My first Nexuiz CTF map: Hydronex beta 1

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  • Hi,

    I slammed this thing together pretty quickly - felt like I should do some mapping again.

    This is of course not as good looking as Strahlemann's maps... but anyway.

    http://savagex.planetnexuiz.de/hydronexb1.pk3

    Image

    Image

    Image
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    SavageX
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Thu Dec 14, 2006 6:34 pm

  • well its hard to beat the master :)
    looks good, downloading it now to give it a spin...
    dfkgmasdfnasodrg
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Thu Dec 14, 2006 6:37 pm

  • Vociferous wrote:looks good


    Don't lie, I know the lighting is sorta sloppy...

    I always fail at lighting.


    Always.


    I'm doomed!

    Strahlemann, rescue me!!!111 ;)
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    SavageX
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Thu Dec 14, 2006 9:12 pm

  • Ok, here's my point of view.

    First of, I wanna say this map reminds me that of the UT2003/2004 map (not official and also forgot the name BUT the nae is somewhere here on the forums :P), so I like this map a lot already. Though here comes the more unpleasant part :).

    The lamps seems to flicker when you move and also the texture of the lamps or what it is seems as if it is ontop of some other brush. And there are too much space, which I think would make getting into the enemy's base very hard. I know this is an early stage so you might have already something in mind, but putting out crates or other debris for one to hide behind, like on the bridges and beside that building in the middhe would be good.
    Also I like the little room where the electro is, maybe putting something infront of the ammo of it for one to stand behind and take cover when protecting the base. Same thing would apply in the nex room, something to hide behind or something else spicy in there :P.

    I'll upload a pic of what I think in the electro room. I hope you understand what I mean :P

    http://www.origionstudios.com/ai/nexuiz/screens/hydronex/nexuiz000022.JPG

    And one more thing.. make that big room where the flag more interesting :P Use your creativity heheh.
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    ai
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Fri Dec 15, 2006 6:36 am

  • The map is already on my server, although I haven't played it myself yet. People apparently liked it on my server, one wrote "nice map", the others didn't complain either.
    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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Fri Dec 15, 2006 6:38 am

  • I tried it.

    It's a very large map without any cover, so successfully capturing a flag is quite an effort and requires some team coordination.

    Although, I'm not sure if that is a good thing or a bad thing.
    1.2.1 Forever
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    kozak6
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Fri Dec 15, 2006 8:16 am

  • ai wrote:Ok, here's my point of view.

    First of, I wanna say this map reminds me that of the UT2003/2004 map (not official and also forgot the name BUT the nae is somewhere here on the forums :P), so I like this map a lot already. Though here comes the more unpleasant part :).


    Hehe. That UT map is called "Hydro16".

    I had this map in mind, although the final result is pretty different.

    So 100 points for recognizing the origin of hydronex!

    The lamps seems to flicker when you move and also the texture of the lamps or what it is seems as if it is ontop of some other brush. And there are too much space, which I think would make getting into the enemy's base very hard. I know this is an early stage so you might have already something in mind, but putting out crates or other debris for one to hide behind, like on the bridges and beside that building in the middhe would be good.
    Also I like the little room where the electro is, maybe putting something infront of the ammo of it for one to stand behind and take cover when protecting the base. Same thing would apply in the nex room, something to hide behind or something else spicy in there :P.

    I'll upload a pic of what I think in the electro room. I hope you understand what I mean :P

    http://www.origionstudios.com/ai/nexuiz/screens/hydronex/nexuiz000022.JPG


    Flickering lights? You mean z-fighting?

    Anybody else having that problem?


    As for more cover: I'll see what I can do, although I'm not sure that small "electro room" is big enough to put anything into it. The whole point of the room was to give a bit of cover and to stop people from bunnyhopping directly to the flag.

    And one more thing.. make that big room where the flag more interesting :P Use your creativity heheh.


    Creativity is *exactly* what I don't have :)

    I'll see what I can do, though, of course.
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    SavageX
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Sat Dec 16, 2006 3:07 am

  • Heh, as the Hyrdo16 is one of my favorite maps then of course I would recognize something similar to that :P

    I've come with one more suggestion... Make the nex buildings broader or the gate in the middle smaller or some other changes so that you won't be able to see the spawn locations from the nex building. I've played that map no with many people on a server (public) and saw that if there are 3 or more people in that building (which is not that uncommon), people spawning where the mortar and hagar is, are easily sniped. And even with the changed nex they still die pretty much in one shot, haven't seen anyone survive that anyway. I've seen that happen 3 times in a row to people, and that can't be fun. If one is good with the nex there will only need to be one person waiting for people to spawn.
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    ai
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Sat Dec 16, 2006 10:22 am

  • ai wrote:I've played that map no with many people on a server (public) and saw that if there are 3 or more people in that building (which is not that uncommon), people spawning where the mortar and hagar is, are easily sniped. And even with the changed nex they still die pretty much in one shot, haven't seen anyone survive that anyway. I've seen that happen 3 times in a row to people, and that can't be fun. If one is good with the nex there will only need to be one person waiting for people to spawn.


    Okay, I'll provide cover in the outside area.
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    SavageX
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Sat Dec 16, 2006 3:21 pm

Wed Dec 20, 2006 11:47 am

Wed Dec 20, 2006 9:09 pm

Wed Dec 20, 2006 9:42 pm

  • I did not want to imply you are a noob.. but the map is already used on other servers. The idea of opensource is to let other take a look at it early so the map author gets feedback. IMO the map is already good enough to be played. I see no reason to wait for an other release. But if you want to wait..
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    esteel
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Wed Dec 20, 2006 10:30 pm

  • Yup it's good enough, though I have another suggestion to make this map a little bit more interesting. The armour in the water, how about sealing it off, like build a roof and some walls with an opening so that you could get in, and that there wouldn't be any water (strange physic to the map :P). This way you could take cover there and the nex guys wouldn't be able to shoot you. Maybe put some worthless teleporters somewhere like from one side to the other in the flag room lool!! :P

    Anyway, cause the current way when there are people in the water it's kill or get killed. There's no way of escape or to take cover. That's my 5 cents.
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    ai
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Thu Dec 21, 2006 9:13 am

  • I don't think it's possible to not have water there. Not without visible seams in the water.

    I'd think the bridges offer enough cover so you can swim below them to the other side (where you cannot be hit). Attackers obviously should grab the armor on *their* side, then swim to the other side.
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    SavageX
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Thu Dec 21, 2006 9:42 am

Thu Dec 21, 2006 9:48 am

  • I don't think you can shoot at the ladder from the bunker. At least I was unsuccessful with the Nex.

    So the winning strategy from my point of view: Swim to the very far lef/right side of the pool and very close to the surface to gain cover. Swim to the side where the ladder is. Again, you should be safe from being hit. Climb the ladder, fight.
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    SavageX
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Thu Dec 21, 2006 9:10 pm

  • SavageX wrote:I don't think it's possible to not have water there. Not without visible seams in the water.

    I'd think the bridges offer enough cover so you can swim below them to the other side (where you cannot be hit). Attackers obviously should grab the armor on *their* side, then swim to the other side.


    sure you can. just a shader like this for all non visible water surfaces:
    Code: Select all
    textures/controlfactor/qer-iwater
    {
       qer_editorimage textures/controlfactor/qer-iwater.tga
       qer_trans 0.5
       surfaceparm trans
       surfaceparm nonsolid
       surfaceparm water

    }
    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 Dec 22, 2006 9:44 am

  • Okay. Another thing learned.

    But I don't like the idea anyway ;)
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    SavageX
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Thu Jan 04, 2007 2:04 pm

  • nice map

    its play on RBI i think

    and when there are a lot player you have to work to get the flag

    a nice map that shows you need teamplay to play CTF
    Aneurysm 4 the win !!!!! :D
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    cortez
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Sun Jan 07, 2007 2:56 pm

Sun Jan 07, 2007 9:59 pm

  • Nice idea. on divVerents RBi server some people complained that its now even easier for the defenders to follow you but i hardly see that point. Its now much easier to get out of the flag room. Before that change it was almost impossible unless the enemy team was really bad at defending.
    Now your backup only has to make it up to the teleporter end point to help you escape instead of helping you fight your way out of the flag room and through the entire enemy base. Also teleporters let you keep your speed from before entering the teleporter.. (hint)
    We'll have to see how that change works out. For now it seems like a good thing to me.
    If it should prove too easy to capture now it might be worth to move the teleporter end point above the water.. its much harder to get out of there so your support has to really fight for your life. Also i'm thinking about crazy team work like rocketjumping you out of the water.. or trying to fire a rocket at you coming out of the teleporter to prevent you from falling into the water ^_^
    Or as the teleporter is already moving you could make that two.. one leading to the right side one leading to the left side. Depending on the movment of the teleporter you will hit one or the other teleporter.. But i guess this would make it even easier to escape so maybe its better to combine that with the previous idea.. or even teleport the guy into the nex bunker..
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    esteel
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Mon Jan 08, 2007 9:24 am

  • Well, the teleporter itself doesn't move. The hovering thing is just there for added weirdness.
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    SavageX
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