[MAP] Ruiner

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Sun Nov 26, 2006 6:40 pm

  • A first beta of latest map featuring Morphed's new textures.
    It's called "Ruiner".
    I'm quite satisfied with the outcome, the only thing that needs to be done are the waypoints for the bots.

    Things i would like to know:
    What do you think about the item placement ?
    Should the Nex be included (e.g. instead of the Uzi) ?
    Anything else you want to mention ? 8)

    So give it a go and tell me what you like and what you don't like.

    Here you go:

    Click me ! (2,9 MB)

    Some screenies:
    Image
    Image
    Image
    Image
    HF
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    Strahlemann
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Sun Nov 26, 2006 7:22 pm

  • LKooks good.. will test it.. hmm.. December 20th.. thats after the exams :)
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    tChr
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Sun Nov 26, 2006 8:14 pm

  • Will this textureset be included i 2.2?
    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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Sun Nov 26, 2006 8:17 pm

  • tZork wrote:Will this textureset be included i 2.2?


    As 2.2 will be compatible with 2.0 and 2.1 they'd be of little use - map downloads have to include the textures anyway.
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    SavageX
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Sun Nov 26, 2006 8:33 pm

  • SavageX wrote:As 2.2 will be compatible with 2.0 and 2.1 they'd be of little use - map downloads have to include the textures anyway.

    Doesn't this also mean that any new maps in 2.2 would have to be done as a separate pk3 so that on a server install they can be offered to clients running 2.0 or 2.1? If not, is there some other way round this.
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    Ed
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Sun Nov 26, 2006 8:40 pm

  • Ed wrote:Doesn't this also mean that any new maps in 2.2 would have to be done as a separate pk3 so that on a server install they can be offered to clients running 2.0 or 2.1? If not, is there some other way round this.

    There are no new maps in 2.2.
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    KadaverJack
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Sun Nov 26, 2006 9:39 pm

  • back to topic ?
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    Strahlemann
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Sun Nov 26, 2006 9:54 pm

Sun Nov 26, 2006 10:13 pm

  • I agree. It doesn't feel like a map that needs the Nex.
    Shoe
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Sun Nov 26, 2006 10:28 pm

  • Looks very good. I'd go for leaving out the nexgun too.
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    Ed
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Mon Nov 27, 2006 2:04 am

  • Hmm, I think the sky texture is too bright to fit the map, I would rather see that it was night and no bright light up in the sky, it takes me of the mood of the map. I think that way it would be very cool to play it, gives you the creepy, "you're-alone"-feeling. And I don't know what others would think about this but bring down the lights on the outside just a tad to add to the "dark-creepy" feeling. Put r_sky 0 to get a little feel of what I mean (if you already don't)

    Other than that great map, and no nex is needed.
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    ai
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Mon Nov 27, 2006 11:35 am

  • First of all, I'd say the map size is 2-4 .. 4 is maximum imo, with 3on3 it was not playable (2 deaths per second).

    What I'd like to see are some more ramps for rampjumping to the important items. Beside that I don't like the fact that the map uses so many stairs ;). Stairs slow down the gameplay .. if I come up from the lower room by using the stairs I can also enter "kill" to suicide, because en enemy who sees me there can easily kill me with any weapon, while I can barely move

    As the others, I'm also fine with the weapon placement
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    GreEn`mArine
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Mon Nov 27, 2006 2:03 pm

  • Thanks for the feedback !
    I won't change the item placement then.

    @ai: good point, i'll rework the skybox. That's in fact the second skybox atm and it's already darkened. I lost a little bit the overlook regarding the sky, so thanks for reminding me of this.

    @GreEn'mArine: yes Players should be 2-4. I'll try to add some ramps, not so sure about the how and where. Btw. are you aware of the ramp jump when you are coming from the electro and directly jump to the armor 8) . This also works well although you have to strafe over some stairs.
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    Strahlemann
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Mon Nov 27, 2006 2:04 pm

Mon Nov 27, 2006 7:59 pm

  • Nice map, 3on3 is a bit over the top though. ;-)
    The item placement is good IMO as is the choice of weapons.

    As GreEn pointed out, players at the bottom of the stairs are very vulnerable to rocket attacks, there's not a lot of place to maneuver down there...

    One very minor request:
    Image
    Would it be possible to remove the extra collision brush on this object so it players can jump up without having to resort to a laser jump? It slows down the pace a little when moving counter-clockwise around the map.
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    kyre
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Mon Nov 27, 2006 8:39 pm

Tue Nov 28, 2006 4:26 pm

  • Hehe, yeah i tried that one too. I just wanted to try if it works with this angle.
    It doesn't so i'll look into it (already have some ideas how to make this possible)
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    Strahlemann
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Tue Nov 28, 2006 10:09 pm

  • ahh good someone brought this up.. i couldn't post when i tested the map but was about to ask just that and maybe the amour opposite side.. so you can jump up and over to the ledge above the teleporte... but really nice work once again Strahlemann :)
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Tue Nov 28, 2006 10:49 pm

  • Yeah, looking awesome :)
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