Screenshots of what you're doing

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 Nov 21, 2009 1:24 pm

  • Nice. i made my map much bigger and i made a ctf map of it,
    it may look like a mess, thats because 12 bots were playing in it (and they liked it :))

    i wasnt runnning the highest settings so it looks even better if you have.

    it runs smooth, i tried on my old laptop.


    Image
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    the first picture may look too dark but its from far away, it looks better with fog.

    Image
    (that one ^ is with better lightning)



    btw, does someone made a cool sky that fits in this genre?
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Sat Nov 21, 2009 4:12 pm

  • Go look up the skybox archive there are some in there that would be ideal. Its in one of the links/help pages in the editing section somewhere.
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Sat Nov 21, 2009 4:21 pm

  • can you give a link i cant find it
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Sat Nov 21, 2009 5:22 pm

Sat Nov 21, 2009 6:56 pm

  • download here a beta http://pisarowitz.com/nexuiz/hell1.pk3

    its on the server called Nexuiz_Map_Test_Lab

    it doesnt download automatically so you have to add it first in data
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Sat Nov 21, 2009 7:33 pm

  • Kay could you use Omploader to host your file on perhaps? Where you are hosting it now (or maybe its just a typo) is causing it to appear as a text file which means I need to click save as etc. etc.
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Sun Nov 22, 2009 5:38 pm

  • Kay, I really like both of your maps.

    I love those textures on page 40 of this thread, really looks awesome and clean..quite simple but I love the look and colours..Someone should make a map using those textures for nexrun-defrag style imo :D


    Rad..I love some of the elements in your maps, I like the big red circular brick type thing with the metal kind of like grates inside it for the floor, and those green tube things 8)

    Your maps are actually so cool, this one is so bright and colourful and well win! :P

    I hope for your next map you kind of piece more of those set pieces you make, like the green tubes and the brick stuff I was on about and less of the top part of the map which is more like from your older maps, although I like it, for me it's a bit too much just stuck toghether and plain..angles angles angles!

    I've been drinking wine, but good stuff!

    Also very much like cortez's work ever since you started mapping your now able to make really really good stuff..it's getting 9/10 stuff nearly every-time now, but what with the 'lame' comment :(


    Razorb, you didn't use to play ut2k3 did you?
    :]

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Tue Nov 24, 2009 1:23 am

  • Forgot to change my light colouring then did a test compile giving me this for the red flag room (ignore the misplaced ceiling texture):

    Image
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Tue Nov 24, 2009 7:44 pm

  • Looks awesome :)
    :]

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Thu Nov 26, 2009 2:52 pm

  • give those red stripes a _glow :)
    and break up the overwhelming red a little bit. some white or yellow lights here and there (or maybe you feel green) could add. and please use another texture for the roof lights. they don't fit imo (and it seems they're not casting any appropriate light at all).

    brushwork looks solid, i like that :) reminds me of quake2 somehow. some simple alterations of the sidewalls would be nice though. looks a bit flat as it is.
    bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
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Thu Nov 26, 2009 4:21 pm

  • Strahlemann wrote:give those red stripes a _glow :)
    and break up the overwhelming red a little bit. some white or yellow lights here and there (or maybe you feel green) could add. and please use another texture for the roof lights. they don't fit imo (and it seems they're not casting any appropriate light at all).

    brushwork looks solid, i like that :) reminds me of quake2 somehow. some simple alterations of the sidewalls would be nice though. looks a bit flat as it is.


    The map has been released atm if you want to give me more tips :)
    The lighting in the above screenshot was actually a huge mistake hehe. I forgot to change the colour of the lights after copy paste.
    http://forums.alientrap.local/viewtopic.php?t=5657

    The screenshots in that map thread are also out of date to some extent.
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Thu Nov 26, 2009 5:41 pm

  • reminds me of quake2 somehow


    No wonder, it's from Quake2 :mrgreen:
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Thu Nov 26, 2009 6:11 pm

Thu Nov 26, 2009 7:15 pm

  • sev wrote:Polishing up
    Image


    desertfactory is one of my fav DM maps :) you are making it even better? whoa :)
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Wed Dec 02, 2009 4:58 pm

  • Image
    Image

    not done yet some things look weird
    Last edited by Kay on Wed Dec 02, 2009 5:01 pm, edited 2 times in total.
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Wed Dec 02, 2009 4:59 pm

  • sev wrote:Polishing up
    Image


    maybe you could add a little gloss to the textures ?
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Thu Dec 03, 2009 1:23 pm

  • nice retextured diesel power
    a little less gloss would be better
    and the ground looks too shiny, maybe something rusty would be better
    Aneurysm 4 the win !!!!! :D
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Thu Dec 03, 2009 8:30 pm

  • cortez wrote:nice retextured diesel power
    a little less gloss would be better
    and the ground looks too shiny, maybe something rusty would be better


    look, with that kind of comment i can do something :wink:
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Thu Dec 03, 2009 8:38 pm

  • That dieselpower re-texture/remake looks awesome Kay!

    Looks very cool.

    Let us know when it's fully done, would like to try this in 4v4 again :)
    :]

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Sat Dec 05, 2009 6:56 pm

  • Heh nice Kay!
    Much more techy look you got there. Fits Nexuiz nicely.
    And reminded me that i already once retextured it for Nexuiz. So just for the protocol and the guys interested in the map's process: Some picture from the good old q3 days of dieselpower 8)

    Image Image Image Image Image

    (the textures used there weren't gpl'd so i had to retextur it to what it is now)
    bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
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Sun Dec 06, 2009 5:04 pm

  • Ho ho ho...

    Image

    (compiling)
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Sun Dec 06, 2009 6:11 pm

  • Remember to clip the tops of the hills this time so I dont camp up there :P
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Sun Dec 06, 2009 7:00 pm

Thu Dec 10, 2009 5:44 pm

  • Image

    Image
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Fri Dec 11, 2009 11:27 am

  • i see a water shader. are you using an old version, or has the water shader bug been finally fixed in svn?
    Why has a developer ever needed any reason other than "it looks bloody awesome?"

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    Yoda almighty
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Fri Dec 11, 2009 12:25 pm

  • The water bug is fixed in SVN for a long time now. But that's my editing version, and that might be older than 2.5.2 too.
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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Sat Dec 12, 2009 5:58 pm

  • How detailed cb_ctf4 realy is?

    This much:

    Image
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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Mon Dec 21, 2009 11:55 pm

  • Strahlemann wrote:Heh nice Kay!
    Much more techy look you got there. Fits Nexuiz nicely.
    And reminded me that i already once retextured it for Nexuiz. So just for the protocol and the guys interested in the map's process: Some picture from the good old q3 days of dieselpower 8)

    Image Image Image Image Image

    (the textures used there weren't gpl'd so i had to retextur it to what it is now)


    yours looks good too but the textures aren't that good quality, i wanted to remake it with high quality textures, also with fruitie x's textures :wink:

    EDIT: oh wait are that screenshots from quake? is this the original dieselpower? or did you make it?
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Wed Dec 23, 2009 11:06 am

  • Name to be anounced this is all there is at the moment both flag bases seperated by glass with a little hole to throw mortars, rockets and electro balls through! it hopefully will be a small map kinda like crossover/rota/laminar styleee!

    Image
    Only Plays Nexuiz these days.
    And only plays on euroCTF Server :-D
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Wed Dec 23, 2009 7:50 pm

  • Image
    portala revisited(~10-20%) + much new parts
    -the crystals are moving up and down in different phases
    -and the other things are rotating
    -played with the CSG-Subtract tool :D
    -insted to die when you fall down you get portet to the crystal area
    -...
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