[MAP] facing_mods - Ons, CTF, and DOM

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  • Should also work with DM, TDM, and KH;
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    It's the old UT map; Facing Worlds. I originally planned to just do a retexturing as a way to learn texture blending, but ended up replacing everything. The gameplay outside the bases should be more or less the same as that of the original. Inside the bases... there are some differences.

    The architecture doesn't quite fit the nordic style, so the buildings look a bit odd. Far too boxy. I suppose I should have gone with the stavkirke look, but that would have made it hard to bounce around on the outside of the building.

    Download it here. The .map file is included, so feel free to mod it to your liking. ;)
    Last edited by Clueless Newbie on Sat Jun 13, 2009 10:53 am, edited 1 time in total.
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Tue Jun 09, 2009 2:48 pm

  • [-z-] wrote:crazy, downloiading now.

    Radar... I forgot about the radar.. ;p

    (don't really know how to make one either, for that matter)
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Tue Jun 09, 2009 3:01 pm

  • I think you can tell netradiant just to generate one now, assuming thats what you use.
    Possibly not the worst mapper in the world.

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  • Sepelio wrote:I think you can tell netradiant just to generate one now, assuming thats what you use.

    it's that easy? I'll try to remember that for my next map.
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Tue Jun 09, 2009 3:12 pm

  • This map has several flaws that make it un-enjoyable for me.

    As a piece of art, do want.

    As a map, do not.
    quit for good
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Tue Jun 09, 2009 3:45 pm

  • Don't mind the troll.


    You can generate the radar in 1 of two ways.

    1) Inside Nexuiz with: sv_cmd radarmap
    -- spits out a file in your data/data/gfx directory

    2) q3map2 with: -minimap
    -- though I don't believe it calculates patches where the previous command does.
    -- see here for more options: http://dev.alientrap.org/wiki/netradian ... rs#MiniMap


    Also, two things

    1) You're missing the floor texture inside the base: http://pics.nexuizninjaz.com/images/3yf ... awczv1.jpg

    2) Please build something for the flag to sit on like the facing_worlds, it seems odd and too simple to have it on the ground. Otherwise, it's looking great.
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Tue Jun 09, 2009 3:58 pm

  • [-z-] wrote:Don't mind the troll.

    He's entitled to his opinion. Besides, he might be referring to the issues below.
    You can generate the radar in 1 of two ways.

    1) Inside Nexuiz with: sv_cmd radarmap
    -- spits out a file in your data/data/gfx directory

    2) q3map2 with: -minimap
    -- though I don't believe it calculates patches where the previous command does.
    -- see here for more options: http://dev.alientrap.org/wiki/netradian ... rs#MiniMap


    Also, two things

    1) You're missing the floor texture inside the base: http://pics.nexuizninjaz.com/images/3yf ... awczv1.jpg

    I was afraid something like that might happen. I removed all the textures that weren't used in the map, and apparently removed one too many. Wasn't noticeable to me because the texture was elsewhere on my HD.
    2) Please build something for the flag to sit on like the facing_worlds, it seems odd and too simple to have it on the ground. Otherwise, it's looking great.

    Thanks.

    I'll upload v1r1 later — probably tomorrow, with a radarmap, the missing texture, and maybe a base for the flag. Nothing fancy though.

    And don't bother putting this version on a server. That missing floor texture is really bad. Ecchh.
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Tue Jun 09, 2009 4:33 pm

  • This is _VERY_ nice! That's some great talent you got there!

    I have one suggestion for you however, and that is to make a much higher poly version of the terrain. Currently it seems very sharp and it's hard to walk straight on. I bet you have done it with brushes in radiant, but it would probably be easier to do in higher quality with blender, and then importing the model into radiant. But then again, if you never touched blender before, it takes quite some time to learn it...

    Oh, and include the base textures of course :P
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Tue Jun 09, 2009 5:02 pm

  • FruitieX wrote:This is _VERY_ nice! That's some great talent you got there!

    I have one suggestion for you however, and that is to make a much higher poly version of the terrain. Currently it seems very sharp and it's hard to walk straight on. I bet you have done it with brushes in radiant, but it would probably be easier to do in higher quality with blender, and then importing the model into radiant.

    I know what you mean about blocky landscape, but I wanted to keep the poly count down. I would have used meshes for the landscape, but they don't work with texture blends (and radiant crashes if I try — could I be doing something wrong?).
    But then again, if you never touched blender before, it takes quite some time to learn it...

    Oh, I've touched blender. Never again. Worst UI ever (IMHO, of course). So bad it made me write a program so I wouldn't have to use it.
    Oh, and include the base textures of course :P

    Of course. Done that already, actually. If you're in a hurry to see the map with the floor texture, try this:

    • Unzip facing_mods and wodesnpit (assuming you have both).
    • Locate the path1.jpg texture (plus _bump) in wodenspit/textures/woodenwall and move it to facing_mods/textures/woodenwall.
    • Rezip facing_mods.

    That should do the trick.

    Or you could just wait a day or two until I upload _v1r1. If you find any other bugs, now's the time to let me know.
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Tue Jun 09, 2009 5:23 pm

  • Clueless Newbie wrote:Oh, I've touched blender. Never again. Worst UI ever (IMHO, of course). So bad it made me write a program so I wouldn't have to use it.


    Odd because Blender is renowned for it's innovative UI.
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Tue Jun 09, 2009 5:28 pm

  • [-z-] wrote:
    Clueless Newbie wrote:Oh, I've touched blender. Never again. Worst UI ever (IMHO, of course). So bad it made me write a program so I wouldn't have to use it.


    Odd because Blender is renowned for it's innovative UI.


    Well it IS quite terrible... :P
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  • [-z-] wrote:
    Clueless Newbie wrote:Oh, I've touched blender. Never again. Worst UI ever (IMHO, of course). So bad it made me write a program so I wouldn't have to use it.

    Odd because Blender is renowned for it's innovative UI.

    Innovative... I'm tempted to say "contrary". Took me fifteen minutes just to figure out how to save a file. :?

    But, people have different tastes and opinions. I'm not the final arbiter of taste and practicality. If everybody felt the way I do about Blender's UI then it would either be changed real quick or nobody would ever use the thing. I think the UI is horrible. I'm sure the people who use it regularly would disagree with me.

    Actually, the world would be a pretty boring place if everybody had the same taste. 8)
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Tue Jun 09, 2009 7:33 pm

  • haha cute i like it ;)
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Tue Jun 09, 2009 7:52 pm

  • http://www.mediafire.com/?nzwna51nnjj
    this is my version of the facing worlds (ut99 remake) its not a map only a prefab of the building (i didnt used the egyptic textures i wanted to make a futuristic facing)
    and one who want to make a map without any idea can use it and the others too ;)
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Wed Jun 10, 2009 2:44 pm

  • This looks absolutely awesome, and I think that with a couple minor tweaks it can be much better than the original. Here's what I would like to see:

    - Larger stones in the center and in front of the bases, so they can be used as cover from snipers.
    - Using the camping rifle would be very nice as it can pierce walls - which would go very well with your wooden bases.
    - Make it possible to go down inside the base from the top too. Currently it would be very easy for a flag carrier to hide under the stairs on the top floor, as it's possible to control the only way to get there.
    - On the front of the TAG platform you can see into the room at the front, but the hole is to small to fire through with most weapons.
    - When you fall off the map, you get shot back in from one of the towers - and sometimes you die and sometimes you don't. In my experience it helps to hold keybuttons to either the left or the right to improve your odds of surviving.

    Thanks again for this great remake!
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Wed Jun 10, 2009 9:51 pm

  • merlijn wrote:This looks absolutely awesome, and I think that with a couple minor tweaks it can be much better than the original. Here's what I would like to see:

    I actually considered most of these points while the map was taking shape. I decided against them because I didn't want to change the gameplay too much. After all, the gameplay is the main reason why the original is so popular. Specifically:
    - Larger stones in the center and in front of the bases, so they can be used as cover from snipers.

    Well, all the rocks give some cover from snipers. Some rocks give full cover if you crouch.
    - Using the camping rifle would be very nice as it can pierce walls - which would go very well with your wooden bases.

    I guess, but... I just don't like that weapon.. ;)
    - Make it possible to go down inside the base from the top too. Currently it would be very easy for a flag carrier to hide under the stairs on the top floor, as it's possible to control the only way to get there.

    I was very tempted to do just that, but I didn't because I think it might change the gameplay too much. Note that campers on the top of the tower are vulnerable from rocket blasts from the inside of the base, so it's possible to cause them some damage while they're sitting up there. And you can still jump up the sides with the laser.
    - On the front of the TAG platform you can see into the room at the front, but the hole is to small to fire through with most weapons.

    Most, but not all.. ;)
    - When you fall off the map, you get shot back in from one of the towers - and sometimes you die and sometimes you don't. In my experience it helps to hold keybuttons to either the left or the right to improve your odds of surviving.

    A player can survive that? Ok, that's a bug. I'll up the damage.
    Thanks again for this great remake!

    You're welcome. 8)

    Oh, and it seems v1r1 will be a little delayed. It'll be out soon enough, though.
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Thu Jun 11, 2009 12:10 am

  • Apparently, when you knock someone off the edge, you don't get the kill credit.
    This is a big issue for DM/TDM. Not as much for CTF.

    Looking to future versions :-D
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Thu Jun 11, 2009 2:48 am

  • I actually considered most of these points while the map was taking shape. I decided against them because I didn't want to change the gameplay too much. After all, the gameplay is the main reason why the original is so popular.


    britney spears if very popular
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Thu Jun 11, 2009 3:34 am

  • alpha wrote:This map has several flaws that make it un-enjoyable for me.

    As a piece of art, do want.

    As a map, do not.


    Edit: oh, I misread you as saying do not want for both.
    But what does it matter if you want something as a map? The only person who makes maps for you is you. If you want to make maps you like then do so.
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Thu Jun 11, 2009 7:55 am

  • tundramagi wrote:blah
    blah
    quit for good
    alpha
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Thu Jun 11, 2009 8:47 am

  • Nice! :D

    I'll donwload, when you have radar packed in ;)
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Thu Jun 11, 2009 9:41 am

  • [-z-] wrote:1) Inside Nexuiz with: sv_cmd radarmap
    -- spits out a file in your data/data/gfx directory

    How do I get this to include the whole map, and not just three quarters of it?

    I suppose I could just use Photoshop to flip and paste in this case, but there might be future maps where "sv_cmd radarmap" only gives me 1/4 of the map, or the map isn't symmetric, or something.
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Thu Jun 11, 2009 9:43 am

  • Dokujisan wrote:Apparently, when you knock someone off the edge, you don't get the kill credit.
    This is a big issue for DM/TDM. Not as much for CTF.

    I noticed that. From the game's POV, you're only knocking the guy into a teleporter, not to his / her death. Too bad, since I thought this was a neat trick. I'll leave it as it is for this level though.
    Looking to future versions :-D

    8)
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Thu Jun 11, 2009 9:48 am

  • tundramagi wrote:The only person who makes maps for you is you.

    So very much this. Make maps you like, and you'll know that at least one person will like the map.

    While I try to keep other players in mind — and the gameplay in general, I don't put stuff in my maps if I don't like them.

    (well, except the radar, apparently..)
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Thu Jun 11, 2009 3:17 pm

Thu Jun 11, 2009 7:08 pm

  • alpha wrote:
    tundramagi wrote:blah
    blah
    How cute, the trolls are feeding each other.
    [Want to develop? Look HERE]. Image Image Gif sauce.
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Wed Jun 17, 2009 8:16 pm

  • Yes it looks better, but the uneven terrain, lots of hiding places in each base and easy rocket jump captures add up to make this remade map less good.

    Where did Defender Anubis go?
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  • victim wrote:Yes it looks better, but the uneven terrain, lots of hiding places in each base and easy rocket jump captures add up to make this remade map less good.

    Where did Defender Anubis go?


    Hiding places are good. Original facing is somewhat boring nowadays.
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Thu Jun 18, 2009 7:25 pm

  • Very Nice! BTW I have never learned what a defender anubis was.
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