[MAP]Greatwall Overloaded ctf/ons

Moderators: Nexuiz Moderators, Moderators

Wed Dec 10, 2008 8:07 pm

  • Screenshots:
    ImageImageImageImage

    Download:
    http://files.filefront.com/greatwall+ov ... einfo.html

    Thx to tZork for giving me to chance to finish this map and also some additional help
    Last edited by cortez on Sat Feb 14, 2009 7:45 pm, edited 1 time in total.
    Aneurysm 4 the win !!!!! :D
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    cortez
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Wed Dec 10, 2008 9:02 pm

  • Its really nice Cortez, very good work

    I'm not sure if the map is finished but you may want to watch this

    http://www.sendspace.com/file/0k4hee

    :)
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    SC0RP
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Wed Dec 10, 2008 9:34 pm

Thu Dec 11, 2008 9:10 am

  • Looks beautiful! Really nice work!
    <Community>: Why was the name "Nexuiz" licensed to IllFonic in a way that allows IllFonic to use the name without any suffix or subtitle for a commercial console game?
    <Lee Vermeulen>:
    <Community>: http://www.xonotic.org
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    halogene
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Thu Dec 11, 2008 6:03 pm

  • Very nice map. I found a weird bug and uploaded a demo:

    Direct Download

    However, you could change the skybox and the water too, because they look very boring. Looking towards greatwall_overloaded_r1 :)
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    Fisume!
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Thu Dec 11, 2008 6:06 pm

Thu Dec 11, 2008 6:19 pm

  • Fisume! wrote:However, you could change the skybox and the water too,

    i use this for a better PERFORMANCE !!!!!

    Fisume! wrote:Looking towards greatwall_overloaded_r1 :)

    wtf is r1 ? who says im going to release another version of this map?
    Aneurysm 4 the win !!!!! :D
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    cortez
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Thu Dec 11, 2008 6:39 pm

  • You don't want to fix the bugs? Oh well, it's your map.

    r1 = remakev1 :)
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    Fisume!
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Thu Dec 11, 2008 6:43 pm

  • bugs? i only know 1
    Aneurysm 4 the win !!!!! :D
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    cortez
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Thu Dec 11, 2008 10:32 pm

Thu Dec 11, 2008 11:01 pm

  • Cortez, i got out of your map and wandered around underneath it, anybody picked this bug yet?
    There's holes, holes i tell you.

    edit: drat you scorp, yeh that one.... :/

    Otherwise a very nice map cortez very nice indeed feels very nexuizy.

    I do miss the jump pads tho :"""""(
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    Rad Ished
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Thu Dec 11, 2008 11:11 pm

  • Was playing it earlier. I get crappy framerates as soon as any action starts. I miss jump pads too. A few people were complaining about the machinegun turrets as well. The turrets really hinder movement and unless your working in a team with people there its not so easy to get past them [which isnt a complaint to boot, just an observation on the pubs].

    Other than that its pretty fun!
    Last edited by Sepelio on Fri Dec 12, 2008 2:08 am, edited 1 time in total.
    Possibly not the worst mapper in the world.

    A blog of random pish:
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    Sepelio
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Fri Dec 12, 2008 12:51 am

  • I threw this on the NN servers and it was generally taken to be an amazing map. You had a few people who don't like maps bigger than eggs and bacon complaining that it's too complex but I think it's the perfect medium. You and tzork have done a beautiful remake.

    Other complaints vary about other things I won't even bother mentioning because they are simply ignorant :-P
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    [-z-]
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Fri Dec 12, 2008 2:15 am

  • It's quite nice. It has a few minor bugs, such as the seams under the water, and the jumppads (they don't cross the wall, is this intentional?). Also, I think the tree foliage should NEVER be sprites, it looks really bad that it faces you.

    Aside from that, I would say you should add something that tells the player which direction he is headed- away or to his base, in those tunnels. It's hard to tell sometimes where you are going.

    Aside from those things, I'd have to play it to get a better feeling for it.
    Image
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    torus
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Fri Dec 12, 2008 3:58 am

  • torus wrote:Also, I think the tree foliage should NEVER be sprites, it looks really bad that it faces you.


    I completely disagree. I think the trees look awesome and they don't seem to lag me. Hell the entire map runs well from my experience.

    Aside from that, I would say you should add something that tells the player which direction he is headed- away or to his base, in those tunnels. It's hard to tell sometimes where you are going.

    Yes, some arrow type of design on the walls or something would be cool.

    Aside from those things, I'd have to play it to get a better feeling for it.

    Uh what? You're commenting on the trees from screenshots?
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    [-z-]
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Fri Dec 12, 2008 4:12 am

  • [-z-] wrote:
    Aside from those things, I'd have to play it to get a better feeling for it.

    Uh what? You're commenting on the trees from screenshots?


    I meant play it with other people :P

    And the trees look fine, it's just the sprites for the foliage look bad. If he made them static, it would be more realistic (and similar to how modern games do it). The performance is fine.
    Image
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    torus
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Fri Dec 12, 2008 4:13 am

Fri Dec 12, 2008 4:58 am

Fri Dec 12, 2008 12:59 pm

  • More bugs:

    The "scripts" directory is called "sctipts".

    The env/ directory for the skybox is missing.
    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 Dec 12, 2008 7:40 pm

Sun Dec 14, 2008 8:27 pm

  • Rad Ished wrote:Cortez, i got out of your map and wandered around underneath it, anybody picked this bug yet?
    There's holes, holes i tell you.

    edit: drat you scorp, yeh that one.... :/

    Otherwise a very nice map cortez very nice indeed feels very nexuizy.

    I do miss the jump pads tho :"""""(



    lol too slow, im an explorer dont you know¡!¡!
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    SC0RP
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Wed Dec 31, 2008 4:55 pm

  • Sepelio wrote: I miss jump pads too.

    there are jumppads just to

    Sepelio wrote:A few people were complaining about the machinegun turrets as well. The turrets really hinder movement and unless your working in a team with people there its not so easy to get past them [which isnt a complaint to boot, just an observation on the pubs].

    ctf is a team mod so, its a kind of teamplay forcement :D


    V2:
    http://files.filefront.com/greatwall+ov ... einfo.html
    Aneurysm 4 the win !!!!! :D
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    cortez
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Thu Jan 01, 2009 1:17 am

  • tnx for picking this one up cortez, i spent a good bit of time on it. I think you have done great so far. since i haven't played it in a live game yet its hard to tell how it works, but im certainly looking forward to trying =)
    HOF:
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    <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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Sat Feb 14, 2009 7:46 pm

Sun Feb 22, 2009 5:37 pm

  • I got these errors today.
    Not 100% sure whether the second error is of the map or of the svn.

    Code: Select all
    "maxplayers" set to "13"
    ^1maps/greatwall_overloaded.bsp:^7 could not load texture ^3"textures/greatwall-overloaded/e8tinylight-950"            <--- FIRST ERROR
    Server using port 26000
    Server listening on address local:1
    Server listening on address 0.0.0.0:26000
    Loading csprogs.dat
    server detected csqc progs file "csprogs.dat" with size 402380 and crc 22240
    Compressing csprogs.dat
    Deflated: 73.1428%
    Initializing ClientSide information entities
    ======OBJECT ERROR======            <--- SECOND ERROR STARTS

    server EDICT 392:
    modelindex        24.0000
    absmin         ' 5767.0000 -1393.0000   263.0000'
    absmax         ' 5881.0000 -1375.0000   377.0000'
    solid              1.0000
    classname      trigger_teleport
    mins           ' 5768.0000 -1392.0000   264.0000'
    maxs           ' 5880.0000 -1376.0000   376.0000'
    size           '  112.0000    16.0000   112.0000'
    target         target_blue_base1
    lodmodelindex0    24.0000
    loddistance1    1000.0000
    loddistance2    2000.0000
    server OBJECT ERROR in objerror:
    Teleporter with nonexistant target
    Tip: read above for entity information

    Trying to connect...
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