[Map] Capturecity Revisited

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Wed May 27, 2009 11:43 am

  • So i could compile the map with the normal GTKRadtiant 1.5 but not with floodlights... i hope that i dont forgot textures and i added fog and the smoke works now :mrgreen:
    !please turn off reflections ifg the map lags its maybe your problem then!

    bot waypoints and radarimage included

    Download: :arrow:

    some screenshots at last :wink::
    Image

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    Image

    Image

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    Image

    Image
    Last edited by Sven on Wed May 27, 2009 12:58 pm, edited 1 time in total.
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    Sven
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Wed May 27, 2009 12:05 pm

  • the download link doesnt work
    Aneurysm 4 the win !!!!! :D
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    cortez
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Wed May 27, 2009 1:00 pm

  • it worked but was wrong link xD
    have fixed it :wink:
    i took the link of all my uploads
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    Sven
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Wed May 27, 2009 3:12 pm

  • Neat looking map, but it's unplayable. The FPS is just way too low.

    The jetpack is neat, but I don't think it has any place in CTF, personally.
    It is basically a reinvention of rocket boosting/flying, which was considered a "problem" in big open maps like capture city. You just grab the jetpack and fly over to your base. Even if someone has a nex, they would have a difficult time hitting the FC that uses a jetpack. It's similar to that new grappling hook weapon in 2.5. It's different if the server allows jetpacks or grappling hooks for everyone.
    Dokujisan
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Wed May 27, 2009 6:47 pm

  • but dokujisan every team has the same chances when both fc's have jetpack
    and did you tried with reflections off?
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    Sven
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Wed May 27, 2009 8:12 pm

  • Then it is only balanced when both teams have the flag?

    In most cases, it won't work out that way. What typically happens with a "power weapon" like this is that one player with a jetpack will grab the flag and cap it without anyone stopping them.

    That is what jetpacks placed on a CTF map allows. If everyone had a jetpack from spawn, it would be a bit different. Then everyone would be able to fly around too, and they could more easily stop a FC who is using a jetpack. But if only one or two people have a jetpack at a given moment, then that becomes the entire game. Grab the jetpack and cap. The same problem existed for rocket flying on capture city. After a while, everyone learned that if you get into the enemy base with the RL and enough health, then you were pretty certain to cap the flag. The "old fashioned" way of flag capping became useless on capture city. When they reduced rocket boosting, then that helped a lot. But people could still do rocket "floating" if they had enough health/armor/ammo. At least that is slow enough where you can hit them with the nex.

    Making Capture City bigger is a good thing, in theory. It brings the map more back to its roots. As I understand it, it was supposed to be a map where it took some effort to cap the flag. Unfortunately, this version of the map is too laggy to play (I don't have reflections on. I'm using lowest settings on an Nvidia 8600GTX. I usually get between 200-250fps on maps).

    In addition, there is also a jetpack embedded on the map, which I think throws off the whole point of the map. The jetpack is like a shortcut. It makes the map easy to cap on.
    Dokujisan
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Wed May 27, 2009 8:29 pm

  • About performance issues, this is the actual problem:

    This is what you see:

    Image

    And this is what the engine sees:

    Image
    "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 31, 2009 8:39 am

  • @dokujisan: ok i'll maybe delete jetpack
    ...and how can i fix it?
    Last edited by Sven on Sun May 31, 2009 8:46 am, edited 1 time in total.
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    Sven
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Sun May 31, 2009 8:43 am

  • very nice map. try different shaders or edit the config to have gl_showsurfaces 1 and try that.
    +The Dude+
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    Mizu Kitsune
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Mon Jun 01, 2009 6:54 am

  • which shader for which texture? should i make everey texture a hint shader? or what? i dont know on my comtuter the map works fine ("normal" settings + reflections)
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    Sven
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Mon Jun 01, 2009 3:40 pm

  • I am still trying to compile the map. It takes ages to vis it after I added extra hint brushes.
    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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Mon Jun 01, 2009 5:53 pm

  • ok thank you :) (this what you are compiling will be release 1 fixed and to the archive i'll add the a .ent file with ons and dom items)

    and now its time for my release 2 of the map:
    changes:
    • added domination
    • added onslaught
    • deleted hook

    ok the thing with the jetpacks: i dont delete them because i like them there and its not to easy to get them and its cool to fly around :P so please dont be angry but i really want them :wink:
    download
    Image
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    Image
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    Sven
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Mon Jun 01, 2009 6:24 pm

  • Damn, so I probably will have to redo all my changes for release 2, and start a new compile again. Did you change the heights or positions of the towers? If not, I can export the added hint brushes only for you.

    A thing you can do to make compiling not take ages is: use detail brushes for small things. But there is so many things that should be marked as detail that I gave up doing it. Maybe you can try.
    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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Mon Jun 01, 2009 6:27 pm

  • dont worry just changed entities :wink: its uptodate with an .ent file
    i compiled .bsp in gtk and lights in net (but it cant make floodlight)
    but you can give me the hint would really help me :wink:
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    Sven
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Tue Jun 02, 2009 7:17 am

  • I did a quick detail work over for you.

    http://zdev.dvrdns.org/nexuiz/captureci ... r2_det.zip

    hope it helps.
    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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Tue Jun 02, 2009 2:50 pm

  • ok thanks tzork :D :D
    but i dont know, what you did im searching but i found no raw difference (may ive found it not because its in detial...no no i mean i dont knoow what kind of entity you edited
    worldspawn, door, lights...? ) but now ive training and no time for searching ;)
    and i will help :wink:
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    Sven
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Tue Jun 02, 2009 2:53 pm

  • divVerent wrote:Damn, so I probably will have to redo all my changes for release 2, and start a new compile again. Did you change the heights or positions of the towers? If not, I can export the added hint brushes only for you.

    A thing you can do to make compiling not take ages is: use detail brushes for small things. But there is so many things that should be marked as detail that I gave up doing it. Maybe you can try.


    please tell me in pm (in german) which detail i should do because english is a bit difficult because there are thing i dont understand or understand wrong...
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    Sven
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Tue Jun 02, 2009 3:28 pm

  • turn on filter details (ctl+d in 1.4, may be different in net/1.5) to see the change. you should also notice a way faster vis compile ;)
    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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Tue Jun 02, 2009 5:13 pm

  • i dont compile vis :P (too long and im not able to let my pc turned on, because there is an overlord entity called m.o.m. (mother) :lol: ) :wink:
    cool faster vis will try it :)
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    Sven
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Tue Jun 02, 2009 5:16 pm

  • LOL.

    vis is crucial. You should convience your mom to let it compile.

    Or get someone to do that for you :)
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Tue Jun 02, 2009 5:22 pm

  • and i have a little very annoying brothe which every time wants the computer off :P and i already asked divVerent but it was a bit silly that ive mapped the map because ive changed many things(only entities and some positions of textures) and with tzorks details... :(
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    Sven
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Tue Jun 02, 2009 5:35 pm

  • It doesn't matter. Before I got my new pc, sometimes I've asked help from others too in compiling. :)
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
    Image
    Image
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    C.Brutail
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Tue Jun 02, 2009 5:50 pm

  • :)
    ouuuh coOoOl from where does my netradiant know, that 'normal' parts of my worldspawn are detail brushes? :D
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    Sven
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