Screenshots of docs_morph_remake

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.

Moderators: Nexuiz Moderators, Moderators

Fri Aug 31, 2007 6:33 pm

  • Just some screenshots of my second map ... docs_morph_remake ... its inspired from the map morpheus from unreal tournament 99 ... I just thought nexuiz need a map like this cause it was ever my all favorite ... ^^ ... there isn't low grav on this map but 6 jump pads ... and the use of the grappling hook is strongly recomendet ... i designed it special for our server so its only designed for minstagib ...
    There are three powerups ... one on each tower top ... i think its medium balanced ...
    In every case u need a really good aiming on this map cause the distances are not the shortest ... I got much good critics from players who played this map on our server ... but i have to say ... the idea of the map is not mine ... it was the idea of the lead level designer of epic games ... I am just a rebuilder in this case ... so the real thanks have to go to epic cause they were the first ones who made a map with such concept ...

    The map can be played on the [GSE] Minstagib Pro [HOOK] server ...
    Every Texture in this map was created by me ...
    The skybox was made by my brother ... LanToaster ... or just Blaster ... <_< ...

    Image
    Image
    Image
    Image
    Image
    User avatar
    Doc-Pyton
    Alien
     
    Posts: 155
    Joined: Thu Aug 30, 2007 7:30 pm

Fri Aug 31, 2007 6:39 pm

Fri Aug 31, 2007 6:40 pm

  • nice !

    so where can i download it ?
    User avatar
    Strahlemann
    Keyboard killer
     
    Posts: 676
    Joined: Wed Mar 01, 2006 12:11 am
    Location: Ulm/Germany

Fri Aug 31, 2007 6:49 pm

  • Our Nexuiz server uses some script that download the maps from external webspace ... we placed every map thats running on our server to this space ... so the autodownload on our server works well ... U have to just play it one time on our server than u got it in the dlcache of ur Nexuiz data folder ...

    The only matter is that the map .pk3 is about 10 MB or somthin this direction ... so the download will take a bit when u have some slow connection ...

    For a fast download u should change the downloadspeed limmit in the player options ...
    User avatar
    Doc-Pyton
    Alien
     
    Posts: 155
    Joined: Thu Aug 30, 2007 7:30 pm

Fri Aug 31, 2007 6:52 pm

  • meh. okay i'll connect to your server... :wink:

    A download link would still be a nice thing....
    User avatar
    Strahlemann
    Keyboard killer
     
    Posts: 676
    Joined: Wed Mar 01, 2006 12:11 am
    Location: Ulm/Germany

Fri Aug 31, 2007 6:55 pm

Fri Aug 31, 2007 11:40 pm

  • Cool map, and plays well... almost (moving around is well)... but Minstagib-only is a real showstopper.

    Can you please add support for other game modes to the map, that is, place other weapons and ammo on it and add mapcfgs for other modes (DM, Rune, maybe Domination, maybe TDM, maybe even KH, not sure)? And then, would you allow others to host the map on their own server, or is it exclusive to your own server?

    Also, is organic.ogg the track I think it is? :P
    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.
    User avatar
    divVerent
    Site admin and keyboard killer
     
    Posts: 3809
    Joined: Thu Mar 02, 2006 4:46 pm
    Location: BRLOGENSHFEGLE

Sat Sep 01, 2007 1:38 am

  • The soundtrack will be changed ... to be sure to not break some copyright ... the new Soundtrack of this map is called DK - Crime ... made from one of my clanmembers called [GSE] Virus ... The change of the downloadable version must wait cause that one that admin's the webspace isnt avaiable at present ... i will do this tomorow ... and yes the old one ... organic is from the soundtrack of the old ut ...

    but like i said ... it will be changed ...
    User avatar
    Doc-Pyton
    Alien
     
    Posts: 155
    Joined: Thu Aug 30, 2007 7:30 pm

Sat Sep 01, 2007 6:36 am

  • Wow, nice reinterpretation of one of my most favorite UT maps. Very nice work!

    One major difference of course is the missing lowest "street" platform, which IMO came in rather handy in the original UT version ;)

    Did you create all those textures on your own?
    User avatar
    SavageX
    Site Admin
     
    Posts: 442
    Joined: Wed Mar 01, 2006 9:34 am

Sat Sep 01, 2007 7:11 am

  • Just WOW :shock:
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
    Image
    Image
    User avatar
    C.Brutail
    Laidback mapper
     
    Posts: 2357
    Joined: Tue Feb 28, 2006 7:26 pm
    Location: Ironforge

Sat Sep 01, 2007 8:07 am

  • Yea, its pretty nice. :)
    Image
    User avatar
    torus
    Forum addon
     
    Posts: 1341
    Joined: Sun Dec 24, 2006 6:59 am
    Location: USA

Sat Sep 01, 2007 11:40 am

  • Nice work !
    I had a quick run. good lighting and good textures. It doesn't look like you've compiled the map using the -deluxe switch, which would enable _gloss and _bump on your map for even better visuals.

    Also you may want to try sv_gravity 300 (default is 800). If you add it to the mapcfg it should be set when starting the map. But be sure to add a exit_config if you do so, cause if you don't the lower gravity will apply to the next map in the rotation as well. for more info see the Appendix A of the mapping.txt in your Nexuiz/Docs folder.

    And congrats to your brother for the really fine skybox. What prog did he use to do it? Any tutorials ?
    User avatar
    Strahlemann
    Keyboard killer
     
    Posts: 676
    Joined: Wed Mar 01, 2006 12:11 am
    Location: Ulm/Germany

Sat Sep 01, 2007 12:18 pm

  • i changed the background musik now ... everyone who loads the map now should have some other sound ... ...

    To the Bump map and gloss feature ... to use bump map and gloss u have to make extra textures ... as an example ... if some wall texture is called brick_wall_01 ... the bump map file has to be brick_wall_01_bump and the gloss file have to be brick_wall_01_gloss ... i didn make this additional textures cause i tryd bump map and gloss in nexuiz and i think these effects dont really look that good ... maybe ill add this textures later ... i just wanted to keep the file as small as possible ... so i decidet to drop this additional textures to get the file smaller ... its about 10 mb ... thats pretty enough for a map ... however ... some of u wants this features ... so i will try to get it in later ...

    As i started to work on this map i made this lower platform ... but i didn ever like that thing ... it didn want to fit right in my map ... so finally i decidet to drop it from the map ...

    some people wantet me to make this map for other game modes too ... i could use this low grav for the normal game mode with standart weapons ... in the minstagib version there should be no low grav ... maybe ill add some second .pk3 archive to my space for the standart game mode ...
    User avatar
    Doc-Pyton
    Alien
     
    Posts: 155
    Joined: Thu Aug 30, 2007 7:30 pm

Sat Sep 01, 2007 12:36 pm

  • Strahlemann wrote:Also you may want to try sv_gravity 300 (default is 800). If you add it to the mapcfg it should be set when starting the map. But be sure to add a exit_config if you do so, cause if you don't the lower gravity will apply to the next map in the rotation as well. for more info see the Appendix A of the mapping.txt in your Nexuiz/Docs folder.

    And congrats to your brother for the really fine skybox. What prog did he use to do it? Any tutorials ?


    Is it possible to add lower gravity to only portions of a map? For instance the UT map had normal gravity inside the buildings but lower once you got outside.
    User avatar
    ai
    Forum addon
     
    Posts: 2131
    Joined: Sun Mar 05, 2006 3:54 pm
    Location: Behind you

Sat Sep 01, 2007 1:08 pm

  • Maybe it can me made with some triggerzone or somthin ... ... maybe it can be done with the shaders ... u can make some volumetric material like a fog ... is there some shaderscript that can change things like grav ? however ... i dont know how to do this ... thats one part of the reason ... i didn use low grav ...
    User avatar
    Doc-Pyton
    Alien
     
    Posts: 155
    Joined: Thu Aug 30, 2007 7:30 pm

Sat Sep 01, 2007 3:49 pm

  • map looks very nice so far ;)

    But please .. it's a pain to look at all these dots in your posts. Please use normal sentences. Just as I do. Thank you 8).
    IRC quote:
    [kojn] I've been coming a bit more recently
    [kojn] she took it the dirty way
    GreEn`mArine
    Forum addon
     
    Posts: 1509
    Joined: Tue Feb 28, 2006 9:33 pm
    Location: Germany

Sat Sep 01, 2007 3:52 pm

  • Gravity zones are not possible in Nexuiz. So... don't try looking for them :P
    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.
    User avatar
    divVerent
    Site admin and keyboard killer
     
    Posts: 3809
    Joined: Thu Mar 02, 2006 4:46 pm
    Location: BRLOGENSHFEGLE

Sat Sep 01, 2007 4:24 pm

  • I brought that up a while back. Its really too bad that gravity sources aren't possible. It would make some neato maps.
    Image
    User avatar
    torus
    Forum addon
     
    Posts: 1341
    Joined: Sun Dec 24, 2006 6:59 am
    Location: USA

Sat Sep 01, 2007 5:14 pm

  • Doc-Pyton wrote:i didn make this additional textures cause i tryd bump map and gloss in nexuiz and i think these effects dont really look that good ... maybe ill add this textures later


    I disagree. Especially normalmaps give very nice results in nexuiz. see this post: http://forums.alientrap.local/viewtopic.php?p=17701#17701

    So if you find the time to do the _norm textures that would be great. And i personally don't care if it's 10mb or 20mb, but i see your point as downloading while you want to play is annoying.
    User avatar
    Strahlemann
    Keyboard killer
     
    Posts: 676
    Joined: Wed Mar 01, 2006 12:11 am
    Location: Ulm/Germany

Sat Sep 01, 2007 8:19 pm

  • torus wrote:I brought that up a while back. Its really too bad that gravity sources aren't possible. It would make some neato maps.


    The problem is that server and client wouldn't agree on WHEN the gravity changes, which would result in a jump in your motion whenever you enter or leave a gravity zone. And that can't be acceptable...
    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.
    User avatar
    divVerent
    Site admin and keyboard killer
     
    Posts: 3809
    Joined: Thu Mar 02, 2006 4:46 pm
    Location: BRLOGENSHFEGLE

Sat Sep 01, 2007 9:22 pm

  • I made the bump and gloss map textures for this map ... but there's a problem ... i can put the textures in the map thats easy ... i just do them to the other files in the pk3 ... my problem is that i found some incorrect part in that map ... on the celling where the ramps go down to the garages ... there's some texture error ... but i lost my map file ... so i only have my compiled bsp ... so do i have to remap all to get that error out of the map ... ? or is there a way to get my map file back from that bsp ?

    i just wanted to make some middle plattform into the map like the people wanted ... and i wantet to make some version with the standart weapons ... so pls tell me there's a way to get my mapfile back ...

    In addition i have to sorry ... the fileserver where the map is located seems to be crashed at the moment ... so the map is no longer aviable on this source ... that causes blackmap errors on our server ... <_< ...

    "edit"
    okay i found how do decompile ... sorry for that dumb question ... >_< ...
    Hm ... but its like everyone here said ... the texture works are just doomed ... damnit ... that will be much work ... Hm ... and it looks like every lightsource is just gone ... why did i just lost this damnit mapfile ... -_-
    User avatar
    Doc-Pyton
    Alien
     
    Posts: 155
    Joined: Thu Aug 30, 2007 7:30 pm

Sat Sep 01, 2007 9:44 pm

  • Doc-Pyton wrote:on the celling where the ramps go down to the garages ... there's some texture error ... but i lost my map file ... so i only have my compiled bsp ... so do i have to remap all to get that error out of the map ... ? or is there a way to get my map file back from that bsp ?

    You can decompile the map, but from what i've heard that'll screw up texture coordinates, so you have to retexture the entire map... Is the entire directory gone? If not, there might be a *.bak file, which is just an older version of your *.map file.
    http://en.wikibooks.org/wiki/Q3Map2#Dec ... nto_a_.map
    User avatar
    KadaverJack
    Site admin and forum addon
     
    Posts: 1102
    Joined: Tue Feb 28, 2006 9:42 pm

Sat Sep 01, 2007 11:38 pm

  • How did you lose it? Sure it is really lost? How did you lose it? Maybe it ended up in /lost+found or in a FILE0000.CHK file in c:\.
    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.
    User avatar
    divVerent
    Site admin and keyboard killer
     
    Posts: 3809
    Joined: Thu Mar 02, 2006 4:46 pm
    Location: BRLOGENSHFEGLE

Sun Sep 02, 2007 3:35 am

  • i lost all files of the map ... cause there were a damnit virus that anhilated my hard disk ... its all new now ... but thats not the matter ... i just finished the map again ...

    I decompiled the BSP ... than i placed new lightsources ... and corrected the textures ...
    at last i made some lower platform in the middle of the map ... it will take hours to compile this map ... The instagib version for my server is as good as finished now ... but i could need some help for the Standart DM version ...

    Cause i dont play the normal mode often i dont have a feeling on placing healthpacks, weapons and ammo ... maybe someone have some ideas where i should place what item ... ? The Powerups will stay where they are ... each on one of the towers ... on the lower middle platform would be a nice place for the rocketlauncher i think ... but where to place the health and ammo packs ... and the other weapons ... i hope someone will help me with this ...
    User avatar
    Doc-Pyton
    Alien
     
    Posts: 155
    Joined: Thu Aug 30, 2007 7:30 pm

Sun Sep 02, 2007 3:54 am

  • Doc-Pyton wrote:at last i made some lower platform in the middle of the map ... it will take hours to compile this map ...

    I'm no mapper, but i guess you should make all those lights on the floor/walls detail brushes (and perhaps non-solid), that should speed up the compile time.
    User avatar
    KadaverJack
    Site admin and forum addon
     
    Posts: 1102
    Joined: Tue Feb 28, 2006 9:42 pm

Sun Sep 02, 2007 9:29 am

  • Doc-Pyton wrote:but i could need some help for the Standart DM version ...

    Cause i dont play the normal mode often i dont have a feeling on placing healthpacks, weapons and ammo ... maybe someone have some ideas where i should place what item ... ? The Powerups will stay where they are ... each on one of the towers ... on the lower middle platform would be a nice place for the rocketlauncher i think ... but where to place the health and ammo packs ... and the other weapons ... i hope someone will help me with this ...


    First of all, you can steal some ideas from UT...

    in UT, they placed a weapon and some ammo (IIRC it was rocket launcher, shock rifle, minigun) on each of the three top platforms of the towers. The thin higher tower on them contained powerups. The other weapons are in the rooms near the lower window, IIRC these were Sniper, Ripper, Plasmagun. Now the middle layer contained three weapons too - there was surely the remaining weapons there :P

    And I think you can use these ideas to place the weapons similarily - on the middle of the top platforms, put RL, MG, Electro. In the rooms with the windows, put Nex, Crylink, Hagar. On the middle parts, put one Mortar each.

    Okay... now we have weapons, but we still need health and armor... that's not as easy... and you certainly can't use UT as a reference for THAT. Basically, if a place looks too empty, put some items there... use health, armor and ammo for that. But not too much, just to make some places appear not empty any more :P

    BTW, the space below the ramps to the upper level is a good place for healthpacks...

    How you distribute items to the other places is up to you. But I don't think you can do much wrong with that... but keep it symmetric.
    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.
    User avatar
    divVerent
    Site admin and keyboard killer
     
    Posts: 3809
    Joined: Thu Mar 02, 2006 4:46 pm
    Location: BRLOGENSHFEGLE

Sun Sep 02, 2007 8:56 pm

  • A morpheus remake.... this is fuckin'... YAAAAY! great :D
    uncomfortable
    random
    mean
    embarrassing
    limited
    User avatar
    Urmel
    Forum addon
     
    Posts: 1744
    Joined: Fri Mar 03, 2006 10:06 am
    Location: Offline

Mon Sep 03, 2007 4:27 pm

  • I started to compile the new version of this map ... ( with the lower platform and some additional bump and glossmap textures ) yesterday at 21:24 ... it was compiling the whole night and now at 18:24 ... its still compiling ... and this one is just the instagib one ... i have the other version with the standart weaponsetting still here ...
    I dont know how long this will take to finish ...

    so i decidet to ask some other mappers here ... maybe with some stronger PC than mine to compile the standart weapon version for me ... i could send the needet files via icq or somethin ...

    If there's no one that want to do this ... it will take a real long time to release the second one ... <_< ...
    User avatar
    Doc-Pyton
    Alien
     
    Posts: 155
    Joined: Thu Aug 30, 2007 7:30 pm

Mon Sep 03, 2007 4:36 pm

  • I can do it, just send the map file (and the other data it needs) and the compile settings you want to me via E-Mail. I sent you my mail address in a PM.

    BTW, what type of PC do you have?
    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.
    User avatar
    divVerent
    Site admin and keyboard killer
     
    Posts: 3809
    Joined: Thu Mar 02, 2006 4:46 pm
    Location: BRLOGENSHFEGLE

Mon Sep 03, 2007 5:38 pm

  • I have some Athlon 64 3200+ with 2.2 Ghz ... and 1GB RAM ...
    GFX is some G-FX 6600 LE ... its not the badest setup but surely not up to date ...
    I think the most matter is my HDD ... its some very slow standart HDD ... should be some ultra DMA 266 or somethin ...
    User avatar
    Doc-Pyton
    Alien
     
    Posts: 155
    Joined: Thu Aug 30, 2007 7:30 pm

Next


Return to Nexuiz - Editing




Information
  • Who is online
  • Users browsing this forum: No registered users and 1 guest