[Map] reservoir_r4 (ctf)

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Thu Mar 29, 2007 10:45 pm

Thu Mar 29, 2007 11:05 pm

Thu Mar 29, 2007 11:45 pm

Fri Mar 30, 2007 12:17 am

  • i'm agree, for the next release I will try to improve the "looking" factor, with more wall and texture variation if I can. What about the gameplay ?
    Ronan
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Fri Mar 30, 2007 1:29 am

Fri Mar 30, 2007 9:14 am

  • Neat :)
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    C.Brutail
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Fri Mar 30, 2007 11:29 am

  • uuuh, another one more CTF-only map :(
    uncomfortable
    random
    mean
    embarrassing
    limited
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    Urmel
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Fri Mar 30, 2007 1:20 pm

  • Nice work Ronan, and welcome to the forums. I havent tested the map ingame yet, hope i will have to to this weakend. From what i can see on the screenshots it looks like theres lots of room to move (me likes :D), hard to say mutch more w/o testing.

    Visually it needs some more detail, some bigger textures on those large surfaces - small textures with lots of contrast rarely looks good ove a large continius surface. And like ppl said the light is in need of some more dynamic.

    For a first map i must say i looks very nice, im sure we will see lots of good work if you keep on mapping =).
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    tZork
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Fri Mar 30, 2007 3:21 pm

  • I like the layout of the map.. looks like it will make for quite interesting matches. Itemlayout is also ok. But maybe you should add something along the right and left upper paths. Also the ladder to the strength powerup is hardly visible. But that this map needs reworked textures should be clear :). Other then that it looks fine. Maybe think about putting a shield powerup instead of the 100 health..
    Oh the items on the pipes in the water are not really good enough to make me laser jump back and forth, maybe exchange them with something worth the effort to get there ;)
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    esteel
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Fri Mar 30, 2007 7:02 pm

  • Scale up that water!
    field hockey
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    leileilol
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Sat Mar 31, 2007 1:01 am

  • Some matches already happen on Rbi (thanks div0), the gameplay seem ok, it's possible to score and reach 300 points in 20 minutes. There are still some bugs to correct : for example in the flagroom, but I don't understand where there are come from.

    Urmel... wrote:uuuh, another one more CTF-only map :(


    I don't think this map can be adapted to a good DM map, sorry...

    tZork wrote:Visually it needs some more detail, some bigger textures on those large surfaces - small textures with lots of contrast rarely looks good ove a large continius surface. And like ppl said the light is in need of some more dynamic.

    esteel wrote: But that this map needs reworked textures should be clear

    I tested several things, but it's difficult for me to find the good combination and the style. So If anyone have good ideas i will be happy :)

    esteel wrote: But maybe you should add something along the right and left upper paths. Also the ladder to the strength powerup is hardly visible. Maybe think about putting a shield powerup instead of the 100 health.(...)Oh the items on the pipes in the water are not really good enough to make me laser jump back and forth, maybe exchange them with something worth the effort to get there


    In fact the ladder is hardly visible because it's only here for unskilled player who can't laserjump to the roof.
    The 100 health can be usefull for the one carrying enemies flag. For attacking there is armor in water which deep should be reduced. For the pipes, I add them for the one who is carrying enemies flag and is in danger, but I'm agree, they don't seem to be useful so far.
    And to add more items, more matches are needed to identify what is missing or redundant.

    Ronan
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Sat Mar 31, 2007 2:34 am

  • div0 wrote something regarding that bug:
    found it
    and now I also know what the bug is :P
    trigger boxes are BOUNDING boxes of the entities...
    and the ladders to the roof are both the same entity
    that must be the bug
    that is caused by a GtkRadiant `feature` than when duplicating a brush entity, you duplicate the brushes and it stays one entity
    to really duplicate, you need to copy and paste


    You should also add playerclips to the pipes in the water, would make walking on the much easier. Maybe a armor and 50 health plus a jumppad would make the pipes worthwhile. Otherwise i like the map and item layout.
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    esteel
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Sat Mar 31, 2007 12:44 pm

  • Ronan wrote:
    Urmel... wrote:uuuh, another one more CTF-only map :(


    I don't think this map can be adapted to a good DM map, sorry...



    Dont be worry about it he never played CTF

    the map is good but need some more details
    Aneurysm 4 the win !!!!! :D
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    cortez
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Sat Mar 31, 2007 6:54 pm

  • Reservoir-nex-b2
    * jumppad on pipes
    * new ladders
    * some brush reorganized, not visible but few fps should be win
    * some bug fixes

    Download : not available anymore

    Next step should be the looking aspect
    Last edited by Ronan on Fri May 23, 2008 5:56 pm, edited 2 times in total.
    Ronan
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Sat Mar 31, 2007 7:17 pm

  • As for the ladder issue... all triggers have this property: what counts for their volume is just their bounding box. The actual brushes do not matter. Example:

    Image

    The jumppad brushes were actually clipped triangle-shaped slices on the jumppads. When I made the map, I did not know about this issue either.

    Hope this screenshot helps.
    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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Sat Mar 31, 2007 7:26 pm

  • Ahh at least now the ladders no longer interfere with the flagroom and that should make it much more fun already!
    Maybe you should turn the jumppads around so they face 'in the right direction' aka away from the wall. The way they currently look make them seem to throw you towards the upper walkway but not the base. Not to mention textures :).
    The new ladders are fine. Basicly you are faster with the laser on ALL ladders but nevertheless you can clearly see the ladders in other maps. Its also a clue to look up there. If i had not noticed that ladders i might not have looked up there and then i would have complained about the lag of a quad damage :). You might be right the ladder is not worth using but its a important visual guide.
    It would also be nice if you could color the doors.. http://esteel.planetnexuiz.de/nexuiz/sc ... 000917.jpg unless you know the layout you have no idea if that door leads to the red or blue nexgun.
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    esteel
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Sat Mar 31, 2007 8:47 pm

  • Div0, I think the error happened when I applied the func_ladder, I have one brushes already selected but haven't seen it. So after I have duplicated the error.

    Esteel, when i made the jumppads I was actually thinking to a motocross propelled in the air, but you're right, they aren't build in standard way for a FPS. Your remarks are noted.
    Ronan
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Mon Apr 02, 2007 8:54 am

  • I've tried out a map, and a few suggestions:
    -the map, like others said, needs some more eye-candy and reworked lightning. This map has lots of free space, large walls. What about making some pedestials on the walls, and put hp, ammo, or other neat stuff there?
    -what about adding some more pipes? The map is somehwat "empty", adding more pipes could add more to the athmosphere.
    -I tried to grapple around the map, and all I can say, the map is very grapple friendly, but without ruining the actual gameplay. More "grapple targets"' where you could attach yourself would be neat too
    -I've found a bug, light's are not correctly attached to the walls:

    Image

    -This is in the centre area,either red and blue has the bug.

    Keep up the nice work, this is gonna be a realy fun map!
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    C.Brutail
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Tue Apr 03, 2007 5:29 pm

  • Thanks for the review, your suggestions and the lights bug. This week I should have time to work on it.
    Ronan
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Tue Apr 03, 2007 7:13 pm

  • I added some text about this map to my ctf guide/ctf map guide: http://forums.alientrap.local/viewtopic.php?t=849

    Basically i think the 100health (and the armors) down in the middle of the map do not attract my. I'd rather time my own quad, grap the armor next to it and attack. Well i already told you i'd experiment with replacing it with something more powerful. Maybe the others can comment on this too. I just love maps were you can fight for a powerful item but you should not just follow my ideas :).
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    esteel
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Wed Apr 11, 2007 4:25 am

  • i like that map. its a nice big map

    hehe is funny when you see people get left behind at the lift up thing
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    shaggy
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Mon Apr 16, 2007 10:01 pm

Mon Apr 16, 2007 11:32 pm

Tue Apr 17, 2007 1:46 am

  • esteel wrote:Are there news about a new revision of your map? I really like this map and think eyecandy will add a lot to this map and make this map a tad more friendly :)


    To be honest, not yet. Last week I have broken completely my system and lost some data because of the hard drive, so I must reinstalled progressively all the softwares. It was also the occasion to focus on the new Ubuntu Feisty.
    But right now, I'm on holiday for two weeks, so I should find some time to work on it. :wink:
    Ronan
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Wed Apr 18, 2007 12:36 pm

  • That would be cool! I really want to see the looks of the map becoming on-par with its playability.
    Oh and i was thinking about some good place for an armor IN the bases as it can be a bit hard for defenders to grap those two armor outside the base. But it might even be good as people have to play together to defend the flag..
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    esteel
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Tue Jun 05, 2007 2:36 am

  • Time for a new version. The priority was to have a less laggy map, so I have removed almost all z fighting textures, reorganized and realigned many brushes, etc. So if you not see any fps improvement, that means I really suck in mapping.
    Also this new version should be a little more grappling hook friendly,
    And for all these eyecandy things, hum... maybe next time :P

    Image

    Reservoir-nex_b3
    - reorganized brushes
    - added kh cfg
    - added waypoints for bots (but must be optimized and I need help for that)
    - added respawn positions on roof
    - colored location tag

    Download : see r4
    Last edited by Ronan on Fri May 23, 2008 5:58 pm, edited 1 time in total.
    Ronan
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Tue Jun 05, 2007 12:09 pm

Fri May 23, 2008 6:24 pm

  • Almost 1 year later, here the first acceptable looking version of reservoir ! :P

    reservoir_r4
    - completely reworking lights
    - some rtlights experimentation
    - reflective water
    - more space around the roof
    - clip for pipes and lights in the base
    - and also modifications for : textures, locations, very few items

    download :
    http://pagesperso-orange.fr/ronan13/nex ... r4_nex.pk3
    (the name that have to be used in a maplist is reservoir_r4)

    Image Image

    Image Image

    Image
    Ronan
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Fri May 23, 2008 6:35 pm

  • holy shit, that looks awesome :shock:
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    Fisume!
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Fri May 23, 2008 6:39 pm

  • Looks very cool now... the lighting is a bit extreme though, but cool.
    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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