[ new map] edurneum_v1

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Sat Feb 21, 2009 11:05 am

Sat Feb 21, 2009 11:45 am

  • At the screenshots you gave the maps looks awasome i hope it will be on some servers soon. :P
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    Ozomahtli
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Sat Feb 21, 2009 12:28 pm

  • Is it an official release or your working copy ?

    The layout seem interesting, but your map is unplayable because there isn't any jumppad. But since I see arrows on the ground, I suppose it's where you want to add them. Unless you want the map to be played with the hook, in the case specify it in the mapinfo.

    About the design, add more color, to differentiate clearly the blue base, the red base, and the middle part. For that don't hesitate to modify or provide your own textures.

    Your map have some potential, but it really need to be fixed. :)
    Ronan
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Sat Feb 21, 2009 12:47 pm

  • The map does look really fun. But I also agree with Ronan to add a bit more color to differentiate the bases. I like the layout and design of this map, looks nice. I would suggest putting in more covers for the players. If a good Nexer joins he could ruin the entire game as there isn't much covers for them. I would recommend adding something in the middle to prevent people from Nexing right into the enemy's base and also preventing them from spawn fragging.

    This clean design and these colors reminds me of Trackmania Nations :) I like that feel.
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    ai
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Sat Feb 21, 2009 1:15 pm

  • first thanks for the comments

    second :

    The layout seem interesting, but your map is unplayable because there isn't any jumppad. But since I see arrows on the ground, I suppose it's where you want to add them


    Ronan i 've already put the jumppads into the map :D, the circles that you see are the jp and they work good into my map.
    For a time i've tink to have posted a beta version without jump pads but jump pads work.
    Try the map

    For the color of the base i can put some, is unuseful in my opinion but i can do something if you thing that is necessary to emprove the map :D

    For the rest

    I would suggest putting in more covers for the players. If a good Nexer joins he could ruin the entire game as there isn't much covers for them.


    is right, when i was creating my map i think to put weapon clip into all wall.
    i mean this kind of wall

    http://static3.filefront.com/images/per ... qhxtvg.jpg

    For a sniper is impossibile to hit somebody behind, maybe a rocket can cause damage but not a nex shot.
    Anyway i can put some other sniping block or i can modifie the spawn point to prevent spwan frag
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    BARTUC
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Sun Mar 01, 2009 4:31 pm

  • i made a new version of my map
    i follow Ronan comments to color the two bases and i put some other sniping blocks
    if you want to try the map use the following link

    DOWNLOAD EDURNEUM_V2
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    BARTUC
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Sun Mar 01, 2009 6:45 pm

Sun Mar 01, 2009 7:09 pm

  • BARTUC wrote:Ronan i 've already put the jumppads into the map :D, the circles that you see are the jp and they work good into my map.


    No, you haven't. :P

    At least they're not working for me (SVN client).

    Anyone has an idea why?

    EDIT: In 2.4.2 they work. Maybe Giuseppe's map has the same problem and is supposed to have more jump pads?
    [Tue Aug 5 2008] [00:15:01] <Ronan`> RoKenn, you're an evil person :P
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    RoKenn
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Sun Mar 01, 2009 7:51 pm

  • RoKenn wrote:
    BARTUC wrote:Ronan i 've already put the jumppads into the map :D, the circles that you see are the jp and they work good into my map.


    No, you haven't. :P

    At least they're not working for me (SVN client).

    Anyone has an idea why?

    EDIT: In 2.4.2 they work. Maybe Giuseppe's map has the same problem and is supposed to have more jump pads?


    i'm talking with giuseppe via icq now :D

    the problem is the info_null entity
    who make the svn make a big problem
    the older map like 0ups_beta, that was q3 maps can't work on svn and nexuiz 2.5 because they use the info_null like me and giuseppe
    For my map and giuseppe map there are no problems
    We can change the entity but for the older one ???
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    BARTUC
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Mon Mar 02, 2009 3:17 am

  • The map looks interesting, havent tried it yet but l give it a spin soon enough =)

    info_null should never be used like that. its a bug that it worked in 2.4.2 :P info_null is for adding targeting information to the map compiler, like targeted spotlights. like the name suggests the are supposed to be removed at map load.
    HOF:
    <Diablo> the nex is a "game modification"
    <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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Mon Mar 02, 2009 4:42 pm

Tue Mar 03, 2009 6:09 pm

Sun Mar 08, 2009 10:10 pm

  • i made the last version of Edurneum, i have adjusted some jump pad problems
    if you want to try them use this link.
    this is the last beta version of Edurneum, if no one tell me nothing i will transform into the first official version

    Have fun
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    BARTUC
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Mon Mar 09, 2009 12:29 am

  • Then I will post only the negative points. :)

    * The invisible trigger_hurt in the sky is stupid. If you want to prevent people to cap too fast with the strength powerup, don't worry, in 2.5 self push was reduced a lot.

    * you added the shotgun but it's a bit useless since it's a starting weapon. You should replace it, by a new weapon for example.

    * one should be able to reach the flag from these 2 platforms without laserjumping :
    Image

    * the jumppad at the back send you directly into the middle pillar, no way to stay up so you fall in the void. It's very confusing. The player should be sent directly to the flag (the jumppad is not easy to reach anyway), that would solve the previous problem and make moving in the map more enjoyable.
    Ronan
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Wed Mar 11, 2009 8:19 pm

  • First : the trigger_hurt in the sky is stupid ??? :D
    Even in facing_world there is one, i've never listen nobody that think that is a stupid trigger.
    i see that in nexuiz 2.5 movement were reduced but the map is playable also in nexuiz 2.4.2.
    the trigger is not a problem :D

    second : the jump pad is made for attack the enemy not to defend,
    i mean this :

    http://static3.filefront.com/images/per ... fypodo.jpg

    Let see this video :

    http://files.filefront.com/how+to+attac ... einfo.html

    this explain my idea of attack in edurneum, i've made the map with this layout for make that jumps
    Of course this a tecnical map, is not easy to play for a beginner

    third : for the shot gun i have delete that weapon and put a rocket launcher
    it was stupid lo let a weapon like that

    fourth : for the last jump pads i put a couple but i want to leave the base approachable from only one jump pad.

    Now i think the map is ready :)

    DOWNLOAD EDURNEUM_BETA_V5

    or not ???
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    BARTUC
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Wed Mar 11, 2009 10:25 pm

Thu Mar 12, 2009 9:22 am

  • Chubby wrote:the trigger on facing ïs stupid.


    you are the first :D

    Also my method prevent people to use the skybox as a wall to append with grapling hook
    i see a lot of time that thing inside map like capturecity_v2r1 and i hate that thing because is stupid.
    Sorry but my method is not stupid :D
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    BARTUC
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Thu Mar 12, 2009 9:44 am

  • Skygrapple is no longer working in 2.5 anyway, you can remove that trigger again :P
    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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Thu Mar 12, 2009 9:45 am

  • You should start mapping for 2.5, it is just around the corner ;) In 2.5 you can't hook to the sky anymore (unless of course there is a hook blocking clip in front of the sky like on warfare).

    It's my personal opinion you should not be killed by something you can't see, on any map. Only exception is falling down from a space map, because there the only other option is fall into the void for the rest of the game :P Or maybe a trigger impulse to throw you back on? :D

    Edit: bah :P
    Now with new shiny avatar.
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    PinkRobot
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Thu Mar 12, 2009 9:48 am

  • divVerent wrote:Skygrapple is no longer working in 2.5 anyway, you can remove that trigger again :P


    this is a good news

    edit :
    here the last versione without the second trigger
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    BARTUC
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Thu Mar 12, 2009 1:37 pm

  • Okay I understand better your map layout. But when you say "want to leave the base approachable from only one jump pad", you should know any skilled player can reach the base from most jumppads with laserpadding or rocketpadding.
    It's actually fun to do, but for beginners there isn't an easy or blatant path to take the flag : the layout naturally lead them to the megahealth platform, and they have to do a difficult jump to reach the last jummpad, so I suppose it's frustrating for them. Adding a jumppad near the megaheath would make your map more noob friendly, and be fun for skilled and unskilled players. An Interesting decision to make there. :)

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    Ronan
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Thu Mar 12, 2009 1:44 pm

  • Ronan wrote:Okay I understand better your map layout. But when you say "want to leave the base approachable from only one jump pad", you should know any skilled player can reach the base from most jumppads with laserpadding or rocketpadding.
    It's actually fun to do, but for beginners there isn't an easy or blatant path to take the flag : the layout naturally lead them to the megahealth platform, and they have to do a difficult jump to reach the last jummpad, so I suppose it's frustrating for them. Adding a jumppad near the megaheath would make your map more noob friendly, and be fun for skilled and unskilled players. An Interesting decision to make there. :)

    Image


    ok ronan,
    i can do that without problems but one question
    where i put the megahealth ???
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    BARTUC
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Thu Mar 12, 2009 2:03 pm

  • In that case either put the 2 jumpads and the mh in the same alignment (just need to move back the mh a little), or replace the 25 hp from the other platform by the mh ,so taking the difficult path is more rewarding.
    Ronan
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Thu Mar 12, 2009 8:10 pm

Fri Mar 13, 2009 12:34 am

  • Cool. :) I suppose it can be now publicly added to the servers maplist ?

    Edit : hum your link is a rar archive and I can't open it.
    Ronan
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Fri Mar 13, 2009 7:38 am

  • Ronan wrote:Cool. :) I suppose it can be now publicly added to the servers maplist ?

    Edit : hum your link is a rar archive and I can't open it.


    shit it's right :(
    i've got a problem with filefront, it changed the name of the archive
    i will post the correct pk3 soon

    edit :

    now i hope this link work

    DOWNLOAD

    i think the map is ready now or not ???
    i have to speak with divverent for a problem on this repo

    http://hagger.rbi.informatik.uni-frankf ... xuiz/maps/

    becuase there is a beta version of edurneum
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    BARTUC
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Sat Mar 14, 2009 7:43 pm

Sun Mar 15, 2009 1:32 pm

  • Added to the ctf FFA server :)
    Ronan
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Sun Mar 15, 2009 1:34 pm

Fri Apr 10, 2009 3:42 pm

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