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Hyperspace (beta)
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11-13-2011, 05:33 PM
(This post was last modified: 08-25-2012 02:01 PM by ThePWTULN.)
Post: #1
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Hyperspace (beta)
This is a medium sized dm map that I've been working on for quite some time now. Development has been really slow, mostly because of school, so I'm uploading this unfinished version because it's at least playable.
The key feature of this map is the use of warpzones, and I've gone for a sort of TRON style. Screenshots: Video: http://www.youtube.com/watch?v=ORh6NfQRDxg TODO:
Download: http://ompldr.org/vYjlpbQ All feedback appreciated (especially about item placement.) AKA [~] John Smith on Nexuiz
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11-13-2011, 11:23 PM
Post: #2
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RE: Hyperspace (beta)
Oh man. This map looks really nifty from the video.
I wish it had a bit more color too it though. |
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11-14-2011, 12:48 AM
(This post was last modified: 11-14-2011 12:50 AM by Lee_Stricklin.)
Post: #3
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RE: Hyperspace (beta)
Woah, video's screwin' with my head. Should be pretty cool to play on. In my opinion should be included in the official release if and when it gets finished since it looks both like a good demo of what can be done with the tools available for the game as well as a fun to play map.
ECKZBAWKZ HUGE LIST OF ACHIEVEMENTS GOES HERE....
Oh wait. |
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11-14-2011, 04:18 AM
Post: #4
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RE: Hyperspace (beta)
I want to experience the effects the warp zones have on the gameplay on that map. Can anyone put it as a voteable map on a public server pls?
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11-14-2011, 07:24 AM
Post: #5
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RE: Hyperspace (beta)
Hyperheadache
![]() I like the uncluttered design. Will test it.
Fat.bot.Slim
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11-14-2011, 03:56 PM
Post: #6
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RE: Hyperspace (beta)
Huh... Interesting.
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11-15-2011, 05:03 AM
(This post was last modified: 11-15-2011 05:03 AM by Halogene.)
Post: #7
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RE: Hyperspace (beta)
I play-tested it, without opponents or bots so far. Now I have a knot in my brainz. Thank you.
If I'd play this as dm or even as duel, I am sure I would get some more knots in my brainz. Anyone volounteers to put it onto a EU server?
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11-15-2011, 06:44 AM
Post: #8
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RE: Hyperspace (beta)
(11-15-2011 05:03 AM)Halogene Wrote: I play-tested it, without opponents or bots so far. Now I have a knot in my brainz. Thank you. Try playing it with v_psycho 1 set A grapple hook to increase game speed can't hurt either lol
ECKZBAWKZ HUGE LIST OF ACHIEVEMENTS GOES HERE....
Oh wait. |
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11-15-2011, 12:58 PM
Post: #9
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RE: Hyperspace (beta)
I'd recommend that you don't play with bots, as there aren't any waypoints on the map. Even with waypoints, I'm pretty sure that bots won't play the map as intended anyway!
AKA [~] John Smith on Nexuiz
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11-16-2011, 03:50 AM
Post: #10
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RE: Hyperspace (beta)
My biggest problem with this map is how it looks. I mean, it's gray all over. I tried setting all the brightness settings to minimum just for kicks, and it didn't actually turn out that bad.
http://img845.imageshack.us/img845/1405/...tness0.png |
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11-16-2011, 04:04 AM
Post: #11
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RE: Hyperspace (beta)
(11-16-2011 03:50 AM)Sowinov Wrote: My biggest problem with this map is how it looks. I mean, it's gray all over. I tried setting all the brightness settings to minimum just for kicks, and it didn't actually turn out that bad. I opened the console and typed in: "v_psycho 1". It almost like the map was made for it.
ECKZBAWKZ HUGE LIST OF ACHIEVEMENTS GOES HERE....
Oh wait. |
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11-16-2011, 11:36 AM
(This post was last modified: 11-16-2011 11:37 AM by Mr. Bougo.)
Post: #12
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RE: Hyperspace (beta)
I see why glow still shows, but why do the specular highlight thingies on the walls?
Edit: ah, is that fakelight? It kind of looks like it... 640K ought to be enough for anybody.― Linux Torvalds |
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11-16-2011, 12:05 PM
Post: #13
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RE: Hyperspace (beta)
(11-16-2011 11:36 AM)Mr. Bougo Wrote: I see why glow still shows, but why do the specular highlight thingies on the walls? Are you talking about these? The thing is, I have absolutely no idea how they got there! I've been trying to get rid of them, but since I don't know what's causing it I've sort of given up. AKA [~] John Smith on Nexuiz
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11-16-2011, 12:13 PM
(This post was last modified: 11-16-2011 12:14 PM by Mr. Bougo.)
Post: #14
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RE: Hyperspace (beta)
Oh no, not talking about that. I was commenting the no-brightness test screenshot from Sowinov. I should quote posts where it's ambiguous, sorry about this
![]() I thought those highlights that you're pointing out were intentional. Perhaps someone here understands what causes them, I'm afraid I don't have any mapping-related experience to help. 640K ought to be enough for anybody.― Linux Torvalds |
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11-16-2011, 03:34 PM
Post: #15
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RE: Hyperspace (beta)
That's a shader, isnt it? I had a similar problem with some textures in Nexuiz.
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11-16-2011, 06:07 PM
Post: #16
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RE: Hyperspace (beta)
looks like surfacelight with high q3map_lightSubdivide
Code: const var void Draw_Not(); |
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11-18-2011, 04:01 AM
Post: #17
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RE: Hyperspace (beta)
Hi ThePWTULN,
I had the chance to play this map earlier this week, and want to extend my thanks for making it. It's certainly interesting to play on, and you can get some unique moves happening around the 'cliff-face' warpzones. You noted in your original post that this is an unfinished version; if I may ask, what are your plans for the finished version? (Finally, although AFAIK this doesn't have anything to do with the map itself, I wanted to note it was helpful to me in finalising a submission to the Xonotic Bug Tracker earlier today... so thanks again!)
aexoxea
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11-18-2011, 01:51 PM
(This post was last modified: 11-23-2011 01:53 PM by ThePWTULN.)
Post: #18
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RE: Hyperspace (beta)
(11-16-2011 06:07 PM)tZork Wrote: looks like surfacelight with high q3map_lightSubdivide Do you know how I can get rid of it? (11-18-2011 04:01 AM)aexoxea Wrote: You noted in your original post that this is an unfinished version; if I may ask, what are your plans for the finished version? The two main things are:
AKA [~] John Smith on Nexuiz
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11-18-2011, 05:59 PM
Post: #19
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RE: Hyperspace (beta)
I recently played the map and thought it was great
keep up the good work
Don't just live life with work.
Find some time every day to have some fun.
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11-19-2011, 03:59 PM
Post: #20
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RE: Hyperspace (beta)
Great, taught me how does the 4th dimension work.
* My cat is trying to catch the cursor as I type. |
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11-20-2011, 12:11 AM
Post: #21
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RE: Hyperspace (beta)
(11-18-2011 01:51 PM)ThePWTULN Wrote:(11-16-2011 06:07 PM)tZork Wrote: looks like surfacelight with high q3map_lightSubdivide edit the shader. Code: const var void Draw_Not(); |
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11-23-2011, 12:04 PM
Post: #22
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RE: Hyperspace (beta)
I love the gravity on the ceiling idea. Can't wait to play it.
Proverbs 25:8 Go not forth hastily to strive, lest thou know not what to do in the end thereof, when thy neighbour hath put thee to shame.
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11-23-2011, 05:12 PM
Post: #23
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RE: Hyperspace (beta)
There are a few texture glitches due to the warp zones.
![]() examples attached: Look closely, you'll see it.
Don't just live life with work.
Find some time every day to have some fun.
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11-23-2011, 08:54 PM
Post: #24
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RE: Hyperspace (beta)
Use a decal for the light strips-it will save alot on geometry!
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11-24-2011, 01:07 PM
Post: #25
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RE: Hyperspace (beta)
(11-23-2011 05:12 PM)Chomps123 Wrote: There are a few texture glitches due to the warp zones. I am fully aware of this. This is what I meant by 'texture alignment' in the first post. AKA [~] John Smith on Nexuiz
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![[Image: 249.png]](http://stats.xonotic.org/static/badges/minimal/249.png)

A grapple hook to increase game speed can't hurt either lol
![[Image:http://i.imgur.com/4XODR.png]](http://i.imgur.com/4XODR.png)


