[map] lavaflag

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Mon Apr 23, 2007 4:44 am

  • Image
    Image

    I worked on this after seeing a james bond movie today. A CTF map, I havn't included any configuration files in the pk3, because I'm still pretty new at this and didn't want to screw it up! :wink:

    bigger images and the pk3 --> http://dublpaws.googlepages.com/lavaflag
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    dublpaws
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Mon Apr 23, 2007 4:58 am

  • Cool map, but here are two things you should fix:

    In the big lava pools, you cut the lava into multiple parts. You should make the faces of these parts that touch each other just nodraw-nonsolid.

    And the lighting looks quite boring... as an idea, you could try making your own lava shader so that it emits red light, or put red lights where the lava is.

    Would you mind I already run the map on my server after making a proper PK3 out of it? It seems to be already a quite good CTF map with two main capture paths - exactly what we are missing :)

    If you want, I can try these things and send you a edited version of your map with these changes.
    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 Apr 23, 2007 5:49 am

  • Thanks divVerent! I wasn't sure how to fix the lava thing, now I know. I'll experiment with the light in the lava tomorrow.
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    dublpaws
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Mon Apr 23, 2007 9:09 am

  • Found a few mistakes: http://esteel.planetnexuiz.de/nexuiz/sc ... 000989.jpg
    There is still some blue color in the red base (only one i found sofar), were that blue thing ends the textures are not aligned correctly (in all four cases) and that strange line to the left (also in all four cases, and a similar line is in the 'middle room'
    Otherwise its an interesting map, i want to know how the nexgun plays on that map as you can cover most of the map with it.
    Oh and is it intented that your can 'enter' those lava tubes?
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    esteel
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Mon Apr 23, 2007 2:44 pm

  • Yes, the lava tubes are dangerous. People like to laser jump away quickly with the flag they must be a little careful here, or get some hit points zapped away. :P thanks esteel, I'll fix the textures.
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    dublpaws
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Tue Apr 24, 2007 4:44 am

  • divVerent wrote:Cool map, but here are two things you should fix:

    In the big lava pools, you cut the lava into multiple parts. You should make the faces of these parts that touch each other just nodraw-nonsolid.
    ...
    changes.


    also make sure the shader on thise non-seen faces have the lava surface flag or your lava wont hurt. something like
    Code: Select all
    textures/kronic_rage/nodraw-lava
    {
       qer_editorimage textures/kronic_rage/nd-lava.tga
       surfaceparm lava
       surfaceparm nodraw
       surfaceparm nolightmap
       surfaceparm nomarks
       surfaceparm trans
    }

    does the trick.
    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 Apr 24, 2007 6:02 pm

  • Actually, I now installed the map on the RBI server for testing (with a renamed .bsp so it won't conflict with the final version).

    It worked quite well, apart from the fact that the Nex is just too strong on it. Either there should be some obstacles so one can't snipe from one base to the other base's spawn points, or the Nex should get removed from there.

    Thank you and keep the good work up!
    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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Tue Apr 24, 2007 7:06 pm

  • neat... reminds me of the really big azz plasma beam in some random room in half life towards the end where you can push people in and they get sucked into the center and then electrocuted. yay.
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    Psychcf
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Tue Apr 24, 2007 11:38 pm

  • I have just tested it online and I like it. Design and light are good, and the gameplay is excellent, especially for lazerjumping. Only problem, the stair are a little too hight, so is not very agreeable to take them. About the nex gun, i don't know if it's too strong, I need more party to have a real idea.
    Nice work anyway :)

    P.S. if you can add location in the map...
    Ronan
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Wed Apr 25, 2007 1:18 am

  • S'alright. I like the lava theme, but it feels like there are just too many jutting obstacles, that make the game more staccatto than it needs to be. Not bad though. Not bad at all.
    Image
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    torus
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Wed Apr 25, 2007 9:32 pm

  • - smoothed jaggies
    - fixed lava textures
    - blockages added to reduce strength of nex
    - improved flow at flag room with staircases
    - fixed stair height in some places

    http://dublpaws.googlepages.com/lavaflag
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    dublpaws
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Thu Apr 26, 2007 12:05 am

Thu Apr 26, 2007 2:26 am

Thu Apr 26, 2007 3:43 am

Thu Apr 26, 2007 10:52 am

Thu Apr 26, 2007 3:04 pm

  • One little trick to align textures:

    You need a mouse with at least 3 buttons.
    In GtkRadiant you can select a texture by middle-click (= click the 3rd mouse-button) on the surface in 3d view.
    If you middle-click on a surface in 3d-view while holding strg+shift, you paste the active texture with all it's parameters set (scale/rotation etc.)
    This way you can "copy-paste" it in 3d-view, and you don't have misalignments on these simple plain surfaces.
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    Strahlemann
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Thu Apr 26, 2007 6:07 pm

Fri Apr 27, 2007 4:14 pm

  • Well a few complained while playing that map online that its now too good protected and maybe they are right. What do you think about opening it BIT more again? Maybe removing those three glass things near the lava again? With the bigger glass right over the 'entrace' they have no purpose anymore.
    Though i'm not sure right now if that would help attacking or defending the base..
    An other idea would be making the 'wall' totally glass even the upper part. I often found my self trying to get into the base and was hit by a nexgun from someone waiting for people to enter through those small holes.

    And regarding all that glass, those small holes can be hard to see. How about adding a trim to it so you can see them better?

    Also as a side note, above the machinegun there are only items on one side.. The hagar, ammo and a shield. Maybe move hagar and ammo to the other side so its not that empty. You could raise that shield by the machinegun a bit so you can use to to walk over.

    I'm not sure about those ideas myself.. What do you think about it?
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    esteel
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Fri Apr 27, 2007 6:49 pm

  • Ok,

    The three small glass walls have been removed.
    The armor has been shifted to the other side of the flag room.
    The opaque wall at the top of the big glass divide is now glass with trim.
    The staircases in the main hall are fixed.

    Thanks again for the suggestions esteel,
    latest revision @ http://dublpaws.googlepages.com/lavaflag
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    dublpaws
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Fri Apr 27, 2007 11:45 pm

  • Well those are JUST suggestions, guess you have to see how people like it. After all maybe my suggestions makes it more campy now as while its easier to look into the base its also easier to look at whats happening outside and prepare for the attack. But hey i can blame it on you :P *evil-grin*
    Just kidding. Those things have to be tested.

    The glass looks nice, but in red base the 'lower one' does not go all the way to the wall on the right side (looking at the blue base).
    And i think soon i'll transform from forum addon to alignment-nazi :P In both bases, at each ends were the stairs down to the armor are, there is still one such case. Too lazy right now to do screenshots :)
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    esteel
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