Ito finished

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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Wed Dec 12, 2007 12:35 pm

  • Noticed that the DCC Servers (at least Pussy Delight) already contains the map. Very beautiful and fascinating, it'll take some time to discover :)
    uncomfortable
    random
    mean
    embarrassing
    limited
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    Urmel
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Thu Dec 13, 2007 11:17 am

  • One urgent thing that needs doing with this map is the getting rid of the shield in ctf mode and turning off the tele that starts at the red base. Can I do this without recompiling?
    Apart from that it seems to work well in ctf considering it was an afterthought.
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    Rad Ished
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Fri Dec 14, 2007 2:06 am

  • Rad, do you know about these holes in Tobot3?
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    Spaceman
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Fri Dec 14, 2007 12:10 pm

  • Arp , weell I do now. As far as development tobots3 is superseded by tobotoid so I'm sorry to say I probably won't be doing anything else to this map. I am planning to do some work on tobotoid to improve it's performance and generally make it more playable. And get rid of the invisible wall so you can fall off it
    This was early on in my 'learning to map' process,so the construction of this map is inherently bad and problems like these are not really worth addressing, better to just make a new map. However if you want to have a go yourself please feel free.. : ]
    <:/\:>
    Argghhh!! I looked at your pictures some more and now i remember this hole. Sometimes when you're editing you get brushes that just won't compile correctly and have invisible faces, the only solution is to delete the brush and build it again. I did try to sort this problem once but this was before I knew the awful truth!
    <:/\:>
    Ito concept sketch:
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    Rad Ished
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Sat Dec 15, 2007 12:44 am

  • Tobot was the first map I played after upgrading my eMac to Leopard. I wiped the HD, installed Leopard and then Nexuiz.

    I noticed the hole then, but I assumed it was Apples buggy OpenGL drivers and not the map. It could have been a very useful feature - a see through wall.

    I've played it many times since, but it was only when I played it recently that I remembered the hole.
    if you want to have a go yourself please feel free..

    Currently mapping, model making etc is way beyond my skills. Maybe in the furure I'll have a go.
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Tue Dec 25, 2007 5:22 pm

  • Big wow Rad, this map is awesomeness! :shock:
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    Mr. Bougo
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Sun Dec 30, 2007 7:28 pm

  • cheers Bougs Happy christmaths :P
    Am planning the follow up now. There may be collisions ahead :O
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    Rad Ished
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Thu Jan 03, 2008 10:37 am

  • Hey.

    I downloaded ito_v1 and tested it locally. The map looks very interesting. I remember you asked me to put it on my CTF server which I have no objections against. But there is one thing though that makes it still a bit unpleasant to play when having many players on it: the little amount of ammo lying around. Admittedly, I've only spent around 5 minutes on it and could almost find every weapon (not having a clue where to got to find them again, ofcourse :D) but the lack of ammo was noticable, imo.

    Tell me what you think about it :)
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    GreEn`mArine
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Thu Jan 03, 2008 11:01 am

  • Hi Green, thanks for looking, A good point, I am planning another version of this map but I think an intermediate ctf revision would be more useful at the moment.
    With these changes:
    More ammo :wink:
    Remove shield from under red base
    Catwalk underneath provides to easy a route, either make it harder or remove it
    Change or remove teleporter by red base as it also makes capturing too easy.
    ...
    any more suggestions?
    I want to get it right first time as a compile takes like 4 hours :shock:
    ...
    I am considering moving the flags but this would make a lot of the above changes redundant, the main reason for doing this would be to get peeps to see more of the map, it was originally intended for DM but as most people seem to play CTF to the exclusion of all else i guess it's worth the effort.
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