[Map] Laboratory

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Mon Sep 01, 2008 1:30 am

Mon Sep 01, 2008 3:22 am

  • I just played with it for about 5 min DM and 5 min CTF

    1 Its a big room !
    2 I don't think it would play well as DM, CTF yes
    3 Maybe think about adding a jump pad on the bottom so players could "try to save them selfs from death if kicked off.
    4 The weapon layout seems pretty good, but it's hard to really tell unless its played many times with other players.

    Did i mention it was big :lol:

    Overall nice work, its not that complicated and some of the best maps are the simple ones.
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Mon Sep 01, 2008 3:38 am

  • Yeah it is frickin huge. That is actually it scaled down by about 50% hehe. First version anyway so I'll wait for more comments. It was made specifically for CTF anyway.

    Hmm I may make a much smaller DM version, maybe just out of the lab table and a single fume cupboard.
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Tue Sep 02, 2008 12:18 pm

  • Sepelio wrote:Here be a new map that I just finished. Enjoy, its also up on Nexuiz Ninjas. Thanks goes to the other folk in the thread over there.

    The file
    http://www.mediafire.com/?ejfhvxhjadv

    Played a game (or something ;)) on this map yesterday. I have a few comments/suggestions:

    1: It's very dark for a lab. I suppose this is after working hours or something..?
    2: The bouncies are hard to see because of... it's too dark or something.. ;)
    3: The giant room is not a problem, but it's very barren. A lab has a lot more clutter than in your level. Papers, wires, tools, books, boxes... stuff the players can hide behind and thereby frustrate the snipers.
    4: Since the floor is off limits, the number of paths the players can take should be increased, imo. Maybe more bouncies? Or add more furniture that can be used to get from place to place?
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Tue Sep 02, 2008 2:09 pm

  • I plan to address all these issues in the next version so dont worry. Most of the things I had predicted before release. Will probably have a new version out by the end of the week.
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Tue Sep 02, 2008 6:12 pm

  • I agree with Clueless on the lighting, and it is a bit barren, maybe at least add some eye candy on the lower floor and perhaps give it some brighter colors ?
    My buddy brought his laptop over yesterday and we played the map (CTF) it plays great and as far as FPS he has a onboard GMA 950 and he was getting 30-40 FPS on low detail..not bad.
    With a bit of tweaking this map could be in a regular rotation.
    Put some color into it, people like colorfull maps.
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Tue Sep 02, 2008 6:31 pm

  • More lights and colour gotcha. I may also take a few things from the DM version and try and make more things to add in generally. I think I could probably manage to put in more lab related things. Can perhaps make a jar of oil with a block of sodium in it, pairs of safety glasses and a scalpel. Makes things a bit more interesting.
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Tue Sep 02, 2008 9:12 pm

  • You need a spectrometer ;)

    Played this last night with a relatively busy server. It was quite fun, though many were confused about a few things.

    A few points:

    -The size makes gameplay seem slow.
    -The deadly floor puzzled a few players. I don't mind that, myself.
    -The tunnel under the lab counter should probably be more prominent, or have better items in it to make it a compelling avenue of travel. As it stands, it's relatively useless, save maybe to cover yourself from sniper fire.
    -Too many trigger_hurts. Standing on large shard of glass shouldn't automatically hurt you, and it's a bit aggravating to get burnt by the bunson burner when you grab the quad ;) Though that's what burners do, I suppose :-D

    I really like the map though. I agree that it's largely dark and colorless, but as you said -- this is a first version. Can't wait to see what you do next.

    Cheers!
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Tue Sep 02, 2008 10:52 pm

  • Mr. Galt has spoken.

    nuff said
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Wed Sep 03, 2008 6:39 pm

  • Thank you all for the feedback, much appreciated.

    I've started on v1r1 now. So far I've increased the tunnel by adding 3 more tunnels so its connected in a circle. It has 2 more teleporters (where they go yet I havent decided) and a 100 armour so its quite suited for flag carrier evasion.

    I've also made a pair of safety glasses... where I'm going to put them I dont know :P

    I plan to have a look at the textures and try and spruce things up. I'm also going to add a few things to the floor and try and make jump pads more accessable since noobs tend to hit the void a lot.

    Going to also change some of the beaker textures to non-glass so people can hide behind them more effectively.

    As for the size I might scale it down, might not.

    And a spectrometer would be neat, but they tend to just look like boxes most of the time just like the untextured computer in the map :P

    Anyway thats all for now, if there are any more suggestions make 'em known!
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Wed Sep 03, 2008 7:17 pm

  • progress is always a good thing :)
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Wed Sep 03, 2008 8:24 pm

  • bit to late but cool map you fell like miniman but for dm its to big

    on your next version you can take a flat sreen :D
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Wed Sep 03, 2008 8:43 pm

  • Right I'm now onto messing with the lighting. Hopefully I can get spotlights to work, just making a test build to see if they do. Anyway for other changes:

    -Swapped the positions of the nexes and rocket launchers to try and discourage sniping a little.
    -Added a few corner platforms in the base for people trying to escape snipers
    -Spawn points that were normally in the open are now protected from snipers by... safety specs!
    -Added platforms leading down to the handle jump pads to stop people dying quite so much
    -Retextured a few things to make it look more varied. But not much.

    Think that wraps it up until I get the lighting working. As always, any suggestions fire away.
    Possibly not the worst mapper in the world.

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Thu Sep 04, 2008 2:06 am

Fri Sep 05, 2008 3:00 pm

  • We had 11 people playing it last night at a lan party, everybody liked the map for the most part, one issue a few brought up is that it's fairly easy to make a cap, the games didn't last more than 15 min MAX.
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Fri Sep 05, 2008 3:10 pm

  • I think thats because its much harder to snipe now :)

    Any suggestions on how to fix it? I know its because its very simple to just hop between the base jump pads.
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