTF4

Community reviews of maps (both official and user-made).

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Rating

Great
1
17%
Good
0
No votes
Medium
2
33%
Bad
3
50%
Too Big
0
No votes
Bad due to the identity of the author of the map
0
No votes
 
Total votes : 6

Tue Oct 07, 2008 1:29 pm

Wed Oct 08, 2008 2:49 pm

  • If you vote bad explain why and how to make bettter.
    For v4 I've added an additional path to the flagroom, will probably release it later today.

    If you just think it is bad because you hate the author there is an option for that: use that.
    take_this_cup_of_poison
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Wed Oct 08, 2008 3:51 pm

  • Please reduce brightness. It hurts eyes a lot in plenty of your maps.
    Alien
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Wed Oct 08, 2008 7:17 pm

  • Most people think my maps are not bright enough.
    take_this_cup_of_poison
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Thu Oct 09, 2008 2:45 am

  • I think lighting is usually well rounded in all your maps, that is, they play well under most settings, low to ultimate. Frame rate may be another story to some :-P.

    I haven't tried this revision yet. If it's still as small as v2, I'd say it needs to be bigger. It's again too linear. I prefer maps with multiple pathways to the flag, each one having it's benefit and downfall. Whether it be a trap, weapon, gain in speed, or something along those lines, I believe it's part of what makes maps for this game great.

    I don't have time to get into great detail but maps like mikectf2 and moonstone are good examples that illustrate this point. Something of value to either team in the center (shield), multiple pathways to the flag, longer ones with nex, and sparse or spread out health. Inner pathways have armor and more mid range weapons.

    I think you do wonderful brush work and you're a good engineer. You should use those skills to push players into creative situations. Expand their options by presenting 'gambles'.


    edit
    And I see you've done pretty much that. You're heading in the right direction but I think it lacks flow. Try and integrate an open area with a change in altitude that would get the feeling of free fall at high speeds, maybe somehow linked to the teleporters
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Thu Oct 09, 2008 3:20 am

Thu Oct 09, 2008 3:50 am

Thu Oct 09, 2008 4:00 am

  • I like single number versioning.

    The addition is the additonal path from the lower flag area to each middle pit.
    It has superhealth and some weapons.

    It is another pit. See where the multiple bubbles are floating in the air :).
    This "facility" taps some area to extract the cell energy from whereever this map is located, thin hollow bubbles of the blue energy liquid slowly float to the top of the shafts and collect together. They can be moved to a single shaft through the lower connecting pipes and collected fully. Later it is further collminated at blue amuse and then shipped to places like interspace station (basically a gas/enegy station).

    PyconicCTF == "well"
    blueamuse == "refinery"
    interspace station == "(gas) station"

    :)
    Last edited by take_this_cup_of_poison on Thu Oct 09, 2008 4:06 am, edited 1 time in total.
    take_this_cup_of_poison
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Thu Oct 09, 2008 4:03 am

  • take_this_cup_of_poison wrote:I like single number versioning.

    Preferences and standards are two different things. It would be good for you and the community if you followed the standards.

    take_this_cup_of_poison wrote:The addition is the additonal path from the lower flag area to each middle pit.
    It has superhealth and some weapons.

    I still feel like the map needs a hill or ramps or stairs :)
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Thu Oct 09, 2008 4:07 am

  • [-z-] wrote:
    take_this_cup_of_poison wrote:I like single number versioning.

    Preferences and standards are two different things. It would be good for you and the community if you followed the standards.


    I'm happy with my single numbers.

    "I still feel like the map needs a hill or ramps or stairs Smile"


    There are stairs uptop. I hope this map plays fast and deadly.
    take_this_cup_of_poison
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Thu Oct 09, 2008 1:56 pm

  • Okay, well I'm trying to help you reach a broader audience with your maps but if you're just going to ignore my advice, I won't waste my time.

    The stairs are weak and the map still lacks flow.

    10 is lower than 2 in your naming scheme, this is a problem that many players will be unaware of and many server admins won't care to support. I for one plan on dropping support for maps that do not follow standards in the not so distance future.

    If you value your pride above exposure, then by all means, keep your single number versioning.
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Thu Oct 09, 2008 1:59 pm

  • Or rather - if you WANT to keep on single-number versioning, use it safely:

    mapname_v01.pk3
    mapname_v02.pk3
    mapname_v03.pk3
    ...
    mapname_v42.pk3
    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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Thu Oct 09, 2008 7:27 pm

  • Div: It's not pretty, it has underscores and such. Do people just pile every version of every map on a server? Also sometimes I go into the triple digits.

    [-Z-]:
    10 isn't lower than 2 in my scheme. I just use sequential numbers.
    mapnameNUMBER.pk3 . The pk3 name is the same as the .map name (and bsp etc etc etc). It is, infact, the simplest of "schemes" and I use it because it is easiest for me in GTKRadiant to save an edit to my map as mapnameNUMBER++.

    I use the positive real number system.

    If you want to stop using my maps because I don't name my pk3s the way you want that is absolutly fine, >>>STALIN<<< >>>>HITER*<<<< >>>>>MAO<<<<<.

    I use the number inback of mapname because it looks nicer than the other way with the dots and the underscores and the Vees.

    Basically just build numbers.

    I do constant backups, that's where the numbers come from; 10 is 8 significant changes more than 2: 10 is the newest map, 2 the older one.

    Drop support for my maps if you need, I have my own server.

    I support numbers, proudly, as they were meant to be used... without underscores.... sometimes without even decimals.... but I never let my numbers stand alone; they are always comforted by a string in front.

    *That's right, godwined! :)

    As for flow, I agree. I've been trying to improve it this week and last.

    -----------------------------

    TMK this is all about people dumping all versions of maps into one dir and wanting the newest to override all the oldests.

    Isn't that a bit careless? Cavalier? I always know what I'm adding to my server.
    I unlink the old ones (I use symlinks) and link in the new ones.

    Why does the mapper have to accomidate the server admin's careless attitude. Shouldn't we all lookout for what we put in our own servers rather than relying on others? Remeber that supreme court decision "your server, your choice"...

    As an aside: http://www.youtube.com/watch?v=MDrfQhTjnbE
    LoL
    take_this_cup_of_poison
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Thu Oct 09, 2008 8:16 pm

  • Human readable means squat to the game. Nexuiz will see 10 before 2, unless you name then with a preceding zero as divVerent outlined above.

    Lets take a look at a realistic situation:

    Most users don't know specific names of maps but they can remember part of them. This is fine because Nexuiz supports partial matches for map change requests. If I were to call a vote: chmap pycon, the latest map would load.. unless I have say version 9 and 10, in which case, version 9 would take priority.

    Shouldn't we all lookout for what we put in our own servers rather than relying on others?

    Obviously we should be aware of what files we are putting on our servers but the need for standards exists. Map authors who don't attempt to comply with standards are selfish. This creates more trouble for other admins as well as users. Sure, I can rename your maps but then users will be downloading them twice. Help us, help you.
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Fri Oct 10, 2008 1:21 am

  • For new maps I make I will use a triple zero versioning system from the start:
    Old: blabla1 = New: blabla001

    For old maps that are just updated I will continue using normal legacy versioning system I think (they allready have the problem (xxx9 will always beat out xxx10, xxx11,).

    So I agree, from now on, my new maps will use enough numerals to work with the tabcompletion and overridation when people just pile up the maps.

    Also note: on my server I do remove old versions, so when people dl allready released maps from my server they are the newest (they don't have to worry :) , the old map is gone from server's data dirs, it cannot override the new one).

    As for selfishness: Those who don't make maps are more selfish. I think more people should make maps :).

    Also, could you make more haloish maps? (Halo3ish maybe, see if you can borrow that game, it has some nice art and level concepts, I like the indoor + outdoor leves, could you build on that idea but make them more indepth?)
    take_this_cup_of_poison
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Fri Oct 10, 2008 1:59 am

  • I can think up a few more reasons why you shouldn't do it that way because you're just treating a symptom but I assume this will fall on deaf ears.

    If for example, someone who runs a map repository 8) wanted to parse map information into a database based on their bsp, pk3 or whatever else uses the convention's name... yours would surely be missed.

    Map authors will do what they want, there is no stopping that. I'm just trying to help streamline the process we can all benefit from.

    "You're either part of the problem or part of the solution, what's your contribution to life?"

    take_this_cup_of_poison wrote:As for selfishness: Those who don't make maps are more selfish. I think more people should make maps :).

    I can agree to an extent but I believe making a map improperly can be insulting. Learning about a gaming community and their culture is important if you're trying to create worlds for their players to play in. Ignoring these details can come off as disrespectful. I'm speaking objectively here. Aside from your "quirks", I think you are very respectful in the art of mapping. I appreciate your willingness and abilities to push the limits of the engine and your intelligence keeps these abilities sharp.

    Once you figure out that whole multiple pathway thing I think you'll come out with some really solid maps.

    take_this_cup_of_poison wrote:Also, could you make more haloish maps? (Halo3ish maybe, see if you can borrow that game, it has some nice art and level concepts, I like the indoor + outdoor leves, could you build on that idea but make them more indepth?)

    The road is long my friend. When I have some more free time, I will indeed continue making halo maps, definitely interested in more halo and halo 2 maps. Not so sure about halo 3, I'm not saying no but I'm not saying yes.

    I have to finish up whizard_v1r4 first.
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