[NEW MAP] TOKAM

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Thu Mar 12, 2009 9:56 am

Thu Mar 12, 2009 12:02 pm

  • Like yeeaaaah dude!
    Really nice map.
    I particularly like the little boxes inside the boxes inside the boxes :D
    Looks like it's got a good 'flow' to it, I've not played it with other players yet but i can imagine it's a good map for 1 v 1.
    Hmmm, for constructive criticism, the floor seems a little odd , like there is nothing there but it kills you right away anyway, but that's not a big problem.
    I quite like when you fall off a map you have a little time to see it in it's entirety, if the fall is too long you get bored though, I think soylent has it about perfect, facing worlds it's maybe just a little too long.
    Of course the problem with this is that you have to texture the underside of your map.
    Also if you put some extra space under the map like this it gives extra fun for the hook users.
    what do the green and red taps do?
    fishsticks
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    Rad Ished
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Thu Mar 12, 2009 1:53 pm

Thu Mar 12, 2009 2:21 pm

  • Chubby wrote:vcall add TOKAM to 2.5! Looks like a very good 1on1 or DM map. GJ


    thank you very much chubby

    Rad Ished wrote:what do the green and red taps do?


    nothing :D
    i made that like an industrial complex so i put some tubes and of course some unuseful taps

    i copied the taps in warfare :DDDDDDD

    no other comments ??? :)
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    BARTUC
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Thu Mar 19, 2009 2:39 pm

  • i've made another version of my map

    DOWNLOAD TOKAM_BETA_V2

    have fun

    edit 1 :

    Terence hill report me a bug in svn of my map relative ad the fan near the crylink
    i post the latest versione because i tried to resolve the problem.

    DOWNLOAD TOKAM_BETA_V3

    i'm not sure to have reolved that, so please try my map and report bug
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    BARTUC
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Sun Mar 22, 2009 11:29 am

  • Just playied the map (off line).
    Very good work on this map. I like maps reproducing realistic ambient.
    This industrial complex have a lot of details.
    Details make the map nice to watch and help a lot
    in orientation into the ambient playing the map first time.
    Good the room with some nexuiz sshots.
    I like the sound of jump pads.

    Now only some problems but easy to fix.

    1-
    u can put the trigger_hurt a bit higher so
    the untextured polygons of map became not visible when u fall (see image).

    2-
    i found a cilinder non aligned with others
    as u can see in the image.

    IMAGE

    3-
    only a hint to reduce the pk3 size (10Mb is too big i think)
    i found in tokam_texture folder 3 big sshot in TGA format
    for a total about 8Mb
    u can convert the TGA in JPG at 90% so u can reduce pk3 size about 7Mb
    and the quality on images is very good;
    the result is a pk3 about 3Mb instead 10Mb. :wink:
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    giuseppe
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Mon Mar 23, 2009 6:19 pm

Thu Apr 09, 2009 9:54 am

Fri Apr 10, 2009 7:07 pm

  • I've been playing this map on my public DM server for a week or so now. It's gotten good results.

    I like it, and I usually don't like floater-type maps. So that's saying something :-)

    Haven't checked the latest version yet. Looking forward to trying it out later.
    Dokujisan
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Mon Apr 13, 2009 4:11 pm

  • Dokujisan wrote:I've been playing this map on my public DM server for a week or so now. It's gotten good results.

    I like it, and I usually don't like floater-type maps. So that's saying something :-)

    Haven't checked the latest version yet. Looking forward to trying it out later.


    wai a sec to try the beta 7 because i have another version here :D
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    BARTUC
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Sat Apr 18, 2009 3:42 pm

Sat Apr 18, 2009 11:33 pm

  • I don't like how the jumppads don't face the way the shoot you. I never have liked th is in games. Other than that, I think this map is great and maybe even good enough to be included in the game with some small additions. Great work BARTUC.
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    [-z-]
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Sun Apr 19, 2009 7:55 am

  • [-z-] wrote:I don't like how the jumppads don't face the way the shoot you.


    i can not understand
    can you explain me ????

    [-z-] wrote:I think this map is great and maybe even good enough to be included in the game with some small additions. Great work BARTUC.


    what kind of addictions ???
    i can put that additions now to improve the map
    i can make with no problem a v1r1 of the map for the servers


    edit 1 : i cancelled the final version of the map to receive your addictions -z-
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    BARTUC
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Sun Apr 19, 2009 4:47 pm

  • BARTUC wrote:
    [-z-] wrote:I don't like how the jumppads don't face the way the shoot you.


    i can not understand
    can you explain me ????

    [-z-] wrote:I think this map is great and maybe even good enough to be included in the game with some small additions. Great work BARTUC.


    http://z.nexuizninjaz.com/videos/tokam_jumppads.ogv

    the jumppad doesn't visually communicate the actual direction it's about to through me. I think you should rotate it to by in like with the direction the line to the target is.


    The ooze defies gravity!
    http://z.nexuizninjaz.com/videos/tokam_ooze.ogv


    There are some bland textures, like the pipes... I think they should be more realistic style metal to really do the map justice.


    There seems to be a lot of small healths, but not so many small armors. I think some healths should be replaced with armor.


    DM is the only gametype, you should add >> TDM, LMS, KH maybe even add DOM points.

    Don't limit yourself to DM.
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    [-z-]
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Tue Apr 21, 2009 3:12 pm

  • [-z-] wrote:
    BARTUC wrote:
    [-z-] wrote:I don't like how the jumppads don't face the way the shoot you.


    i can not understand
    can you explain me ????

    [-z-] wrote:I think this map is great and maybe even good enough to be included in the game with some small additions. Great work BARTUC.


    http://z.nexuizninjaz.com/videos/tokam_jumppads.ogv

    the jumppad doesn't visually communicate the actual direction it's about to through me. I think you should rotate it to by in like with the direction the line to the target is.


    The ooze defies gravity!
    http://z.nexuizninjaz.com/videos/tokam_ooze.ogv


    There are some bland textures, like the pipes... I think they should be more realistic style metal to really do the map justice.


    There seems to be a lot of small healths, but not so many small armors. I think some healths should be replaced with armor.


    DM is the only gametype, you should add >> TDM, LMS, KH maybe even add DOM points.

    Don't limit yourself to DM.


    thank you very much
    i wll repair the bug and put the new kind of match soon and i will post the new
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    BARTUC
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Tue Apr 28, 2009 4:57 pm

  • hi
    i made the changes, so here you can find the last version of tokam
    have fun
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    BARTUC
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Tue Apr 28, 2009 5:29 pm

  • These two jumppads still throw you a different direction than the way they are point:

    Image

    Image

    The metal pipes are still bland, I think you need a better texture for them. Maybe something from the Trak 5 texture set will help you.


    Another thing I just thought of. The bottom of the map end abruptly, perhaps a fog shader that blends the rocks into void would be better.

    Image
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    [-z-]
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Tue Apr 28, 2009 8:06 pm

  • i can't find a good texture for the pipes in that pack
    any idea ???
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    BARTUC
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Tue Apr 28, 2009 9:52 pm

  • IIRC: fog shaders do not work in darkplaces.
    tundramagi
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Wed Apr 29, 2009 10:08 am

  • tundramagi wrote:IIRC: fog shaders do not work in darkplaces.


    yeah, the fog hull doesnt work
    very bad thing :(
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    BARTUC
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