Nexuiz Revamping Contest (January)

Mapping contests, FOTM, and more.

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Mon Dec 28, 2009 5:37 am

  • Introduction:
    Simply put, your task will be to re-create a map which is default to Nexuiz in favor of better visuals and gameplay. I will select a map from Nexuiz every month (Until there are no more bad maps :P) to be put up for mappers like you to revamp and re-create. This means you will have exactly 1 month to complete the map, which should be plenty of time for a simple remake. If a map has no remake submissions, we will simply cycle through the list to the next map and come back to it later.

    This month:
    This month we will be doing "Aneurysm," perhaps the worst map currently in Nexuiz. Some suggestions would be: Fix hallway sizes and change the layout to be more forgiving of large players, especially keeping the ability to move smoothly through all areas. Also, since the textures on this map are rather bad, it is recommended that you use a new texture set for it. Other than that, let your imagination go and attempt to make this map the best you can.

    Rules:
    - #1: ALL CONTENT MUST BE GPL - No exceptions.
    - #2: The textures used should be of good quality and/or high resolution, and preferably textures which are not already used in Nexuiz excessively. (This means maps using trak4 textures primarily will be rejected due to over use.. trak5 will be fine as they aren't used too much yet.)
    - #3: The map must match up to previous abilities (such as the amount of game modes it can be played on).

    Good luck:
    The submission period is as follows: Starting 01/01/2010, ending 01/31/2010. Voting will start on 02/01/2010 and will end on 02/08/2010 (exactly one week after) to allow for selecting which map is best. So do your best and have fun as always, and remember that we're doing this for a better Nexuiz. Good luck :)
    Last edited by Samual on Tue Dec 29, 2009 2:04 pm, edited 1 time in total.
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  • This concept is indeed a very good idea. Aneurysm isn't even that bad in the current state, the problem though is that moving in it is not only difficult because of sharp turns and a lot of pillars being in your way, but mostly because of the floor having a lot of brushes that sometimes make you stop unexpectedly, or ceilings being low, or whatever. And it is not an eye-candy map, that's for sure. Fixing those mentioned things would already help a lot!
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  • Samual wrote:
    This month:
    This month we will be doing "Aneurysm," perhaps the worst map currently in Nexuiz. Some suggestions would be: Fix hallway sizes and change the layout to be more forgiving of large players, especially keeping the ability to move smoothly through all areas. Also, since the textures on this map are rather bad, it is recommended that you use a new texture set for it. Other than that, let your imagination go and attempt to make this map the best you can.



    wow...Aneurysm is DEFINITELY not the worst map in nexuiz.
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  • Agama wrote:wow...Aneurysm is DEFINITELY not the worst map in nexuiz.

    its my favourite map :(
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  • It's not my favourite map, but it's pretty great already :D
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  • Agama wrote:
    Samual wrote:...
    wow...Aneurysm is DEFINITELY not the worst map in nexuiz.
    Aside from basement, what else? BTW, I meant worst in the sense that it: Looks ugly, plays badly and has lots of bad movement areas like Green Marine said... Most of the other bad maps have just two of these problems.
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  • Seriously how did you get the idea that aneursym is the worst map in the nex pool?

    Did you ever played basement (in my opinion by far the worst map in nexuiz)?
    Other maps which are bad in my opinion are downer(gameplay and texturing wise), basementctf (gameplay wise , simply because there is non) farewell (gameplaywise, way too small)and ruiner(gameplaywise, again too small).

    Also, since the textures on this map are rather bad, it is recommended that you use a new texture set for it. Other than that, let your imagination go and attempt to make this map the best you can.

    The problem with nexuiz is most of the textures are from q3 so they all got a low resolution. So you first need someone who redo all the textures when you want the mappers to retexture the map.


    the problems green mentions can be fixed with some simple clipping

    And last but not least only one month is a very small timeframe to rexture/build a map like aneursym, even for ruiner it would be hard.
    Aneurysm 4 the win !!!!! :D
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  • Cortez:
    You might be right with all the other maps you mentioned being bad. However, these maps are bad and can really just be fixed my making a new map that is at least 1.5 of its original size, and not by scaling it up but adding new hallways etc. Downer, Farewell, Ruiner etc. are just small funmaps per se, I don't think one can "save" these maps and make them any good, without having to modify them heavily.

    Aneurysm is the map I consider interesting gameplay wise already, it just has glitches which, once cured, would make the map just great.

    In simple words, re-making aneurysm is like making a mediocre map really good, as opposed to when you remake maps like basement or ruiner, you'd make very bad maps (gameplay or texture wise) better (and this "better" doesn't specify the quality of the outcome yet ... the output might be mediocre, or maybe good .. but just maybe)

    So in the end, saving aneurysm will allow us to have one additional good 1v1 and TDM/keyhunt/... map.
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  • I disagree with Cortez on many points actually... I think Ruiner and farewell aren't bad maps at all, especially ruiner. Ruiner for one is a great 1v1 map and also has good textures and map design. Farewell too could be a good 1v1 map with a slight rebalance and possibly increasing the size of the map. Also: OF COURSE I'VE PLAYED BASEMENT.... The reason I choose Anuerysm over Basement is because Basement is basically beyond repair, and not important in any way. Any type of re-make that would be accepted for Basement would really be an entirely different map, as the layout, gameplay and appearance of that map is horrible. In essence, we're probably going to be removing Basement from the menu/campaign with 2.5.5 and removing the map itself from the game with 2.6 (Well, there may be no reason to remove it from the game)... It is not a map worth fixing. (Basementctf however will potentially be revisited, as it could -potentially- be decent with some work.)

    Just so you know, i'm going by this: http://dev.alientrap.org/wiki/nexuiz/Future -- Which is of course the list of things we really want to do for Nexuiz.

    Edit: Also, Anuerysm really does need new textures quite badly, as well as a new layout in some areas (Think of the -- Well, pretty much all the places with stairs honestly... They really could use re-shaping) Simply adding some clipping would not work to fix this map.. It wouldn't be rejected, but it wouldn't be very beneficial to just do clipping. And as for the time limit..... I've seen people do it in less time, however I should point out that -- even if the contest has ended, you can still send us your re-created map later. What matters is starting the work for this to be done, not precisely finishing in a set time frame.
    Last edited by Samual on Mon Dec 28, 2009 8:54 pm, edited 1 time in total.
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  • My bro wanted me to remake aerowalk for nexuiz with new custom textures. Im in the process of baking textures. -might start rough mapping it soon.
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  • TH3FTB0T wrote:My bro wanted me to remake aerowalk for nexuiz with new custom textures. Im in the process of baking textures. -might start rough mapping it soon.
    That wasn't -- Well that's not the map this mont--- Fine :P Perhaps you could just create the textures and post them here for other mappers to use.
    Last edited by Samual on Tue Dec 29, 2009 3:34 pm, edited 1 time in total.
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  • Cool - I'll start right away on my eee :P
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  • Samual wrote:I disagree with Cortez on many points actually...

    somehow i dont awaited anything else from you

    Samual wrote:I think Ruiner and farewell aren't bad maps at all, especially ruiner. Ruiner for one is a great 1v1 map and also has good textures and map design. Farewell too could be a good 1v1 map with a slight rebalance and possibly increasing the size of the map.

    Then you have always played against someone one the same skilllevel, if you have more experience then your opponent you easly dominate the map and differences between 40-80 frags are normal.

    Samual wrote:Also: OF COURSE I'VE PLAYED BASEMENT.... The reason I choose Anuerysm over Basement is because Basement is basically beyond repair, and not important in any way. Any type of re-make that would be accepted for Basement would really be an entirely different map, as the layout, gameplay and appearance of that map is horrible.

    if basement is something which totally needs to be rebuild, why is it still in nexuiz. of course without some drastic changes it wont be playable, but mapping contest are to change something and aneurysm maybe just needs some new textures.

    Samual wrote: In essence, we're probably going to be removing Basement from the menu/campaign with 2.5.5 and removing the map itself from the game with 2.6 (Well, there may be no reason to remove it from the game)... It is not a map worth fixing. (Basementctf however will potentially be revisited, as it could -potentially- be decent with some work.)

    quite late for this step. why hasnt this been done a long time ago, its obivious that both versions are not playable

    Samual wrote:Just so you know, i'm going by this: http://dev.alientrap.org/wiki/nexuiz/Future -- Which is of course the list of things we really want to do for Nexuiz.

    is the maps part a joke?
    "New good maps
    Skycastle (just some parts of farewell resorted into a ctf map)
    Caverun,Dead,Cel_Hell (i dont like the race mod so i wont comment it)
    Castles (i think you know what i hink about this map, my biggest mistake ever)
    SoylentCTF (why dont we mirror every dm map and make a simple conntection between both parts)
    courtfun (got some classic potential)
    lolctf (good layout but not a good implementation of the ideas)
    silvercity reloaded #4 (only good move, back to the beta placement :D )

    Fix boring/bad looking maps:
    anuerysm, bleach, dieselpower (these are the oldest maps in nexuiz, but still good especially for tdm. they got thier own charm)
    downer (only point where i have to agree with this 'sheet')


    Samual wrote:Edit: Also, Anuerysm really does need new textures quite badly, as well as a new layout in some areas (Think of the -- Well, pretty much all the places with stairs honestly... They really could use re-shaping) Simply adding some clipping would not work to fix this map.. It wouldn't be rejected, but it wouldn't be very beneficial to just do clipping.

    there arent many HQ texture in nexuiz and if you just would use them every map would look like each other. first you would need to find someone who redo all the old textures :!:

    Samual wrote:And as for the time limit..... I've seen people do it in less time, however I should point out that -- even if the contest has ended, you can still send us your re-created map later. What matters is starting the work for this to be done, not precisely finishing in a set time frame.

    most of the mappers cant site all day only on a map and its quite a big map so it would take some time
    Aneurysm 4 the win !!!!! :D
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  • A lot of things will be OT here, but here it goes. In case anyone wants, I can split my comment into another thread.

    Reading that changelog, I have strong dislike for many many things, but I welcome a lot others
    Lemme try to sum up:

    * Ranking system, possibly even stats system
    * Client side players and weapons

    +1 . Also, some kind of an achievement system won't hurt too.

    * Nexuiz Gauntlet for Nexrun (by Yoda almighty) http://forums.alientrap.local/viewtopic.php?t=5393

    Also +1

    Fix bad weapon models¶

    * Crylink

    Fuck NO. All of the actual weaponry, for the look I like the crylink the most. Maybe it's the only weapon model that hasn't changed since 1.0 (I mihgt be wrong abuot the laser though), just got new textures. With some shader work, the crylink easily could be the best looking weapon in the arsenal. And imho it's the only one (+laser), that represents the "Nexuiz" stlyle. (I'm not counting here hook and porto).

    New playermodels

    * Ivan's Nexus (continued by ai)
    * Styx's Marine (continued by ai)
    * Bommel's Droid http://forums.alientrap.local/viewtopic.php?t=5382

    I like it, I like it! I might miss old Nexus, but the game shuld evolve.

    Also, all the other player models should be remodelled from scratch, + it would be nice to have custom animations.

    New good maps¶

    * Skycastle
    * Caverun
    * Dead
    * Cel_Hell
    * Castles
    * SoylentCTF
    * courtfun
    * lolctf (maybe better name? - div0)
    * silvercity reloaded #4 (only if done, not the unfinished version, ask tZork - div0)

    I'm not quite sure about SoylentCTF, as it has the usual "a rocketjump here, a laserjump there, and weeee, I've captured the flag in 5 seconds!!!!" fawl.
    lolctf: yeah, lol, complaining about quiality on the maps below, but on this one? Come on, it hurts my eyes, so shiny! The map concept is very good, but it's still UGLY compared to...

    Fix boring/bad looking maps¶

    * anuerysm
    * downer
    * bleach
    * dieselpower

    NONSENCE. I agree, aneurysm needs retexturing and reclipping, but I like that map very much (kojn disagrees, but that's his problem :P ). Same applies to downer, a little bit more detail in textures won't hurt. But Bleach? WTF, that's one of the most underplayed but still good looking map in the game! Since it got properly clipped, it's one of my favorite DM map. Dieslpower needs some more animated shader loving imho, but retextured it looks good, and plays good too. Very fun for minsta, DM and TDM too. Thank you for your plans on trying to remove those too maps from the mappool that can handle more than 4 players at once without converting the game to shotgun chaos.

    * basement
    * basementctf
    * bluesky (or maybe not, but reduce game types perhaps - div0)
    * evilspace (but then add another space map as replacement - div0)
    * ons-reborn (SPRITE GRASS MADNESS - div0)
    * stormkeep (replaced)
    * silvercity (replaced)
    * one of runningman/runningman_1on1_remix,
    * slimepit (or maybe not... we really need to put into reslimed some nexuiz feeling of slimepit that it still lacks - div0)
    * skyway (that one is really ewwww - SavageX)

    Basement. it needs some rework, and it's might be even small for 1on1. But at least looks freaking good on maxed out graphics. Also, good old "Nexuiz" style.

    In case in doubt, see for yourself:

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    Yeah, Basement CTF is b0rk3d.
    I don't know what's your problem with the ruiners and slimepits. I like them all.
    I strongly dislike the removing of original slimepit. I can't see why the two maps can't stay together in the mappool. Slimepit is small, still good looking, perfect for 1on1 or 4 players DM. Reslimed is good for DM with even 6 players.
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  • my main crict point about is the mapping part especially the parts i lined out

    you missunderstood me about anuerysm, bleach, dieselpower. they are good maps especially for tdm
    Aneurysm 4 the win !!!!! :D
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  • My post is not a reply to yours :)
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  • C.Brutail wrote:My post is not a reply to yours :)


    im really getting paranoid
    Aneurysm 4 the win !!!!! :D
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  • Nah, I was typing my message for a long time, and you posted alsmot the same things earlier. Btw. I see where you misunderstood me.
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  • Ehm... I'd say Aneurysm needs reclipped/textured but other than that its perfectly fine. Same with some of the old maps. I'd still say some of them are of a very high quality level of detail and are something to shoot for even if they need updating.

    As to other folk and opinions on these other changes I'm going to go with cubeowl and cortez on this for the most part:

    Skycastle (Not bad at all. I enjoy games on it usually.)
    Caverun,Dead,Cel_Hell (I don't play race so I can't say)
    Castles (See below)
    SoylentCTF (Good map but the play is still a bit simple)
    courtfun (Not my favourite... something about it just puts me off)
    lolctf (Cramped and linear. Long corridors don't too well work imo. Not quite sure where this was meant to be going in all honesty.)
    silvercity reloaded #4 (Why? Maybe I haven't played that version I don't know. Not one that I favour.)

    I don't see why runningman is being removed/replaced I quite like it. It could probably do with a change of texturing as it is sort of plain in some areas.
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  • IMO older nexuiz maps should stay but well.
    Thats just the way it is now
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  • Stop thread jacking, this isn't precisely about arguing over that list when that list itself isn't set in stone. Although I agree with you on most of your points, C.Brutail, have you actually LOOKED at the Crylink texture? It needs to be re-done in a higher quality way, and that will make it look fantastic. Although, I already like the look of it a lot. I'm not saying change the actual look of the texture, just increase the quality. Also: You misunderstood with fix boring/bad looking maps.. I don't find Aneurysm boring, and that wasn't the point. That category is boring OR bad looking, and Aneurysm is bad looking.

    there arent many HQ texture in nexuiz and if you just would use them every map would look like each other. first you would need to find someone who redo all the old textures
    Well, actually there are quite a few high quality textures in Nexuiz.. And i'm sure there are some people who could easily make good high quality textures, such as Oblivion. Also: There are plenty of GPL textures online if you search for them e.g., http://www.OpenGameArt.org/

    if basement is something which totally needs to be rebuild, why is it still in nexuiz. of course without some drastic changes it wont be playable, but mapping contest are to change something and aneurysm maybe just needs some new textures.
    Basement hasn't been removed yet because it simply hasn't been removed yet. I would have removed it a long time ago, but the choice is up to m0rfar and SavageX and they wanted to wait.

    I would continue about this, but I don't want to feed the troll.. Don't post here again please unless you're talking about what you personally are doing concerning this contest. If you have nothing to help with this contest, then don't post.


    Edit:
    Mirio wrote:IMO older nexuiz maps should stay but well. Thats just the way it is now
    Well, they will stay.. It seems we aren't really afraid of file size anymore, so i'm sure we could keep the older maps in with a remake. For example, we did this with stormkeep and stormkeep2.
    Last edited by Samual on Tue Dec 29, 2009 1:38 pm, edited 1 time in total.
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  • cortez wrote:SoylentCTF (why dont we mirror every dm map and make a simple conntection between both parts)


    Actually that's a very good way to quickly create a CTF map. There's nothing inherently wrong with it. It even makes learning the CTF maps a little easier because there's a chance that you already played the DM version :D
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  • lda17h wrote:
    cortez wrote:SoylentCTF (why dont we mirror every dm map and make a simple conntection between both parts)
    Actually that's a very good way to quickly create a CTF map. There's nothing inherently wrong with it. It even makes learning the CTF maps a little easier because there's a chance that you already played the DM version :D
    "Don't post here again please unless you're talking about what you personally are doing concerning this contest." :P But well, I think SoylentCTF is a fine map.. I don't particularly like symmetrical maps often, but it works very well with SoylentCTF. Also to comment on other peoples remarks about it, the roof is fixed and so is other problems people have talked about, so no worries there.
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  • First you flame the threadjackers and then you fuel the fames by commenting on their ot? Yay way to go Samual, confuse a cat ftw! :D

    Samual wrote:- #2: The textures used should be of good quality and/or high resolution, and preferably textures which are not already used in Nexuiz excessively. (This means maps using trak4 textures primarily will be rejected due to over use.. trak5 will be fine as they aren't used too much yet.)

    I must say thats a bit of a stupid statement; every mapper knows you can archive totally different looks with the same textures depending on how you apply/combine them.
    Samual wrote:- #3: The map must match up to previous abilities (such as the amount of game modes it can be played on).

    To clarify; it must support the precise same modes or the same mods and more at will? also modes that basically nooned play, like runematch or dom could well be exuded from the requirement IMO.
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  • tZork wrote:First you flame the threadjackers and then you fuel the fames by commenting on their ot? Yay way to go Samual, confuse a cat ftw! :D
    Indeed.

    tZork wrote:I must say thats a bit of a stupid statement; every mapper knows you can archive totally different looks with the same textures depending on how you apply/combine them.
    Not really, especially when people use the same wall and floor textures over and over... There are already a lot of maps which use the TRaK4 texture set in a very similar way, 3 of which were released (Aggressor, Stormkeep2 -- well, this is a bit different, but fine, and Castles).. There was one other that was never finished iirc -- But there may be more :P

    tZork wrote:To clarify; it must support the precise same modes or the same mods and more at will? also modes that basically nooned play, like runematch or dom could well be exuded from the requirement IMO.
    No, what I meant is that... for example, if a map is a CTF map -- It should remain a CTF map. Or for an onslaught map, it should remain an onslaught map.. Also, runematch is entirely self reliant, it doesn't need the map to be made for it... Dom however, requires entities on the map (As i'm sure you know).
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  • Samual wrote:
    tZork wrote:First you flame the threadjackers and then you fuel the fames by commenting on their ot? Yay way to go Samual, confuse a cat ftw! :D
    Indeed.

    tZork wrote:I must say thats a bit of a stupid statement; every mapper knows you can archive totally different looks with the same textures depending on how you apply/combine them.
    Not really, especially when people use the same wall and floor textures over and over... There are already a lot of maps which use the TRaK4 texture set in a very similar way, 3 of which were released (Aggressor, Stormkeep2 -- well, this is a bit different, but fine, and Castles).. There was one other that was never finished iirc -- But there may be more :P

    That just means they are applied the same way; what I wanted to say is, its silly to 'ban' a specific texture set that way. Makes more sense to say original looks earn big plus points. How that original look is done is up to the artist.

    Samual wrote:
    tZork wrote:To clarify; it must support the precise same modes or the same mods and more at will? also modes that basically nooned play, like runematch or dom could well be exuded from the requirement IMO.
    No, what I meant is that... for example, if a map is a CTF map -- It should remain a CTF map. Or for an onslaught map, it should remain an onslaught map.. Also, runematch is entirely self reliant, it doesn't need the map to be made for it... Dom however, requires entities on the map (As i'm sure you know).

    runematch is not self contained; you need to, at least, place the relevant rune spawnpoints, and optimally design the mapflow for 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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  • tZork wrote:runematch is not self contained; you need to, at least, place the relevant rune spawnpoints, and optimally design the mapflow for it.
    No... You are incorrect. Check the Runematch game code, it spawns the runes randomly with a simple method. The map doesn't need to indicate this to the game mode at all... You can test this by adding Runematch to a mapinfo of a map which doesn't already have it if you want, but trust me it spawns randomly. (I know because I use it in my own game mode for spawning a ball randomly on the map.) Also: I can't check right now, but i'm pretty sure a good majority of the maps that use Runematch were made before Runematch was added.

    And fine, i'm just saying that it should look original.
    Do it yourself, or stop complaining.
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    Samual
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  • Okay, it seems runematch game code changed since i last made a map supporting it. Im to lazy to check so ill just take your word for it (and rip your spleen out tough your tought if your wrong :twisted: ) :)
    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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    Posts: 1337
    Joined: Tue Feb 28, 2006 6:16 pm
    Location: Halfway to somwhere else



  • Not rly, after playing it in the 2v2 tourney I realized it's pretty much fine as it is. Remaking the textures on it would take ages, probably easier to remake the whole thing from scratch.
    /me hides
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    FruitieX
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