Nexuiz needs a good looking, well playing, nice assault map that it can ship with.
That's just my opinion, man.
Anyone up for making one or two?
You can make them almost like you would a singleplayer map.
Moderators: Nexuiz Moderators, Moderators
Sepelio wrote:I'll make one over the summer,
k0jak wrote:Shouldn't assault maps have weaponstay ON? (that's how it is in UT, and assault maps should be rushing/fast-paced and allow attackers and defenders to both grab multiple weapons)
Laser on by default? Will the laser ruin some maps?
New spawn points/location once complete an objective? so you start to spawn from that place instead of the start point of the map.
Answers on a postcard.
New spawn points/location once complete an objective? so you start to spawn from that place instead of the start point of the map.
tundramagi wrote:Here's the one I made, for those that need to learn how to make assault maps, you can just open it up in netradiant and look. It's simple: it has only 1 objective.
https://cat2.optus.nu/nexuizserv/evadproject15.pk3
http://cat2.optus.nu:81/nexuizserv/evadproject15.pk3
tundramagi wrote:
Assault supports that, yes.
Also Nexuiz isn't UT.

k0jak wrote:tundramagi wrote:
Assault supports that, yes.
Also Nexuiz isn't UT.
And there's me thinking I've been playing quake 3 all this time.![]()
I never said it was, I was explaining how the assault game-mode works in UT, and put a question mark after my suggestions, after all I thought this assault mode was based on UT's
Fair point about the laser, but I can't play your maps in general they always have appauling fps, why do you never listen to anyone on this.
TVR wrote:Weapon stay seems to be an ingenious combination with Assault, as there would not need to be multiple weapon pickups if a certain weapon were required to complete an objective.
Weapon stay also is invariable with player count, unlike simply adjusting the pickup respawn time.
Flying Steel wrote:Having played Assault and Onslaught in UT '04 demo, I am still a little unclear on what the exact engine level differences are between these two game types? Is it only that Onslaught has symmetrical teams while Assault has specific Attacker and Defender teams during a round, with the Defender unable to take back control points that have been lost to the Attacker, but having time on its side?
Sepelio wrote:Also a thought I had was instead of disabling the laser, is there a way to just reduce its force on that particular map.
k0jak wrote:Sepelio wrote:Also a thought I had was instead of disabling the laser, is there a way to just reduce its force on that particular map.
Yea that's cool, Just on some maps i'm guessing it would have a bad effect that's all, if it's to be used on some map's like say to get from start spawn to the weapons quickly then that's cool, or if it's needed in other parts of maps, just saying i'm guessing it'll be very easy to use on some maps and possibly break them.
tundramagi wrote:Weaponstay can be enabled in your .mapinfo if it's good for your map.
Sepelio wrote:Cool, whats the line for it? Just "weaponstay 1" ?
settemp_for_type all <CVar>Sepelio wrote:Also a thought I had was instead of disabling the laser, is there a way to just reduce its force on that particular map.
Sepelio wrote:Also, do you know how to rig the turrets to objectives for team changes so that once the attackers take an objective the turrets around it wont fire on them anymore?

Morphed wrote:don't use g_weapon_stay 1. its broken, you cant pick up weapons of fallen enemies, use g_weapon_stay 2 instead. Yes I know its retarded, but maybe little johnny and mark in 2011 will want to play with broken weapon stay, so we HAVE to keep that broken feature in nexuiz (or some other stupid reason)
for laser push, change g_balance_laser_primary_force

TVR wrote:
Increase self-damage, which applies to all splash damage weapons, but does not affect the combat usage.