New map: Accident

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Sun Mar 02, 2008 9:26 am

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    simple symmetrical CTF map

    I tried limit spawning at base, camping with nex and straight path from flag to flag and make it fully playable w/o laser jumping where still nice jumping tricks can be done

    http://www.morphed.planetnexuiz.com/accident_v2.pk3

    edit: now it have working bots :)
    Last edited by Morphed on Sun Mar 02, 2008 12:40 pm, edited 1 time in total.
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    Morphed
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Sun Mar 02, 2008 9:41 am

  • I've played here.

    Good map.
    It's a shame nexuiz is too much like quake that I can't test a RL jump out :P ;)

    Nice map, like most of your maps.
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    shaggy
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Sun Mar 02, 2008 11:32 am

  • This is a new map?

    I've played accident quite a few times and I like it. I didn't like it at first until I learned about the upper level and ways to jump between upper/lower levels. There are essentially three paths to travel for the FC. I've found that it can be difficult to defend the base if the flag carrier successfully jumps to the level 2 exit (that little opening) for a quick getaway. So defense has to have someone in that upper area ready to intercept or else the FC gets a pretty quick cap.
    Dokujisan
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Sun Mar 02, 2008 12:49 pm

  • Shaggy: thx :)

    Dokujisan, if he jump there and chose tunnel, you can run fast to the map center and jump inside tunnel from there, you should be able to catch him because tunnel entrance and exit are big slowdown for bunny hoppers :)

    it was available on ctf+ex server, this one have improved graphics and small layout changes for more interesting gameplay
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    Morphed
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Sun Mar 02, 2008 12:49 pm

Sun Mar 02, 2008 1:08 pm

  • The only thing I don't like is the lift/elevator sound you can heard in the middle of the map, no triggered by any player (maybe it is used like an ambient sound). So I always have the feeling someone is around me, even if I play alone :wink:

    Otherwise I like the gameplay, good job :)
    Ronan
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Sun Mar 02, 2008 2:43 pm

Sun Mar 02, 2008 3:14 pm

  • I really like the layout changes to this map- they open it up, and make it feel more finished. Also, eye candy is always good :D
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    torus
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Thu Mar 06, 2008 3:14 am

  • A group of us just played this map (ver. 2) tonight and it was the general consensus that we liked version 1 better. If nothing else, that noise in the middle of the map has to go. I think a few seemed to prefer the lack of teleporters in the first one. I liked the first version of this map, so I'll try to give some more detailed feedback after playing it some more.
    Dokujisan
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Tue Mar 18, 2008 1:23 pm

Tue Mar 18, 2008 1:36 pm

  • I definitely like version 2 better. The connection in the middle is a very nice touch.
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    [-z-]
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Tue Mar 18, 2008 9:10 pm

Tue Mar 18, 2008 9:45 pm

  • Maybe it was made by accident. Who knows?
    I actually thought, the old one was fun to play. And now an improved one? Heck, why not?
    I'M BATMAN!
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    HarryButt
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Sat Mar 22, 2008 11:53 am

  • Played the map a few times by now.. i would not call it simple in regard to the gameplay, the different routes can be quite a twist when trying to return your flag. And for some reason it took really long till i found the RL :D
    I really like the map by now though, just the lifts are annoying but i think divVerent gave you an hint at what might cause it. Maybe it can be fixed..
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    esteel
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Sun Sep 28, 2008 11:57 am

  • Bug Report

    Map: accident_v2
    Nexuiz version: 2.4.2 SVN
    Bug: The teleporter at both bases doesn't work.

    Image

    But the teleporter at the top of the base works!

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    Fisume!
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Sun Sep 28, 2008 3:26 pm

  • Sure, a map bug that happens since svn got exact trigger brushes. It actually is the only map broken by it. The teleporter needs a solid trigger brush, then it works.

    Morphed knows about it, but hasn't released a new version of the map yet.
    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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Sun Sep 28, 2008 7:37 pm

  • What does solid mean in this context? Usually I set my trigger boxes to be detail rather than solid. Will thius break them? (Or does it mean you can't use non-volumetric itemes as trigger brushes?
    take_this_cup_of_poison
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Sun Sep 28, 2008 8:16 pm

  • i used that starfield texture for a portal trigger and its water texture (it dont look like water but behave in same way) it worked in 2.4.2 but doesnt work in svn and future versions
    so solid means not-water
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    Morphed
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Mon Sep 29, 2008 8:03 am

  • take_this_cup_of_poison wrote:What does solid mean in this context? Usually I set my trigger boxes to be detail rather than solid. Will thius break them? (Or does it mean you can't use non-volumetric itemes as trigger brushes?


    It means that trigger brushes must be common/trigger and nothing else. They always were DESCRIBED to have to be common/trigger, and now there was a change breaking trigger brushes that use a water texture.

    Always use common/trigger on them. Making them detail is useless, as trigger brushes are not used for generating portals (but on the other hand, it also does not hurt - it is simply ignored).
    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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