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Screenshots of what you're doing.

Smile This look way too clean for that post-apocalyptic themed game! Ex textures should do! Mabye make CTF map that has just some parts underground (like passages). For the layout its the best to draw it on paper and then brush it in the editor. Good luck Spike!
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Thanks Justin Big Grin
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The most apocalyptic texture set we have is philipk1, try using that as well.
[Image: 0_e8735_c58a251e_orig]
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Just a little fun...

[Image: xonotic20150926180503-00_thumb.jpg]
[Image: 230.png]
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Working on a speedster demolition derby map ctf/dm 4 team map.


Attached Files Thumbnail(s)
   
[MoFo] Servers - North America - Hosted in Montreal Canada - Admin DeadDred [MoFo]
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The main issue with 4 team maps is symmetry...
The distance between all the bases isn't equal, as left side players can't get to the right side base as easily or quickly as the other bases.
Not sure if this can be fixed, but it is a major design flaw, one that doesn't exist with 3 team CTF.
[Image: 230.png]
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But it is equally unequal, so there's some symetry in that.
[Image: 38483.png]
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Might be ok as two teams could be going for the same flag. In death match/demolition derby it wont matter just have to experiment with speedster physics probably good weapon/missile dmg but faster speeds to get away from them.
[MoFo] Servers - North America - Hosted in Montreal Canada - Admin DeadDred [MoFo]
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The trouble with a tetrahedron is, it's easier to travel on 1 plane than to climb up to the 4th base.
The simple flat model could work, if the bases were not accessible without going to the middle of the map. That may be a balanced setup for 4 team CTF.

Now, all we need is a balanced 4 team map...

[Image: xonotic20150929180918-00_thumb.jpg]

http://smb.djstrikes3.com/f4cing_worlds.pk3
[Image: 230.png]
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Why not ago for 20 team map?
[Image: D2pH8.jpg]
[Image: 0_e8735_c58a251e_orig]
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A 4 team map can be made perfectly symmetrical with teleporters or warpzones:
(Obviously would need two more teleporters for yellow/pink)
[Image: JciY4uw.png]

Or for the foolhardy:
http://forums.xonotic.org/showthread.php?tid=1599 Big Grin

Though come to think of it, I don't know if teleporters work with vehicles,
so this might only work for non-vehicle maps.
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Vehicles work with warpzones, but not teleporters.
[Image: 230.png]
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But that would kill the DM/demolition derby idea for the map too.
[MoFo] Servers - North America - Hosted in Montreal Canada - Admin DeadDred [MoFo]
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Another take on texture creation... again:
   
Created this one solely with Blender and Gimp (plus XNormal for the cavity layer, but I'm trying to get rid of this tool too).
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Very beautiful!
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[Image: xonotic20151116033525-00_thumb.jpg]
[Image: 230.png]
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Not a screenshot of an actual work in progress, but since the thread isn't all that active anyway: I discovered during a test that enabling LOD reduction for player models can have interesting side effects. Such as the user jumping back from their chair when suddenly turning their mouse and facing this:

[Image: vQqngTd.jpg]
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This is so damn creepy.
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(12-09-2015, 03:17 PM)Justin Wrote: This is so damn creepy.

If you thought worse wasn't possible, this is with the half-masked model:

[Image: fmeofy9.jpg]
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Pity Halloween has passed, we could've turned Xonotic into a horror game with those.
[Image: 230.png]
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(12-09-2015, 03:31 PM)MirceaKitsune Wrote:
(12-09-2015, 03:17 PM)Justin Wrote: This is so damn creepy.

If you thought worse wasn't possible, this is with the half-masked model:

[Creepy-ass LOD shot goes here]

That's why I recommend keeping it 0.5 or below. Virtually no difference in visuals when played in resolutions up to 2048x1536.
ECKZBAWKZ HUGE LIST OF ACHIEVEMENTS GOES HERE....


Oh wait.
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I didn't give up on my next map... I started it from scratch again, with a new layout and better textures.

That's the central room on the screenshot.


Attached Files Thumbnail(s)
   
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CTF map?
[Image: 38443.png]
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