[MAP] Great Devide b1

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Thu Apr 26, 2007 10:50 pm

  • Here's a (hopefully) playable beta of the map I've been working on:

    http://www.notam02.no/~clund/nexuiz/GreatDevide_b1.pk3

    I hope sftp didn't do anythign weird to it when I uploaded it. The map seems to work when I'm alone on the map (flags, teleporters, spawns, etc). No idea what it'll be like with actual players though. How do I get this map on a CTF server, btw?

    No bot support cuz that app isn't available for OS X (but maybe that's changed now the mac is using Intel?). Missiles still don't vanish when they hit the bounding box - and I've tried clip, missile_clip, and full_clip. Maybe it's not clip I should be using at all? But at least it doesn't affect gameplay.

    Hmm.. maybe I should have made some screenshots.
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Fri Apr 27, 2007 12:04 am

  • I"m too lazy right now to really check but it seems to me you did not put up TEAM spawn points, only deathmatch spawn points.. For a CTF map you need spawn points with the classnames: info_player_team1 for the red team and info_player_team2 for the blue team.

    Also a lot of your current spawn points 'are in solid' and get thrown away i the current code as those would make the player get stuck. I"m not totally sure if 2.2.3 already complains but the 2.3testing your can find in the forum does.. Try with it and you will see :)
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Fri Apr 27, 2007 12:13 am

  • esteel wrote:I"m too lazy right now to really check but it seems to me you did not put up TEAM spawn points, only deathmatch spawn points..

    Yeah - that was when I was using Q3 spawn points. The new version uses info_player_team spawns. All the spawns from the previous version are gone.

    Doesn't mean I might not have screwed up anyway, of course.. ;)
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Fri Apr 27, 2007 3:20 pm

Fri Apr 27, 2007 3:41 pm

  • Intereating, should be very intense action.

    A few tips:
    * The map is way to dark a skybox would help you get some ambient light into the level.
    * The map feel a bit to small in scale. You could try q3map2 -scale 1.2 compiledmap.bsp.
    * Spawns are wacky. tho you said thats fixed (i spawned right next to the nmy flag when trying it =)
    * Many structures look unconnected / floating but the map don't really have that space-map feeling so it kind look odd (personal opinion)
    * w/o a sky box you have a hard time seeing the edges, and walking over em is certain death, add a sky box or mark them even more clearly
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Fri Apr 27, 2007 5:09 pm

  • cortez wrote:http://files.filefront.com/helprar/;7359398;/fileinfo.html

    some helps for you

    I hope you understand it :P

    Just a wild guess, but.. You think the map is too dark? ;)

    The empty midsection is empty on purpose. Think of this as a spacemap where the players fall onto a flat empty field instead of dying if they botch a jump. They'll might get whacked by snipers instead though. As for the missing connections / floating blocks - I didn't see the point. It's just a game. Let them float. Keeps the poly count down too.
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Fri Apr 27, 2007 5:22 pm

  • tZork wrote:Intereating, should be very intense action.

    I hope so. 8)
    A few tips:
    * The map is way to dark a skybox would help you get some ambient light into the level.

    Hmm.. two guys who think the map is too dark. Looks like a trend. I'll add some more lights.
    * The map feel a bit to small in scale. You could try q3map2 -scale 1.2 compiledmap.bsp.

    I think I'll wait with that until I've seen the map in action.
    * Spawns are wacky. tho you said thats fixed (i spawned right next to the nmy flag when trying it =)

    I fixed the spawns in the sense that I removed all the Q3 spawns and replaced them with Nex spawns. And they seem to work the way they should when I try the map. There are supposed to be three spawn locations for the teams; two at the top, where the cryo/machines guns are placed, and one at the lbottom level of each base. There shouldn't be any spawn objects next to the flags. I'll have to check to see whether I've managed to drag one to the wrong place without knowing it. Or something.
    * Many structures look unconnected / floating but the map don't really have that space-map feeling so it kind look odd (personal opinion)

    I thought about connecting the stuff when I made the map, but then I decided there was no point. It's just a game and the extra brushes / whatever wouldn't add anything to the gameplay, so I let them hang in the air.
    * w/o a sky box you have a hard time seeing the edges, and walking over em is certain death, add a sky box or mark them even more clearly

    Well, I intended this map to be dark, but not that dark. There will be some more lights in the next beta.

    And how does one prevent rockets etc from blowing up when they hit the landscape anyway? The clip textures don't seem to do the trick.
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Fri Apr 27, 2007 6:21 pm

  • Clueless Newbie wrote:And how does one prevent rockets etc from blowing up when they hit the landscape anyway? The clip textures don't seem to do the trick.


    The clip should be a bit above the surface they "protect" for it to work. However in second thought it would better to use shades to tell the game that these surfaces should sallow projectiles. Something along this:
    Code: Select all
    textures/myfolder/texture

    {

       surfaceparm nomarks

            surfaceparm noimpact
       {

                    map textures/myfolder/texture.jpg
       }

    }

    For each "noipact surface" should so it.
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    <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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Fri Apr 27, 2007 6:43 pm

Fri Apr 27, 2007 6:55 pm

  • tZork wrote:
    Clueless Newbie wrote:And how does one prevent rockets etc from blowing up when they hit the landscape anyway? The clip textures don't seem to do the trick.


    The clip should be a bit above the surface they "protect" for it to work.

    What I did was make two hollow "boxes", one inside the other. The external one has the black texture on the inside (everthing else is caulk). The internal one is all clip of various kinds.
    However in second thought it would better to use shades to tell the game that these surfaces should sallow projectiles. Something along this:
    Code: Select all
    textures/myfolder/texture

    {

       surfaceparm nomarks

            surfaceparm noimpact
       {

                    map textures/myfolder/texture.jpg
       }

    }

    For each "noipact surface" should so it.


    Huh?
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Fri Apr 27, 2007 6:56 pm

  • KadaverJack wrote:
    Clueless Newbie wrote:No bot support cuz that app isn't available for OS X (but maybe that's changed now the mac is using Intel?).

    You don't need any app other than nexuiz to add bot support (nexuiz doesn't use q3 bots).
    http://forums.alientrap.local/viewtopic.php?p=7364#7364

    Oh. Cool. This means support in beta 3. 8)
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Sat Apr 28, 2007 10:07 am

  • Clueless Newbie wrote:
    KadaverJack wrote:You don't need any app other than nexuiz to add bot support (nexuiz doesn't use q3 bots).
    http://forums.alientrap.local/viewtopic.php?p=7364#7364

    Oh. Cool. This means support in beta 3. 8)

    Or maybe not. Am I right in assuming that bots can't jump? Because that would explain why they can't even leave the spawns on my map... B/
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Sat Apr 28, 2007 11:03 am



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