[MAP] Trust

Moderators: Nexuiz Moderators, Moderators

Thu Nov 27, 2008 6:28 pm

  • map url -> http://dublpaws.googlepages.com/trust (bigger images)
    direct pk3 link -> http://thinkium.com/map-ctf_trust_v1r1.pk3

    custom skybox, dry sparse soundtrack. lots of options for evading chasers. Look for secret cubbies and scooting over the top.

    Thanks nex-devs for your hardwork, and thanks to the server people, Happy Thanksgiving everybody :) -dubl

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    dublpaws
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Thu Nov 27, 2008 7:56 pm

  • The skybox is pretty cool. It's nice to see something more abstract in Nexuiz, rather than the usual skys. The overall flow and item placement set the stage for some interesting battles. I don't however agree with the invisible floors. It's misleading and I don't consider it a 'fun way' to trick the user. I find it more "untrusting" than anything. The jump pads are just floating, it would be cool if they connected to the rest of the structure.

    A technicality on the map packaging, it's best to copy the _v#r# to the bsp, mapinfo, etc as well to avoid possible confusion.

    Overall it's a good map, very colorful with that skybox and you've built a fun playground. I can't wait to try some matches on this with other players.

    Happy Thanksgiving to you too!
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    [-z-]
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Thu Nov 27, 2008 8:09 pm

  • ok [-z-], thanks for the inspection. will consider changing the invisible floors. the floating jump pads, yeah, was conflicted about that - wanted to get the release out for thanksgiving. The problem was they aren't aligned with the adjacent posts correctly, maybe it would be better to attach them vertically to the underside instead.
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    dublpaws
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Thu Nov 27, 2008 9:00 pm

  • It doesn't have to be a straight up and down column, in fact, it'd be cool if it had a kink with an item. So if you were to take advantage of the air movement on falling to the jump pad, you can grab that item instead of hiting the jump pad, if you get what I'm saying. (you may want to add a hurt trigger to catch the campers)
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    [-z-]
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Thu Nov 27, 2008 9:49 pm

Fri Nov 28, 2008 6:33 am

  • [-z-]: Actually, the _v1r1 in the bsp name was not the originally intended way.

    _v1r1.pk3 is meant to be compatible with _v1r2.pk3 and _v1r3.pk3, etc., and the BSP would be called _v1.bsp. That results in the map not being loaded or downloaded twice in the same game session.

    When doing an incompatible change to the map, you start with a new major version: _v2r1.pk3, _v2r2.pk3, etc.

    Compatible changes include:
    • mapinfo changes
    • entity changes (including light entities), except for misc_model
    • texture or skybox changes
    • shader changes

    Incompatible changes are:
    • changes of brushes
    • changes of misc_model entities
    • scaling the map


    That way, unnecessary redownloading of the map is minimized, as the client does not need the mapinfo, the entities, and as texture or shader changes are minor and the map works with the old ones just as well. If you do that, the old map will be used when already loaded, but slowly phased out (it won't load the old one from dlcache, but redownload it then).

    That is especially useful if you notice you made a mistake, and release a next update soon - that way, less people have the buggy version.

    If you have no idea about what is compatible and what not, call the bsp file _v1r1.bsp etc. to be safe. But this will cause unnecessary downloading.
    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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Fri Nov 28, 2008 2:35 pm

Fri Nov 28, 2008 4:35 pm

  • Good map!
    You have some nice clean brushwork going on in there. I really like the brownish touch. Looks much better with bloom activated then on your screenshots btw.
    But to be honest i really don't like your skybox. It's very distracting, noisy and uses ugly rainbow-neon-colors that are in no relation to your map at all.

    You have a strong and clean theme for the map itself; transporting this to your skybox would result in a much more polished look and would add to the nice clean look, instead of breaking it.

    And give the players some hint if you can walk on the floor or if you'll fall down. Take a glass-texture or something else which allows the player fast to tell if he's jumping into death or not. Sure: players will get used to it and recognize the safe areas, and having items there helps to get things rolling, but as a player you don't want to enter a map for the first time and have to learn stuff like that. You want to play a fast-paced game and feel comfortable within the environment. And as a mapper it's your job to let the player forget about anything not related to the actual game, which involves not to have the player get stuck for even a millisecond to check out if it's safe to go there or if it'll result in your virtual death. You can do so in single-player games or in secret areas, but nexuiz is not the place for small riddles like that ;) (at least not in a serious map, which yours is).

    check out some of these q3 maps for some inspirational minimalistic clean design: http://nunuk.planetquake.gamespy.com/ge ... genews.htm
    bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
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    Strahlemann
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Fri Nov 28, 2008 6:26 pm

  • You guys rock.

    my Todos for this map:
    -fix naming scheme, thanks for explaining that, Div.
    -glassify transparent brushes
    -think about skybox, --maybe a mars rover panorama

    Strahlemann: thanks for that link, lots of ideas there. BTW - I stole the stumpy jump gap ramps, the half-circle platforms at the center, and the ramp supports from Strength - that is a fantastic map, honestly makes me feel like I'm crawling with crayons.
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    dublpaws
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Fri Nov 28, 2008 6:38 pm

  • I do like the evolution of your maps, it's nice to see you remixing some of Strahlemann's ideas. You definitely set a pace for your maps, they're always fun / interesting playgrounds.

    dublpaws wrote:Strength - that is a fantastic map

    Seconded. So much detail in so many different directions, sharing with the player your deep understanding of the game.
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    [-z-]
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Mon Dec 01, 2008 11:07 pm

  • Just tried it myself. Really nice, and the sounds in the background fit right in.

    About those transparent surfaces, I would not turn them into glass. IMHO this map works with stuff that's not shiny and not very bright (the lights present now are perfect). Glass will only break that if used. I suggest drawing some lines or something to mark those surfaces, using the same stuff as for the circles under the items (see screenshot).

    Another thing that would make it nicer IMHO would be adding some sort of pipe-looking thing that would carry data (since it's a CPU) across the arena, with something like moderately bright flashes of light travelling trough that thing... This might add more life to the map.

    Image

    I'm looking forward to playing it online ;) .
    Last edited by BusterDBK on Tue Dec 09, 2008 1:28 pm, edited 1 time in total.
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    BusterDBK
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Fri Dec 05, 2008 3:28 pm

  • Buster,

    I like the line idea. reminds me of the conducting paths on a circuit board, which fits right in. About the pipe idea, .. There was a movie released called Elephants Dream created entirely with blender. At the beginning, the two characters traverse a chasm nested with wires. Light pulsed over the wires to indicate voice traffic. Maybe a bundle of these wires would approximate the effect you envision.

    http://orange.blender.org/
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    dublpaws
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Sun Dec 07, 2008 10:33 am

  • Nice map dude.

    How do you make them? With Saeurbraten?

    Anway keep up the good work.

    -InfinityHOVRL
    =) - This is stig. Copy Stig into your signature and help him on his way to world domination.

    - InfinityHOVRL - 1337
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Tue Dec 09, 2008 1:25 pm

  • dublpaws wrote:There was a movie released called Elephants Dream created entirely with blender. At the beginning, the two characters traverse a chasm nested with wires. Light pulsed over the wires to indicate voice traffic. Maybe a bundle of these wires would approximate the effect you envision.
    http://orange.blender.org/


    Sorry for the late reply, I watched (and liked, thanks!) the movie but had some trouble with the Internet connection at home, thus the delay. Yes, that effect is pretty close to what I imagined. :)
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    BusterDBK
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