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 Feb 24, 2007 2:08 pm

  • I haven't forgotten cb_ctf4, aka Fortress Resurrection! ;)

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    C.Brutail
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Mon Feb 26, 2007 1:16 am

  • Even more screenshot (measn even more progress ;) )

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    Screenshot were taken with bloom enabled.
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Mon Feb 26, 2007 2:13 am

Wed Feb 28, 2007 1:40 am

  • Looks like it has potential to be a great map...spacious, different levels (height of objects i mean) and the corridors have some amount of space...SPACE SPACE SPACE, WEHAY FINALLY looks like you will be able to move a bit in corridors :wink:

    going to download here and have a look
    :]

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Wed Mar 21, 2007 9:32 pm

  • WIP

    before:
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    after:
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    Strahlemann
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Wed Mar 21, 2007 10:08 pm

Fri Mar 23, 2007 9:12 pm

  • coming along

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    Strahlemann
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Fri Mar 23, 2007 9:59 pm

  • Strahlemann, you're just awesome

    this gives a completely new feel to the map!!!! wow ace dude ;D
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Fri Mar 23, 2007 11:37 pm

  • wow this is looking great! can't wait for teh release :D
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Sat Mar 24, 2007 12:14 pm

  • Strahlemann, you mapper you!

    Great new approach to that map. I love that map, I added some of the "detail" you've replaced (with something better) prior to release 1.0. Still my work of course didn't work out too well and I'm glad you're having another take on this.
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    SavageX
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Sat Mar 24, 2007 4:05 pm

  • Good work as usual Strahlemann. Adding some (more) bump/gloss would lift it even more, specialy on those metal / grid trims.
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Sat Mar 24, 2007 10:21 pm

  • As expected from me, no new map, but some new code:

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    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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Sat Mar 24, 2007 11:54 pm

  • Very cool. :D
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Sun Mar 25, 2007 2:29 am

Mon Mar 26, 2007 8:20 pm

  • tZork wrote:Good work as usual Strahlemann. Adding some (more) bump/gloss would lift it even more, specialy on those metal / grid trims.


    Yep, i'm definitely going to do that.

    diV: cool :)
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Mon Mar 26, 2007 9:05 pm

  • [TSA] Psychiccyberfreak wrote:neat. can we get that committed and turned on/off with a cvar?


    It already is like that in trunk, and will be like that in 2.3.

    I suppose it will be enabled by default in the svn trunk, but disabled by default in 2.3.
    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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Sat Apr 07, 2007 12:54 am

  • Do I see a ... BLUE BASE?

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    Coming soon... very soon ;)
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    C.Brutail
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Sun Apr 08, 2007 3:23 pm

  • Image
    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 Apr 08, 2007 6:50 pm

Mon Apr 09, 2007 9:59 am

  • C.Brutail wrote:Even more screenshot (measn even more progress ;) )

    I've played this map a couple of times on the Stoiber vs Beckstein CTF server now (and that's one server that needs more player slots), and I've got two comments:

    1) Too many hallways with doors! I think the flow of the map would be better if you reduced the number of halls in the bases. At the very least add signs showing where to go. ;)

    2) The "light" lines along the floor in the blue base are misaligned beneath the tall lights in the corners.
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Mon Apr 09, 2007 10:04 am

  • No, more player slots can't be done on that server - most maps (apart from cbctf4) just don't survive more than 16 players.

    What I am thinking of, however, is making a system to dynamically start a second server when the first one is full, and "phasing out" the second server once it gets empty enough... like, once 14 players are on the server, a second one will be started... and once the total number of players goes below 10, the second server gets instructed to redirect players to the first server and shut down at the end of the match.
    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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Sat Apr 21, 2007 3:43 pm

  • Image

    My first map :P
    Its based on Darkzone
    Aneurysm 4 the win !!!!! :D
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    cortez
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Sun Apr 22, 2007 5:52 pm

Sun Apr 22, 2007 8:50 pm

  • nice.

    quick suggestions from looking at the 2nd screenie:

    - align the light-textures
    - use different textures for the steps
    - add some details like trims
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    Strahlemann
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Mon Apr 23, 2007 7:02 pm

  • Image

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    Some new shots :D
    Aneurysm 4 the win !!!!! :D
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    cortez
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Tue May 08, 2007 9:16 pm

  • Just needs some more fixes and testing and other stuff 8)

    slimepit_revisited:

    The Nex Room
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    The Main Room
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    The Electro Room
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    Main Room again
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    MH Room
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    MG Room
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    MG Room
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    Showing some offsetmapping
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    New Corner
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    again some offsetmapping
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    Strahlemann
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Tue May 08, 2007 9:50 pm

  • Strahlemann, I love you and I want to have your babies.
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Tue May 08, 2007 9:56 pm

  • Fanfuckintastic. Awsome revision!
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Tue May 08, 2007 10:30 pm

  • That's pretty epic!
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Wed May 09, 2007 1:12 am

  • Work in slow progress (when I have the time, which is scarce).

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    CTF map, the spaceships at the ends contain the flag, and have multiple rooms/ points of exit and entrance.
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