[MAP]Bloodrage - final release

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Sun May 17, 2009 3:00 pm

Sun May 17, 2009 6:42 pm

  • Very nice map.

    Here are my suggestions (some are from irc):

    <CuBe0wL> imho there are too much ammo on the map
    <CuBe0wL> I'd remove the cells from the nex, and maybe add a hp there
    <CuBe0wL> also, remove the mortar next the nex
    <CuBe0wL> two powerful weapons are too close to eachother
    <CuBe0wL> no to mention, the RL is in the very near
    <CuBe0wL> so you'll get, like what, 60 rockets in no time?

    <CuBe0wL> also, I feel the map somehow... "empty"
    <CuBe0wL> add some torches here and there

    <CuBe0wL> eye candy: it was a nice addition you've made the corners from different blocks

    Image

    Trims like this would be nice:

    Image

    Sand in the corner?

    Image

    Or make some use of ai's sitting skeleton model? (I'm not sure where to find it, maybe at his "frontier thread")
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Sun May 17, 2009 7:06 pm

  • Also, you should have a roof on the second floor too, except in the big rooms where you should have a "half open roof" with some sort of edges (check out the large arena on final_rage for an example of what I mean).

    Also, add a ramp to this room, as well as a wall here to make it slightly less "open":
    http://pics.nexuizninjaz.com/viewer.php ... hfknan.jpg
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    FruitieX
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Sun May 17, 2009 10:11 pm

  • Gonna check this one out, thanks cortezian :)
    :]

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    k0jak
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Wed May 20, 2009 1:15 pm

Wed May 20, 2009 3:29 pm

  • Very nice job on the final release!

    Um... but I still hoe it's not final ;) Else I have to continue it :D
    "One should strive to achieve; not sit in bitter regret."
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    C.Brutail
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Wed May 20, 2009 3:53 pm

  • C.Brutail wrote:Um... but I still hoe it's not final ;) Else I have to continue it :D


    my goal wasnt the eyecandy it was primarily the gameplay, but feel free too make addtions
    Aneurysm 4 the win !!!!! :D
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    cortez
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Wed May 20, 2009 4:21 pm

  • looks interesting, but what's that ridiculous laser cannon weapon doing there? No serious 1v1 player will play a map with fun-weapons.
    IRC quote:
    [kojn] I've been coming a bit more recently
    [kojn] she took it the dirty way
    GreEn`mArine
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Wed May 20, 2009 5:08 pm

  • GreEn`mArine wrote:looks interesting, but what's that ridiculous laser cannon weapon doing there? No serious 1v1 player will play a map with fun-weapons.


    the halc is a good counterattack weapon, ideal for a fast attack and you can force rockets to explode, but if you have a better suggestion tell it
    Aneurysm 4 the win !!!!! :D
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    cortez
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Wed May 20, 2009 5:23 pm

  • This map looks like a lot of action and fun. The changes from the first version look very good, as it is not that open as before. I really like the places for MH and MA on the map. Not easy to grab and trappy spots. Like green marine, I am not sure about the HLAC either, but I didnt play a map with HLAC before. So it is time to see how useful/useless it really is. I am also a bit scared about the mapsize (to easy to control? we will see) and HLAC/Mortar being next together. After some testing I can tell some more.
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    Bundy
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Wed May 20, 2009 7:26 pm

  • This is a good map and I approve of it.
    quit for good
    alpha
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Wed May 20, 2009 7:57 pm

  • I continued it a bit: snapped stuff to the grid better for easier editing, changed structure to make it less open (after playing a 1v1 against my friend we came to the conclusion that there are just way too many escape paths in each room), changed some item placement, added torches, added detail, bigger trims, bot waypoints etc.

    http://hrfdesign.com/crap/maps/dm/bloodrage_v1r2.pk3

    Edit: Screenshot time!
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    FruitieX
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Wed May 20, 2009 10:16 pm

Thu May 21, 2009 8:33 am

  • thanks for that. Gonna try it out some time.
    IRC quote:
    [kojn] I've been coming a bit more recently
    [kojn] she took it the dirty way
    GreEn`mArine
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Thu May 21, 2009 9:32 am

  • FruitieX wrote:make it less open


    Do not want.
    quit for good
    alpha
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Thu May 21, 2009 3:19 pm

  • This map is tiny :x
    :]

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    kojn translates into horse.

    Signature Pic based on UT-Clan Mates describing trying to spam me and getting confused which routes I take :D
    k0jak
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Sun Jun 21, 2009 1:48 am

Sun Jun 21, 2009 1:49 am

  • Hey guys, I made a map. Here is the screenshot

    Image

    ;-)
    Dokujisan
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Sun Jun 21, 2009 7:42 am

  • Dokujisan wrote:Hey guys, I made a map. Here is the screenshot

    Image

    ;-)


    Q3map2 does that good of lighting? (The green reflecting off the wall onto the cube etc)?
    tundramagi
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Sun Jun 21, 2009 2:46 pm

  • tundramagi wrote:
    Dokujisan wrote:Hey guys, I made a map. Here is the screenshot

    ;-)


    Q3map2 does that good of lighting? (The green reflecting off the wall onto the cube etc)?


    That looks like it's blender's radiosity, and you can use it for baking lighting into textures to be used in-game if you want.

    Like if you had an alien with glowing energy gizmos, and you wanted him to be partially illuminated by them, you'd run a radiosity bake using the gizmos as the emitters and use the result in his glow texture.
    Flying Steel
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Sun Jun 21, 2009 4:08 pm

  • yeah, I was being a smartass about the size of this map :-)
    Dokujisan
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Tue Oct 13, 2009 2:36 pm

Tue Oct 13, 2009 2:45 pm

  • tundramagi wrote:
    Dokujisan wrote:Hey guys, I made a map. Here is the screenshot
    ;-)


    Q3map2 does that good of lighting? (The green reflecting off the wall onto the cube etc)?


    If you use radiosity (-bounce in q3map2 lingo) and tune your shaders , sure.
    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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Fri Oct 16, 2009 7:58 pm

  • ImageImageImageImage

    final version
    - removed the 2nd mega armor
    - made the whole map brighter
    - some brush fixes
    works now well in 1on1s (tested it two times :) )

    you can get everywhere you want, because this contains abou 8-10 trickjumps (i never counted them)

    Download: http://www.filefront.com/14738593/bloodrage_v2.pk3
    Last edited by cortez on Sat Oct 17, 2009 10:19 am, edited 1 time in total.
    Aneurysm 4 the win !!!!! :D
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    cortez
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Fri Oct 16, 2009 9:48 pm

  • maybe there is a little bug, I don't have the torches :)
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    dana
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Sat Oct 17, 2009 10:20 am

  • fixed

    i changed the links above
    Aneurysm 4 the win !!!!! :D
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    cortez
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Sun Oct 18, 2009 3:24 am

  • thx :) and not to simply skip the page, I leave you a comment.

    First, I think that the gameplay aspect of the map is very good and fun. So if that was your only goal, you have the choice to stop reading here ;)

    On the aesthetic side:
    I have found some strange lights.
    ImageImage
    And the big one ;)
    Image

    The contour of the illuminated ground is also a bit strange in the underground passage. And I think, the contrast is not ideal.
    Image

    These blocks are too much into each other.
    Image

    Another texture or stairs in place of the ramp would look better I think.
    Image

    And one last point, I have some troubles with the sand deposits. How did they get there? why are they so large and that convex? trickjumps, I know…:)
    However, maybe more concave and better spread (the wind or something)
    ImageImage

    That one looks a bit nicer
    Image
    ---------------

    Otherwise it's agreeable, with the torches :)
    dana
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Thu Oct 22, 2009 10:23 pm

  • a hlac in a 1v1 map? really.

    maybe switch it with electro since there isn't one on the map.
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    Agama
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Fri Oct 23, 2009 3:24 am

Sat Oct 24, 2009 2:39 pm

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