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[CTF] Abyss - Printable Version

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+--- Thread: [CTF] Abyss (/showthread.php?tid=3117)



[CTF] Abyss - kuniu the frogg - 06-08-2012

here it is, my map for a GlobalGamers contest ready.

Big indoor map with some vertical action.

download it here:

http://beta.xonotic.org/autobuild-bsp/abyss-full-d5c65c096bc649cb4b5d899f1dabc1b6ada569e8-68fc7a44b42167a212dc8a2fa15f8df7f8d4d18e.pk3


older versions:
http://ompldr.org/vZTZuZg/abyss_b1.pk3
http://ompldr.org/vZXoxdg/abyss_b2.pk3


[Image: gFOwzl.jpg]
[Image: gDM8yl.jpg]
[Image: LfUoRl.jpg]
[Image: fBerVl.jpg]
[Image: 7yOD7l.jpg]
[Image: 3Lp0cl.jpg]
[Image: R9el8l.jpg]


RE: [CTF] Abyss - playable beta - Friskydingo - 06-08-2012

Just played a quick round. The map looks amazing, despite its unfinished state. Bots appear to work fine, in case you want to know. However, the map was a bit too large for me. It took me a little while to figure out how to get to the opponent's base, though perhaps the size and layout wouldn't matter too much in a busy match with +6 players. Regardless, you did a great job on this one, kuniu. Hope to see it improve!


RE: [CTF] Abyss - playable beta - Majki - 06-08-2012

New map by Kuniu Smile

DCC ASAP!

Shadows are blurry - _lighmapscale anyone? Smile


RE: [CTF] Abyss - playable beta - kuniu the frogg - 06-08-2012

some of those screenshots are made on some earlier test compile, thus the blurry shadows.

but yeah, i had to increase the lightmapscale nonetheless, because it seems my PC is to slow to compile the light stage properly (safe malloc error), OR the lighting in general might need some fixes.
I will investigate it later for sure.


RE: [CTF] Abyss - playable beta - Majki - 06-08-2012

Is map symmetrical or finally we get asymmetric CTF map? Smile


RE: [CTF] Abyss - playable beta - Friskydingo - 06-08-2012

(06-08-2012, 05:10 PM)Majki Wrote: Is map symmetrical or finally we get asymmetric CTF map? Smile

Symmetrical.


RE: [CTF] Abyss - playable beta - tZork - 06-08-2012

Map's now available on Overkill

(ps thanks for the 'correct' omp link Big Grin)


RE: [CTF] Abyss - playable beta - Majki - 06-11-2012

Okay, I'm after quick run. I don't know dong about layouts for Unreal-Quake games, but some things are universal.

Gun placement - could you indicate it more? Like some special platform, textures, spot light:

[Image: Ro6bP.jpg]

[Image: cgPOa.jpg]

Not all teleporters are indicated properly:

[Image: zm93C.jpg]

[Image: tSxjF.jpg]


Map is empty and very similar to other Xonotic maps in terms of texutres - check Trak's GPLed texture packs:

http://www.trak.mercenariesguild.net/node/3

And make use of them, alternate a little in GIMP and you have completely new set of textures :} Placing a lot of different crates will be easiest part.

Overall, level is very solid, it will pwn in CTF for sure. Geometry of brushes is bad, but I have sent you link to tutorial to fix it easily.

You could use some tcmod_scroll to bring life to Abyss. Some glowing/moving textures on generators, power pipes, etc.

I suggest making quick sweep for better trims:

[Image: D3IXz.jpg]

[Image: 8VoSJ.jpg]

Good level, work on it!


RE: [CTF] Abyss - playable beta - Mirio - 06-11-2012

Enable reflections and you will see the warpzone (!= teleporter).


RE: [CTF] Abyss - playable beta - chooksta - 06-11-2012

add a secret path to excite the nerds Big Grin


t


:^


RE: [CTF] Abyss - playable beta - Majki - 06-11-2012

Quote:Enable reflections and you will see the warpzone (!= teleporter).

Same settings, different warpzone

[Image: fG80o.jpg]


RE: [CTF] Abyss - playable beta - kuniu the frogg - 06-11-2012

uhm no, there are warpzones AND traditional teleporters on this map. Your last screenshot Majki shows the latter - no way to see through it.


btw thanks for feedback (again)


RE: [CTF] Abyss - playable beta - Majki - 06-11-2012

oops Kuniu, sorry for my mistake. If some very important things for gameplay can't be seen if player uses low-fi settings, make changes - you don't want you players to have disadvantage only because they pay low-fi, do you? Smile

I mean, make warpzones in the way they are perfectly identificable.


RE: [CTF] Abyss - playable beta - Mirio - 06-11-2012

You need to turn reflections on to see through them.. that's not a fault of the mapper. And reflections won't hurt your performance so much. Wink


RE: [CTF] Abyss - playable beta - Majki - 06-11-2012

Quote:You need to turn reflections on to see through them.. that's not a fault of the mapper. And reflections won't hurt your performance so much. Wink

Or tcmod scroll with some animations, placed on non-solid brush? And we got fancy Star Gate!


RE: [CTF] Abyss - playable beta - .Danny. - 06-12-2012

looking good. very quake-ish and that´s not an insult by any means just how I feel. The only thing I ´m not sure about the is the colour which is slightly bland though liking the use of blue and red. Have you thought about differing shades of white and gray? (I guess its pointless of me to say this now as its in beta stage)


RE: [CTF] Abyss - playable beta - K__ - 06-20-2012

Looks awesome, we need more "official" ctf maps in Xonotic! :-)


RE: [CTF] Abyss - playable beta - kuniu the frogg - 08-03-2012

ok, some small update, not much changed, mostly technical stuff (like hints - thanks Majki), also some little more details here and there.

http://ompldr.org/vZXoxdg/abyss_b2.pk3

EDIT: damn some bugs already aghrrr


RE: [CTF] Abyss - kuniu the frogg - 08-24-2012

UPDATE:


final version:
http://beta.xonotic.org/autobuild-bsp/abyss-full-d5c65c096bc649cb4b5d899f1dabc1b6ada569e8-68fc7a44b42167a212dc8a2fa15f8df7f8d4d18e.pk3

screenshots in the first post.