Greatwall Revisited

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Wed Dec 24, 2008 8:26 am

  • Merry xmas!
    Finally I have the map ready for an 'early beta release' :)
    Hopefully you won't find gameplay too similar to the other greatwalls, after some testing I came to the conclusion that it shouldn't be.
    Everything released under the GPL_v2, some textures from www.burningwell.org. (according to the site, you are free to use them as you wish) Torch and terrain made in Blender. BGM music by SC0RP; thanks for your awesome work, once again! :)

    Download: http://www.hrfdesign.com/crap/maps/ctf/ ... d_b2r2.pk3

    Just some quick screens:
    Image
    Image
    Image
    Image
    Image
    Last edited by FruitieX on Sun Apr 26, 2009 6:38 am, edited 5 times in total.
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    FruitieX
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Wed Dec 24, 2008 9:28 am

  • Very nice. Actually superb map.

    The only problem I found is the clipping. It seems you can go around the lava lake going on the side of the hills, but because of clipping you fall down. And there is no way how to jump out of lava lake.

    You made camping tower useful. :) The best way to remove turrets is with nex. But I wonder how the gameplay goes if the camping tower will be taken over by good nexer. Great, that you didn't place cells and nex there and you need to go for a walk to take it.

    And of course, sc0rp music rocks.
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Wed Dec 24, 2008 10:54 am

  • Great job so far FruitieX.

    The soundtrack from Scorp is great, like usual. Big Thumbs up at the Snipertower, it was a great idea and it's now useful too :) Oh and you can't see the enemy base, that's good too. Some things I would change:

    There are 2 mega armors near the base. Please remove this one between the trees:

    Image

    You could add ~6 small armor packs there.

    You added one mega armor on the greatwall, but I would like to see a 2nd one at the other site:

    Image

    Maybe between the green trees?

    Then there is not much ammo for e.g. the nex (electro, crylink, hlac). The way under the greatwall could be filled with some ammo packs and maybe small heahlt packs, don't you think so?

    Image

    Anyway, overall a very good map. Didn't play any game on it yet. Only thing which looks a bit strange are the trees around the map, but this shouldn't be such a big problem.
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Wed Dec 24, 2008 12:42 pm

  • Ok, I fixed the clips so you can't move on the side of the wall anymore (near the lava), and moved/added some items as Fisume suggested. See first post for new download link.

    Edit: ANOTHER release, fixed a clipping problem mentioned by SC0RP. I guess nobody has yet put it on a server, so whatever :p
    Last edited by FruitieX on Wed Dec 24, 2008 2:31 pm, edited 1 time in total.
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Wed Dec 24, 2008 1:39 pm

Sun Dec 28, 2008 11:54 am

  • Awesome.

    Are those missing textures?

    Image


    I found that e.g. "fog 0.01 1 1 1" gives a nice "fresh morning" feel to this map.
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Tue Dec 30, 2008 8:22 pm

  • probably you already fixed it ^.^
    Image
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Wed Dec 31, 2008 9:14 am

  • ohhh, this map is awesome best greatwall version !!! and the soundtrack is nice too!

    good work FruitieX :)
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Thu Jan 08, 2009 12:26 am

Thu Jan 08, 2009 2:42 am

  • esteel wrote:You might want to test your map with a current svn checkout.. the physics were changed slightly and some people complained its not harder to cross the lava via jumppads. I have not yet had time to test this.


    The problems occur mostly when you try to alter your trajectory left or right. I'd say just boost the jump pads power a little.
    Possibly not the worst mapper in the world.

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Thu Jan 08, 2009 2:19 pm

  • SavageX wrote:Awesome.[...]
    I found that e.g. "fog 0.01 1 1 1" gives a nice "fresh morning" feel to this map.


    Indeed. We need more maps like this one. Thumbs up :-)
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Thu Jan 08, 2009 8:22 pm

  • I have a new version coming soon, but I can't seem to get rid of the extremely blurred shadows on the terrain... (even if i split it up into many "objects" in blender, q3map2 will complain the surfaces are too big and it'll increase the lightgrid size)
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Thu Jan 08, 2009 8:55 pm

  • FruitieX wrote:I have a new version coming soon, but I can't seem to get rid of the extremely blurred shadows on the terrain... (even if i split it up into many "objects" in blender, q3map2 will complain the surfaces are too big and it'll increase the lightgrid size)


    Isnt there a way around this by using custom lightmaps or something? Just a guess.
    Possibly not the worst mapper in the world.

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Sun Jan 11, 2009 10:36 pm

  • Funk 8)
    http://soundcloud.com/sc0rp
    http://soundcloud.com/id-conscious
    http://www.myspace.com/sc0rpnex

    irc: #nexuiz.sound & #Nexuiz.independent on quakenet.org
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Thu Jan 15, 2009 9:45 pm

  • Mirio wrote:probably you already fixed it ^.^
    Image


    Can anyone confirm? Maybe that texture was added into svn, and was not present in 2.4.2?


    On another note, I've fixed the lightmap problems with help from tZork, and fixed all problems reported here and on irc, so a new beta is coming soon... ;)
    (Still beta, because I have some things to fix before the first release. Eventually I'll add 3D trees, better grass, better mountain textures and so on, mostly visual stuff)
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Thu Jan 15, 2009 10:48 pm

  • ok yeah i use 2.4.2 , because of that.
    but actually 1 or 2 jumppads got textures
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Sat Jan 17, 2009 2:26 pm

  • Mirio wrote:ok yeah i use 2.4.2 , because of that.
    but actually 1 or 2 jumppads got textures


    Is it the red or blue side jumppads that lack a texture?
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Sat Jan 17, 2009 3:20 pm

  • FruitieX wrote:
    Mirio wrote:ok yeah i use 2.4.2 , because of that.
    but actually 1 or 2 jumppads got textures


    Is it the red or blue side jumppads that lack a texture?

    all 4 jumppads on the red side :)
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Sun Jan 18, 2009 12:10 am

Tue Jan 20, 2009 10:09 pm

  • Awesome but the trees are 2d...maybe it will be nice to have 3d models like ons-reborn
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Wed Jan 21, 2009 1:37 pm

  • Ubuntoz wrote:Awesome but the trees are 2d...maybe it will be nice to have 3d models like ons-reborn


    Yeah, but at 10 fps the game is not very playable.
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Wed Jan 21, 2009 1:45 pm

  • Beta 2 has been released!

    Get it while it's hot:
    http://www.hrfdesign.com/crap/greatwall ... d_b2r2.pk3

    Sorry for the huge filesize (30mb), everything is made out of custom textures except for the bunker and the tower. They are all under the GPL v2 so feel free to use them! :)

    Source package with tga textures and lightmaps, .blend files of the models and half of the map: (that's how I edit it, then copy & paste, flip it 180 degrees and move it into place)
    http://www.hrfdesign.com/crap/greatwall ... source.zip

    EDIT: (r2) Fixed a minor bug that might cause shader interference with old versions. That does not change the sources, so that package remains r1.
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Wed Jan 21, 2009 3:02 pm

  • hm.. this version is pretty shiny! :o
    but if i want to bunnyhop into the bunker (if i go out too) the flames hurt me. :(
    ginseng
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Wed Jan 21, 2009 3:31 pm

  • Mirio wrote:but if i want to bunnyhop into the bunker (if i go out too) the flames hurt me. :(


    wtf :lol:
    Be more careful? :P
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Wed Jan 21, 2009 4:05 pm

  • FruitieX wrote:
    Mirio wrote:but if i want to bunnyhop into the bunker (if i go out too) the flames hurt me. :(


    wtf :lol:
    Be more careful? :P

    i just found out that i get hurt too if i go out without moving to left or right :P
    :arrow: there you go: http://www.youtube.com/watch?v=gngZ0ZSFbEg
    watch the HP , if i go out i lose 10 HP and you can see i don't really hit the flames


    :arrow: the jumppads textures are still missing :P
    esteel could be right :o
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Wed Jan 21, 2009 5:05 pm

  • Mirio wrote:i just found out that i get hurt too if i go out without moving to left or right :P
    :arrow: there you go: http://www.youtube.com/watch?v=gngZ0ZSFbEg
    watch the HP , if i go out i lose 10 HP and you can see i don't really hit the flames

    WTF! This does not happen to me on either sides, at least when playing locally. If someone else finds this, please post! :o

    Edit: Are you sure you have the latest version? Try removing the old ones, even though those should not cause any problems.

    Edit2: Was that played locally or on a server? If on a server, which, and did it have the latest version (v2r1 or v2r2)?
    Mirio wrote: :arrow: the jumppads textures are still missing :P
    esteel could be right :o

    Try moving all pk3's in your data folder into the dlcache folder. See if that fixes it.
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Wed Jan 21, 2009 6:24 pm

  • FruitieX wrote:WTF! This does not happen to me on either sides, at least when playing locally. If someone else finds this, please post! :o

    Edit: Are you sure you have the latest version? Try removing the old ones, even though those should not cause any problems.

    Edit2: Was that played locally or on a server? If on a server, which, and did it have the latest version (v2r1 or v2r2)?



    yeah thats b2r2 and it happened at b1 too. i just was a bit lazy :mrgreen:
    it was locally ;)
    i wouldn't wonder if i am the only one. lol
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