Campgrounds Redux (snapshot releases)

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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  • The 2on2 TDM tournament oragnised by kojn is getting closer and closer, and this map will be in the map pool too, so I want to give players the opportunity to practice on this map, learn it, make up strategies etc ;) There is still some time until the tourney, so there might be minor changes, but the basic concept wont change at all, the powerups, armors, weapons, ammoboxes position is final, so the tactic doesnt have to be changed at all. I would like to state in time: this is just a snapshot, currently im in the phrase of adding details, I didnt do ANYTHING with lightning, and I also know on some places texture aligning might not be perfect, but these things are later on my TODO list than those stuffs im currently working on :) The map is build COMPLETELY from scratch, and I used only those textures that Nexuiz 2.5.2 comes with (i hope i packed everything for the earlier version users too, will need feedback on that)

    This thread will be updated frequently with the newest snapshot of the map, so feel free to return, but as I said its mostly for the tourney players yet so they can practice, and for those who wanna take a look at how the basic layout of the map will look when its done (no idea when, i expect it to take ~2 weeks, can be more)

    Feel free to experiment with trickjumps, there are tons already in, and many more to come :D

    Some of the trickjumps that can be useful for the TDM tourney:

    http://www.youtube.com/watch?v=LRmsjot9p70

    http://www.youtube.com/watch?v=TOgRE_vG1n0

    http://www.youtube.com/watch?v=TWZMZkr1O_E

    Also there are 2 VERY important things: first, this map has different armor and powerup layout for DM (1on1) and TDM modes, I don't wanna explain it why that is, otherwise the post would be too long :P (just a few changes, very easy to learn) The other thing that there is no laser on the map, because of its size, you will see after some games its much more fun this way. If you really want laser, you can pick it up, standing with your back torwards the jumppad that leads to the 100 armor (in TDM mode, in DM its 50 armor there), and after it pushed you you need to air-strafe left and there you go. Gonna post a youtube how-to about it later.

    The map is primarily optimised for 1on1 and 2on2 TDM, but DM can be played on it too of course.
    About the version: its just a number, beta 3 doesnt mean anything, there can be even beta543 too :P

    Sooo here is the pk3 file, if there is anything I miss from it tell me... I didnt compile it with the highest settings possible, its just for testing.

    http://www.freeweb.hu/eudigit/campgrounds-beta4.pk3

    some screenies:

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    Last edited by FraNcoTirAdoR on Fri Sep 25, 2009 7:43 am, edited 4 times in total.
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    FraNcoTirAdoR
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Tue Sep 08, 2009 8:18 pm

  • Very nice job mate!

    One thing I'll have to ask you though: there are still reflecting shaders somewhere on the map, and they give a huge FPS hit. I'd suggest you to remove all of them.
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    C.Brutail
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Tue Sep 08, 2009 9:59 pm

  • C.Brutail wrote:Very nice job mate!

    One thing I'll have to ask you though: there are still reflecting shaders somewhere on the map, and they give a huge FPS hit. I'd suggest you to remove all of them.


    There are reflection shaders only on 2 places, thats surface size isnt that big at all, but I will remove one in the next version to see if it boosts performance a little more then :)
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    FraNcoTirAdoR
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Wed Sep 09, 2009 12:46 am

Wed Sep 09, 2009 12:52 am

Wed Sep 09, 2009 12:54 am

  • Psychcf wrote:Nice job, glad to see this map finished :D


    argh argh its NOT finished :D when its done it willl be in the "map reviews" thread :P its just in playable state so people can test it :)
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    FraNcoTirAdoR
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Wed Sep 09, 2009 1:09 am

  • It's looking really good. Interesting that you removed the laser and enabled footsteps to pay tribute to the original. The flow is really nice, I spent a good 20 minutes hopping around. The lighting can use some work and you should check out those GPL skyboxes to really make it pop.

    Definitely a solid feeling map with great attention to detail.


    I hope you include a bot waypoint file at some point :)


    Some problems I've come across:

    you package includes a shaderlist.txt

    also, the trak4 and trak5 textures are in svn.


    I can stand here >_<
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    [-z-]
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Wed Sep 09, 2009 12:27 pm

  • [-z-] wrote:It's looking really good. Interesting that you removed the laser and enabled footsteps to pay tribute to the original.


    Yeah actually here laser is not a must-have weapon at all, but since I wanted players to hear eachother (and due there is no laser they are quite silent) I enabled footsteps for this map.



    [-z-] wrote:The flow is really nice, I spent a good 20 minutes hopping around. The lighting can use some work and you should check out those GPL skyboxes to really make it pop.


    Haha, this is really funny that most of the time players are not fighting on this map, but trying to make all the trickjumps :D Its a 1on1 (and 2on2..) map, not a race map damn it! :D Thank you for your skybox link, I will give it a look, the reason why I use the current one because it gives amazing tones to the map, but I can set it up manually with a shader anyways. Also I already posted, I havent worked on the lightning AT ALL yet, first i wanna extend and finish its functionalities and then fix all the textures and make nice lights ;)



    [-z-] wrote:I hope you include a bot waypoint file at some point :)

    Yeah, as soon as i find out how to, the map will include that too of course, i didnt forget it!


    [-z-] wrote:you package includes a shaderlist.txt

    also, the trak4 and trak5 textures are in svn.


    I can stand here >_<


    I packed trak textures because I want to allow 2.5 and 2.5.1 players too to test this map. The reason why you can stand there because there is a scaling bug in q3map2, when a bsp that contains curves is scaled up with it players stuck into some bended surfaces. I had to put tons of playerclip due this issue, but i will scale it up within netradiant as soon as possible and THEN build it, it wont have this problem any more, but it will mess up texturing completely, so I want to make it a little later in the texture fixing part.
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    FraNcoTirAdoR
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Thu Sep 17, 2009 9:21 pm

  • I was doing many different things in the meantime, but I could work a little on campgrounds too, so I released a better, nicer looking and hopefully even less bug-free (for a snapshot release). This version is moslty a bugfix release, so I highly recommend all the servers to update this map if they already include it, there were some important things fixed that make gameplay hopefully even more fluid!

    Link to the map:
    http://www.freeweb.hu/eudigit/campgrounds-beta4.pk3


    Here is the changelog comparing to version beta3:
    - made the jump to the nex a tiny bit easier (so newer players can do it after some practice)
    - fixed the bug on the top of quads' hideplace that -z- mentioned
    - fixed a light texture aligning problem in front of the armor platform
    - some brush optimization and merging
    - removed shaderlist from the package :P
    - changed glass at the window over the armor to non-reflective for the recommendation of c.brutail
    - changed window placement at nex platform
    - added different lights at the rocket platform
    - shooting through lava in the middle room got fixed
    - clipping problems at the trickjump to 50 hp fixed
    - removed armor shards from in front of the strength spawhole in the wall, so clean shard-pickup sound will only be possible to hear on the bottom level
    - added nice details to the doors so they dont look like just a plain hole on the wall (not finished with all doors yet)
    - fixed the mirrored texture on the display at hagar
    - also fixed the serious performance drop when looking at the mirrored display here
    - a little tune on the ramp at strenght to make it look more natural
    - added another side to the stairs under the bridge
    - fixed light bug at the jumppads back-light at the armor platform


    here is how all doors will look like when they are finished ;)

    Image
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    FraNcoTirAdoR
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Fri Sep 18, 2009 10:00 am

  • Hi there Franco , it's looking supremely awesome.
    Now for nit picking..
    The light in the doorway, the light entity is above the grid right?, so that it looks like light is coming from an invisible point in space.
    Why not put it lower, under the grate so that you don't get this effect and also get some grid shadows up the wall in to the bargain?
    Keep up the good work dude, im guessing you got this map memorized to millimeters by now, i look forward to getting fragged to bits by you on it.
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    Rad Ished
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Fri Sep 18, 2009 4:19 pm

  • Rad Ished wrote:Why not put it lower, under the grate so that you don't get this effect and also get some grid shadows up the wall in to the bargain?


    That was exactly what i was thinking about earlier ;)
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    FraNcoTirAdoR
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Sat Sep 19, 2009 1:58 pm

  • I ran around the map for a while yesterday. I like it a lot already (needs more light, obviously but I won't comment on that yet because you are still very much working on that I'm sure).

    There were some spots with stray brushes and z-fighting though that need some fixing. Like the thing brush on the floor here:
    Image

    At the bottom right of the ledge, a small stray brush:
    Image

    Most of this structure of the roof needs some work:
    Image

    And finally, again a small stray brush inside this wall:
    Image

    Just some small stuff that should be easily fixed. Very nice job altogether though, keep it up!
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    PinkRobot
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Sat Sep 19, 2009 4:54 pm

  • very nice reskin of q3a/ql.
    +The Dude+
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    Mizu Kitsune
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Sun Sep 20, 2009 4:59 pm

  • Mizu Kitsune wrote:very nice reskin of q3a/ql.

    Reskin? are you saying its just a re-textured version if ID's map?
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
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    tZork
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Sun Sep 20, 2009 5:04 pm

  • its a default map in q3a and ql.
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    Mizu Kitsune
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Sun Sep 20, 2009 5:32 pm

  • Mizu Kitsune wrote:its a default map in q3a and ql.

    yes, but that was not my question. so, to be clear here are you saying FraNcoTirAdoR used id's original map and just re-textured it.
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
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    tZork
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Sun Sep 20, 2009 8:31 pm

  • retextured with few edits.
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    Mizu Kitsune
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Mon Sep 21, 2009 9:01 am

  • Mizu Kitsune wrote:retextured with few edits.


    Read the first post, ohh wait I paste instead... :P
    FraNcoTirAdoR wrote:......than those stuffs im currently working on :) The map is build COMPLETELY from scratch, and I used only those textures that Nexuiz 2.5.2 comes with (i hope i packed everything for the earlier version users too, will need feedback on that)....


    Pink robot thank you for posting these screenshots with the brush problems, I didnt see them for some reasons on my nvidia card (ronan said it because ati cards are more sensitive for them). If you notice any similar thing, feel free to share ;)
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    FraNcoTirAdoR
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Mon Sep 21, 2009 10:18 am

  • You don't need to repeat all the nonsense I told you. :P (What I wanted to say is I was able to see easily the overlapping brushes on my old ati config when using a flat texturing mode).
    Ronan
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Mon Sep 21, 2009 12:14 pm

  • As you can see from the screenshots I use very low settings and in my experience, z-fighting is much more noticeable on low settings (flat texturing like Ronan said). So you could probably easily check for this on your own PC using low.cfg or similar. Having said that I will certainly report it if I find any more in future versions.
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    PinkRobot
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Mon Sep 21, 2009 9:31 pm

  • Ronan wrote:You don't need to repeat all the nonsense I told you. :P (What I wanted to say is I was able to see easily the overlapping brushes on my old ati config when using a flat texturing mode).


    haha :D for a little i really thought it depends on the gpu :P still im looking the map with showsurfaces 3 and i dont see these stuffs, strange
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