[MAP]CastleV2

Moderators: Nexuiz Moderators, Moderators

Fri Apr 17, 2009 5:14 pm

  • screenshots

    here

    download

    here

    the performance isnt the best, so if anyone know what can help to make it better.
    Aneurysm 4 the win !!!!! :D
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    cortez
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Fri Apr 17, 2009 10:32 pm

  • Nice work, Cortez. Very detailed.

    However, there are a few errors.

      1.I found a misaligned jumppad texture after quickly looking at the map.

      2.There are many missing textures, too. Check your pk3 to see if all of them are included.

      3.When starting up the map, you see an error. The error means that there is a spawnpoint in a solid brush. Moving it out of there would be nice :D

      4.You mentioned something about poor performance. The amount of curves(cylinders, patch meshes, etc) used in a map highly affect performance. Also check if everything is caulked properly.


    Also, try to open up the center of the map a bit, not just add on to each base. More pathways in the map would be nice. :)
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    Moo
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Sat Apr 18, 2009 5:53 am

  • missing a radar image in the pack. I have other commentary I'll address, not at 2am.
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    [-z-]
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Sat Apr 18, 2009 9:16 am

  • The worst performance impact for me are reflections on this map. Everything else is quite ok. But i found lots of places were you can look out of the map, or spots were there is just 'nothing'.
    Also i think there are too few guns on the map given its new size. Have you think more about placement though.
    The map looks quite nice though. The blue light in some of those windows is great.
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    esteel
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Tue Apr 21, 2009 6:32 pm

  • Moo wrote:2.There are many missing textures, too. Check your pk3 to see if all of them are included.


    they are all included

    Moo wrote:3.When starting up the map, you see an error. The error means that there is a spawnpoint in a solid brush. Moving it out of there would be nice :D


    there is no spawn in a brush i just placed on spawn 2 times on the same spot

    Moo wrote:4.You mentioned something about poor performance. The amount of curves(cylinders, patch meshes, etc) used in a map highly affect performance. Also check if everything is caulked properly.


    yeah i know and yes i caulked everything

    Moo wrote:Also, try to open up the center of the map a bit, not just add on to each base. More pathways in the map would be nice. :)


    before there was only one way now there are 3

    [-z-] wrote:missing a radar image in the pack.

    why is it missing? there dont belong a radar

    [-z-] wrote:I have other commentary I'll address, not at 2am.

    are ninjas ever weary ?

    esteel wrote: But i found lots of places were you can look out of the map, or spots were there is just 'nothing'.

    no idea how that comes, but there is always something on the map if not please show me where?

    esteel wrote: Also i think there are too few guns on the map given its new size.

    there are more then enough 2x mortar 1x nex 1x tag 1x halc 1xmg 1xcrylink 1x rl 1x electro
    Aneurysm 4 the win !!!!! :D
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    cortez
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Tue Apr 21, 2009 7:40 pm

  • CTF maps require a radar as of 2.5. If you don't make one, there is a high chance div will create a new package with it (which he already has with some other fixes).

    Why create more work for him?


    The other issues concern flow of the map. You claimed the castle_dm was annoying because it was just like DM with flags. This was supposed to be an improvement on that, making it more like CTF... but the map is laid out to promote DM and flag hunting.

    I'll get into details about this later... but there are some dead ends, empty hallways and the flag is still a straight shot down the map. The only thing that would lure someone to the back section would be the strength powerup... thought most people just ignore that anyway.


    The artwork is great, nice little center piece you built up around the flag... but it's just too easy to get to.
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    [-z-]
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Wed Apr 22, 2009 3:50 pm

  • [-z-] wrote:CTF maps require a radar as of 2.5.

    why? why isnt that optional?

    [-z-] wrote:the map is laid out to promote DM and flag hunting.

    i think thats a kind of interpretation, i dont want that the map end up like egg and bacon, thats why i made the map bigger

    [-z-] wrote:but there are some dead ends, empty hallways

    esteel already mention it but again where?

    [-z-] wrote: The only thing that would lure someone to the back section would be the strength powerup... thought most people just ignore that anyway.

    there is also the nex and the tag. the nex is probably one main reason for this area and there is also the teleporter which takes to the middle and from the middle also easyly to your own base
    Aneurysm 4 the win !!!!! :D
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    cortez
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Tue Jun 02, 2009 9:43 am

  • Missing textures

    Missing the secret jump pad

    A jump pad image is broken

    2 fps with reflections on
    Spaceman
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Tue Jun 02, 2009 10:00 am

  • victim wrote:Missing textures

    Where?

    victim wrote:Missing the secret jump pad

    they arent missing

    victim wrote:A jump pad image is broken

    where?

    WHY THE HELL DO YOU ALL COMPLAIN BUT GIVE ME NO EXAMPLES WHERE TO FIND THE PROBLEMS OR WHAT DO YOU WANT TO HAVE CHANGED???
    Aneurysm 4 the win !!!!! :D
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    cortez
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Tue Jun 02, 2009 10:25 am



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