Evilspace 2 [UPDATE] - Printable Version +- Xonotic Forums (https://forums.xonotic.org) +-- Forum: Creating & Contributing (https://forums.xonotic.org/forumdisplay.php?fid=10) +--- Forum: Xonotic - Map Releases & Reviews (https://forums.xonotic.org/forumdisplay.php?fid=13) +--- Thread: Evilspace 2 [UPDATE] (/showthread.php?tid=441) Pages:
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Evilspace 2 [UPDATE] - Cortez666 - 05-16-2010 The latest version, which is almost final __________________________________________________________ original Post: The first beta of the evilspace remake. the jumppads somehow always looks get a wrong after the compiling, also the textures are missing. The textures arent aligned perfectly, but that isnt something you notice while playing RE: Evilspace Remake BETA-1 - PanzerZero - 05-16-2010 Not bad at all. Would like to see another picture from the other side though to view the bottom half of the map. Also, are those blue parts in the arches solid or teleports? If they're solid, I'm gonna miss that trick jump but, it was never too practical anyway Nice job! RE: Evilspace Remake BETA-1 - TH3FTB0T - 05-17-2010 Evillairs looks better. RE: Evilspace Remake BETA-1 - Cortez666 - 05-17-2010 (05-17-2010, 01:33 AM)TH3FTB0T Wrote: Evillairs looks better. Its a beta, which means the map is not final. If you dont like it there somethings you can do, a) say what you dont like b) make suggestions what can be change and in which direction c) totally ignore that map (which is the worst option, because you might get confronted with that map more then you think) RE: Evilspace Remake BETA-1 - CuBe0wL - 05-17-2010 It looks way better than the original. However, there are still some patch problems: the rounded parts don't touch each other. Skybox still a bit dark, and I can still shoot it. RE: Evilspace Remake BETA-1 - Sepelio - 05-17-2010 The two big rectangular typed blocks that seem to makeup that archway do not fit with the rest of the map imho. They are a bit of an eyesore. Perhaps hollow them out in places into a sort of scaffold? Rest of the map looks pretty sweet though. Good job. RE: Evilspace Remake BETA-1 - _para - 05-18-2010 nice but i find the change from the wall to the electric blue texture is a bit abrupt can you make it a bit smoother? RE: Evilspace Remake BETA-2 - Cortez666 - 05-23-2010 http://omploader.org/vNGU0eA I decided to make 2 version, with a bit different style. This is Version 1, where the nex is placed on a steel struture. RE: Evilspace 2 - Cortez666 - 05-30-2010 First Post updated! RE: Evilspace 2 - Silverburn - 05-30-2010 Looks stylish. Super cool. RE: Evilspace 2 - jaykay - 05-30-2010 hi, two small issues the textures are biased (?) the textures are overlapping, and the yellow-black texture is affected by relief mapping, which is wrong imho adiitionally the map ends very early, that means that e.g. rockets explode very early when fired into the sky. its so early that you can easily see the dust when you shoot with the MG into the sky. the map is really cool. its new and old at the same time RE: Evilspace 2 - -z- - 06-05-2010 Some of the textures are still a bit plain and the map lacks some level of detail but otherwise it's really starting to shape up. Just give it some polish. RE: Evilspace 2 - FruitieX - 06-08-2010 (06-05-2010, 02:56 PM)-z- Wrote: Some of the textures are still a bit plain and the map lacks some level of detail but otherwise it's really starting to shape up. Just give it some polish. +1, you still need to work on these plain parts. Try using some interesting trims from trak5x/exx RE: Evilspace 2 - Cortez666 - 06-08-2010 the trims are from trak5 RE: Evilspace 2 - Cortez666 - 06-29-2010 http://omploader.org/vNHM3bg/evilspace2.pk3 RE: Evilspace 2 [UPDATE] - FruitieX - 07-19-2010 Make the texturing a little less plain, and this is ready for inclusion [in the git repo] IMO. (judging from the latest screenshot, I still need to test this ) RE: Evilspace 2 [UPDATE] - chooksta - 07-19-2010 cant wait to play it , cant wait to speed cap it tooo! well done sir! :^ RE: Evilspace 2 [UPDATE] - rabs - 07-19-2010 chook, this is DM, you're thinking of evil(space)ctf RE: Evilspace 2 [UPDATE] - chooksta - 07-19-2010 needs to be ctf as well :^ RE: Evilspace 2 [UPDATE] - FruitieX - 07-19-2010 A remake of the ctf version shouldn't be impossible... Might be cool with blue flames from the blue side engines RE: Evilspace 2 [UPDATE] - Cortez666 - 07-21-2010 (07-19-2010, 10:03 AM)FruitieX Wrote: might be cool with blue flames from the blue side engines is that even possible? RE: Evilspace 2 [UPDATE] - FruitieX - 07-21-2010 (07-21-2010, 08:45 AM)Cortez666 Wrote:(07-19-2010, 10:03 AM)FruitieX Wrote: might be cool with blue flames from the blue side engines Copy the existing particle effect in effectinfo.txt and make the new one have a blue color. RE: Evilspace 2 [UPDATE] - Antibody - 07-21-2010 Here are some of my comments: - The blue globe in the skybox is rather distracting. Is there a way to make it appear more distant? - The blue on the arches looks a little out of place. Perhaps add similar elements elsewhere in the map or tone them down a bit Overall good work! I had fun playing around w/ bots on it! RE: Evilspace 2 [UPDATE] - nowego4 - 09-03-2010 Umm... I like the map (yes the skybox could be toned down a bit), but if this is going to be released with 1.0, shouldn't we omit the '2' from the name? Then of course we'd have to name it something else to keep it from being confused with nexuiz... Maybe 'Astro Lounge'? RE: Evilspace 2 [UPDATE] - xeros - 10-17-2010 Will this map be merged to master and shipped in xonotic-....-maps.pk3 with the game in near future? |