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[DUEL] metalmaze
09-10-2012, 01:37 PM (This post was last modified: 12-05-2012 01:22 PM by DarkSlayer.)
Post: #1
[DUEL] metalmaze
duel map for the duel map contest.

This is the first beta, mainly wanting to test the basic brushwork and lighting. Some areas are quite bare atm, i will fill these later.

screenshots:

[Image: metalmaze.jpg?dl=1]



download metalmaze: https://www.dropbox.com/s/ghbdggsf8iex2rq/metalmaze.pk3

Thanks to all those who played the map, gave feedback, provided servers, sponsored the competition and the xonotic devs for making the game Smile




Thanks for looking Big Grin
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09-10-2012, 02:03 PM
Post: #2
RE: [DUEL] metalmaze_a1
Uploaded on exile servers.
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09-10-2012, 02:09 PM
Post: #3
RE: [DUEL] metalmaze_a1
Somehow this reminds me of Quake 1. Ah, the nostalgia :-).

My contributions to Xonotic: talking in the forum, talking some more, talking a bit in the irc, talking in the forum again, XSkie
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09-10-2012, 09:12 PM
Post: #4
RE: [DUEL] metalmaze_a1
There is an issue with this map and textures. When I first loaded the map, I had no textures visible. Just a sea of checkerboards Big Grin

I spoke to mudkip to see if he had the same issue and he did not. The difference between our set-ups, as he pointed out, is that he "patched" Matuka's Aerowalk textures when they were first released (before Matuka packed them all into a pk3). This means that he had these textures already loaded into his data directory and thus loaded by the game. I'l willing to bet that most people won't have the aerowalk textures set up like this and will face the same issue as me.

I tested it out by simply placing aerowalk(hub3aeroq3a_nex_r4) into my data directory and re-loading the game. After doing this, I was able to see all the textures. I'm not an expert or a mapper, but I do believe that all textures that don't come with the game should be placed in the map's .pk3 file. Take a look at another map to see the structure if you're unaware of it; as I'm no mapper, just a guy trying to be helpful, and thus I have no idea how a pk3 is supposed to be structured. Big Grin

Aside from this, my initial run-around of the map was fun and I look forward to seeing how it plays out in actual matches. Smile

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09-11-2012, 05:26 AM
Post: #5
RE: [DUEL] metalmaze_a1
(09-10-2012 09:12 PM)srkdy Wrote:  There is an issue with this map and textures. When I first loaded the map, I had no textures visible. Just a sea of checkerboards Big Grin

I spoke to mudkip to see if he had the same issue and he did not. The difference between our set-ups, as he pointed out, is that he "patched" Matuka's Aerowalk textures when they were first released (before Matuka packed them all into a pk3). This means that he had these textures already loaded into his data directory and thus loaded by the game. I'l willing to bet that most people won't have the aerowalk textures set up like this and will face the same issue as me.

I tested it out by simply placing aerowalk(hub3aeroq3a_nex_r4) into my data directory and re-loading the game. After doing this, I was able to see all the textures. I'm not an expert or a mapper, but I do believe that all textures that don't come with the game should be placed in the map's .pk3 file. Take a look at another map to see the structure if you're unaware of it; as I'm no mapper, just a guy trying to be helpful, and thus I have no idea how a pk3 is supposed to be structured. Big Grin

Aside from this, my initial run-around of the map was fun and I look forward to seeing how it plays out in actual matches. Smile


ah thankyou very much, i know how to fix this Big Grin
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09-11-2012, 08:11 AM
Post: #6
RE: [DUEL] metalmaze_a1
fixed the download now Smile
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09-11-2012, 09:44 AM (This post was last modified: 09-11-2012 09:45 AM by qlum.)
Post: #7
RE: [DUEL] metalmaze_a1
I am not really a duel player so I will not really talk about balancing however there are still a few things I can comment on.

first of course the jump pads are placeholder checkerboards for me at least.

second I find the design, the always same textures and the quite limited color pallet something that could use some enhancement, add some decoration, some color, some banners if anything, its really a boring map to look at atm. really you are not the only one, xonotic quite often lacks in the looks of the maps.
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09-11-2012, 12:17 PM
Post: #8
RE: [DUEL] metalmaze_a1
(09-11-2012 09:44 AM)qlum Wrote:  I am not really a duel player so I will not really talk about balancing however there are still a few things I can comment on.

first of course the jump pads are placeholder checkerboards for me at least.

second I find the design, the always same textures and the quite limited color pallet something that could use some enhancement, add some decoration, some color, some banners if anything, its really a boring map to look at atm. really you are not the only one, xonotic quite often lacks in the looks of the maps.

thanks for the feedback i must have forgotten to included the jump textyures. Yer the textures atm are just placeholder until i decide what theme i want Smile
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09-12-2012, 03:33 PM
Post: #9
RE: [DUEL] metalmaze_a1
so, i just had a game on this map with its author himself.
Very solid layout, a lot of vertical action, mega armour room is great, this little window between tele-destination and MH is also pretty cool.
At first i thought the distance between MA and electro is too big, but now i think it's ok, you just need to make this laser jump properly Wink

with some neat detailing this might be a great map, also for 2v2, as it seems big enough to handle 4 players.
it is indeed a maze at first, but quite a logical maze i must say, and navigating around isn't that hard after some minutes.

i will take a closer look on your map, especially item placement, someday soon, but first impressions are definitely positive.

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09-12-2012, 07:31 PM
Post: #10
RE: [DUEL] metalmaze_a1
(09-12-2012 03:33 PM)kuniu the frogg Wrote:  so, i just had a game on this map with its author himself.
Very solid layout, a lot of vertical action, mega armour room is great, this little window between tele-destination and MH is also pretty cool.
At first i thought the distance between MA and electro is too big, but now i think it's ok, you just need to make this laser jump properly Wink

with some neat detailing this might be a great map, also for 2v2, as it seems big enough to handle 4 players.
it is indeed a maze at first, but quite a logical maze i must say, and navigating around isn't that hard after some minutes.

i will take a closer look on your map, especially item placement, someday soon, but first impressions are definitely positive.


thanks alot for the great feedback Big Grin

Yes item placement i will need the most help with as i am not too familiar with the weapon balance of xonotic.

Thanks Big Grin
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09-13-2012, 12:36 PM
Post: #11
RE: [DUEL] metalmaze_a2
metalmaze_a2: https://dl.dropbox.com/u/22602098/metalmaze_a2.pk3

Changes:

Change RL and big amour positions

Changed jumpad in RL room to stairs

added window in RL room

Added trick jumps in Big Large amour

made mega health window easier to shoot out

Smile
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09-15-2012, 06:19 AM
Post: #12
RE: [DUEL] metalmaze_a2
Played a match there yesterday. Smile

http://stats.xonotic.org/game/67282
Demo: http://www.fileden.com/files/2007/7/1/12...aze_a2.dem

I don't have time to give much input now.

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09-16-2012, 02:30 PM (This post was last modified: 09-16-2012 03:28 PM by DarkSlayer.)
Post: #13
RE: [DUEL] metalmaze_a2
(09-15-2012 06:19 AM)Mirio Wrote:  Played a match there yesterday. Smile

http://stats.xonotic.org/game/67282
Demo: http://www.fileden.com/files/2007/7/1/12...aze_a2.dem

I don't have time to give much input now.

thanks alot for the feedback Smile i used the demo to help make the next version.- cheers!

metalmaze_a3: https://dl.dropbox.com/u/22602098/metalmaze_a3.pk3

Changes:
Resized the whole map to be a little smaller
remade the whole of the RL room and left hand side of the map
made more trick jumps work
changed big armour position to make it a little easier for the player out of control.

Tell me what you think Smile

also thanks alot to justin who showed me how to make the map more suited for xonotic Big Grin

cheers!
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09-17-2012, 08:57 AM
Post: #14
RE: [DUEL] metalmaze_a4
forgot to update the item placement with some of the changes i made last night, weak side of the map had no HP!

Here is fixed version: https://dl.dropbox.com/u/22602098/metalmaze_a4.pk3 metalmaze_a4

enjoy
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09-17-2012, 02:58 PM
Post: #15
RE: [DUEL] metalmaze_a4
It plays much better than I expected, all it needs is a lg instead of the nexgun for super fun!
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09-17-2012, 06:40 PM
Post: #16
RE: [DUEL] metalmaze_a4
(09-17-2012 02:58 PM)asyyy Wrote:  It plays much better than I expected, all it needs is a lg instead of the nexgun for super fun!

thanks Big Grin

Now before i start detailing/working on a theme etc i would love to have some feedback/demo/spectate from two reletivly good duelers on the latest version. As testing with my self dosnt tell me everything i need, 1. because im bad, 2. its nice to be able to watch both POV's and ghostcam etc Smile

il be on irc all tomorrow asking people Big Grin
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09-18-2012, 02:21 PM
Post: #17
RE: [DUEL] metalmaze_a4
Well, I just tried it and now the layout improved a lot.

Some corridors now are a bit too narrow though (the lowest corridors in the mega armor area)

I like the trick jump on the rocket launcher side, but the small ramp emerging from the wall is there only for trick. I would make it a detail (probably some kind of lamp or panel).

Most of the walls are straight and very repetetive (the same about textures). Try to play with clipping and with vertxes (but carefully).

Good job, keep it up.

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09-18-2012, 02:51 PM
Post: #18
RE: [DUEL] metalmaze_a4
Played a match with you, DarkSlayer, today and in general the layout is coming along very well so far. Smile

Though one thing which really drives me nuts is that I bump into walls very often, meaning that the corridors are two narrow (Justin seems to recognise this too). Widen them!

Another point (I already told you) is that you should consider changing that one teleporter leading to the mega health to a warpzone. I´m sure that action would enhance your layout a lot.

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09-18-2012, 06:05 PM (This post was last modified: 09-18-2012 06:15 PM by DarkSlayer.)
Post: #19
RE: [DUEL] metalmaze_a4
Thanks alot for the feedback guys, i pretty much agree with everything you both just said. Also thinking about the nex gun in relation to mega armour. a5 comming soon Big Grin


p.s maddin your maps are sick! really lovin biolab
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11-06-2012, 11:45 AM (This post was last modified: 11-07-2012 10:28 AM by DarkSlayer.)
Post: #20
RE: [DUEL] metalmaze_b1
b1 download: http://www.filedropper.com/metalmazeb1_1

tried to get a basic theme going. Got basic textures + lighting, some areas are quite bare ass im not sure what im doing with them yet.

Gameplay changes:

removed spawns in lower corridors as you are dead if caught spawning there
swapped nex and tele location so players coouldnt contol mega armour and nex so easily, and the tele has better flow now.

screenshots:

http://www.filedropper.com/metalmazeb1

http://www.filedropper.com/xonotic20121106160228-00

http://www.filedropper.com/xonotic20121106160243-00
Let me know what you think Smile
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11-07-2012, 09:39 AM
Post: #21
RE: [DUEL] metalmaze_b1
any1 had a play on this yet?

(shameless bump Sad)
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11-07-2012, 10:48 AM
Post: #22
RE: [DUEL] metalmaze_b1
jep - running on ProphetsClanServer and it is pretty nice playable ...

good job Big Grin

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11-13-2012, 01:01 PM
Post: #23
RE: [DUEL] metalmaze_b2
metalmaze_b2 download: https://www.dropbox.com/s/h68rrg58evlnsx...aze_b2.pk3

changes:

swapped mega and armour positions
removed medium armour at stairs
replaced small jump pad with stairs
back corridor to medium armour is now bigger
medium armour room made bigger and removed one exit and tele entrance
teleporter now comes out into medium armour room
swapped crylink and rocket launcher positions
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11-14-2012, 10:12 AM
Post: #24
RE: [DUEL] metalmaze_b2
Would love to see some demo's of top duelers playing this version before i go ahead and start detailing it properly. Il be messaging people on irc, but if people do play this please post the demo's Smile
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12-01-2012, 04:26 PM
Post: #25
RE: [DUEL] metalmaze
Entry for mapping competition:



download metalmaze: https://dl.dropbox.com/s/ghbdggsf8iex2rq...e.pk3?dl=1

Smile
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