[MAP] Chasm

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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Sat Oct 20, 2007 8:13 pm

Sat Oct 20, 2007 11:51 pm

Sun Oct 21, 2007 2:33 am

  • There appears to be an a flat ledge above each side of the chasm, which may unintentionally allow camping.

    Image

    Notice that it is what is supporting the camera.

    Otherwise this is a VERY stylish map that shows off your experience in texture creation.
    TVR
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Sun Oct 21, 2007 2:55 am

  • Aside from a few quirks (the geometry in the last of your shots hinders movement a bit), this is a fantastic map! Great work!
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    torus
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Sun Oct 21, 2007 4:44 am

  • Would be cool if all those little glowy blue and red parts were animated moving, though :)
    Shoe
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Sun Oct 21, 2007 6:13 pm

Sun Oct 21, 2007 6:26 pm

  • I just played this today for the first time... I like it. Great job.

    Btw, did you get the idea from something in particular? It reminds me of something but I don't know what... maybe a Perfect Dark map.
    Xeno
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Mon Oct 22, 2007 12:23 am

  • Tried it, I liked it. Great job! Especially I like the middle area.

    Keep up the good work! 8)
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    impulse9
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Mon Oct 22, 2007 3:35 pm

  • I had a quick run yesterday.
    The red and blue colors really should be in motion, warping around and stuff ;)
    The spawns are very nicely done. Good idea.
    The flag-rooms could use some player-clipping.
    Some hallways seem a bit narrow, but as i didn't play it with others so far, i can't really say anything about gameplay.

    The looks are very shiney. A bit too shiney imo, and the flat textures with the bumpy strokes get a bit repetitive. Try to get some more detail and more structure into your textures in another way. The floor also suffers a bit from this nervous bumpiness (moiree effects as well). Some larger structures that don't get washed out when looking at the texture from a distance would help (sth. like the tiles in shot 2. Just for the floor)
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    Strahlemann
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Mon Oct 22, 2007 7:37 pm

  • I actually disagree- I think moving textures would be distracting.
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    torus
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Mon Oct 22, 2007 10:07 pm

  • First of all, thanks for the suggestions and the positive feedback.

    So far I've only played one game on this map, which was KH. I found a few flaws that way. I also saw first-hand the frustration certain aspects of this map gave one of the players.

    There will be a version 1.1. Improvements will include:

    1. A slight glow to the warning strip along the ledges. It's not visible in the dark as it is now.
    2. The ledges are too narrow. Just one player at a time isn't enough. The width will be twice what it is in the current version.
    3. The players tend to get stuck on some of the fancy trimmings in the map - especially near hte doors. The next version will have player clip brushes to lessen this.
    4. Parts of the geometry in the map room obstructs the players. This will be fixed (or at least reduced) - mainly by raising the silvery part of the ceiling.
    5. I was aware of the sniper/camper ledge at the top of the map, but I didn't do anything about it because I assumed the sniper would be a sitting duck when perched up there. Turns out the player would be very hard to see cuz it's kinda dark up there. The next version will have a surprise for would-be campers... ;)
    6. I might make some of the internal halls wider. Not sure though.

    As for animated textures - I've made lots and lots of textures and maps over the past 8-9 years (not for Nex, obviously), and I've found that animated textures can very easily be annoying and downright trashy. Some slight blinky-blink in the red/blue bits might have been neat, but due to the tiling of the textures you'd end up with synchronized blinking all over the surface. The result could very easily end up looking like carnival or christmas lights. Or like something from Augenkrebe(sp?)...

    More on this map later, no doubt.. ;)
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Tue Oct 23, 2007 6:44 am

  • The next version will have a surprise for would-be campers... Wink


    Hope you won't break laser jumping from base to base...
    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 Oct 23, 2007 8:09 am

  • divVerent wrote:Hope you won't break laser jumping from base to base...

    Oh no. That would ruin the level. That bridge is mostly for show - and for giving bots and inexperienced players a way to cross the chasm (and for holding the quad).
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Tue Oct 23, 2007 8:20 am

  • Clueless Newbie wrote:6. I might make some of the internal halls wider. Not sure though.

    I like the tightness of the map and think that you should leave it as is. In any case, don't widen the passageways.

    The more I play this map, the more I like it.
    Xeno
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