[DUEL] metalmaze - 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: [DUEL] metalmaze (/showthread.php?tid=3488) |
[DUEL] metalmaze - DarkSlayer - 09-10-2012 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: 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 Thanks for looking RE: [DUEL] metalmaze_a1 - asyyy - 09-10-2012 Uploaded on exile servers. RE: [DUEL] metalmaze_a1 - Cyber Killer - 09-10-2012 Somehow this reminds me of Quake 1. Ah, the nostalgia :-). RE: [DUEL] metalmaze_a1 - srkdy - 09-10-2012 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 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. 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. RE: [DUEL] metalmaze_a1 - DarkSlayer - 09-11-2012 (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 ah thankyou very much, i know how to fix this RE: [DUEL] metalmaze_a1 - DarkSlayer - 09-11-2012 fixed the download now RE: [DUEL] metalmaze_a1 - qlum - 09-11-2012 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. RE: [DUEL] metalmaze_a1 - DarkSlayer - 09-11-2012 (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. 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 RE: [DUEL] metalmaze_a1 - kuniu the frogg - 09-12-2012 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 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. RE: [DUEL] metalmaze_a1 - DarkSlayer - 09-12-2012 (09-12-2012, 03:33 PM)kuniu the frogg Wrote: so, i just had a game on this map with its author himself. thanks alot for the great feedback Yes item placement i will need the most help with as i am not too familiar with the weapon balance of xonotic. Thanks RE: [DUEL] metalmaze_a2 - DarkSlayer - 09-13-2012 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 RE: [DUEL] metalmaze_a2 - Mirio - 09-15-2012 Played a match there yesterday. http://stats.xonotic.org/game/67282 Demo: http://www.fileden.com/files/2007/7/1/1229481/2012-09-14_21-57_metalmaze_a2.dem I don't have time to give much input now. RE: [DUEL] metalmaze_a2 - DarkSlayer - 09-16-2012 (09-15-2012, 06:19 AM)Mirio Wrote: Played a match there yesterday. thanks alot for the feedback 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 also thanks alot to justin who showed me how to make the map more suited for xonotic cheers! RE: [DUEL] metalmaze_a4 - DarkSlayer - 09-17-2012 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 RE: [DUEL] metalmaze_a4 - asyyy - 09-17-2012 It plays much better than I expected, all it needs is a lg instead of the nexgun for super fun! RE: [DUEL] metalmaze_a4 - DarkSlayer - 09-17-2012 (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 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 il be on irc all tomorrow asking people RE: [DUEL] metalmaze_a4 - Justin - 09-18-2012 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. RE: [DUEL] metalmaze_a4 - Maddin - 09-18-2012 Played a match with you, DarkSlayer, today and in general the layout is coming along very well so far. 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. RE: [DUEL] metalmaze_a4 - DarkSlayer - 09-18-2012 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 p.s maddin your maps are sick! really lovin biolab RE: [DUEL] metalmaze_b1 - DarkSlayer - 11-06-2012 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 RE: [DUEL] metalmaze_b1 - DarkSlayer - 11-07-2012 any1 had a play on this yet? (shameless bump ) RE: [DUEL] metalmaze_b1 - -maniac|Su- - 11-07-2012 jep - running on ProphetsClanServer and it is pretty nice playable ... good job GreetZ Su RE: [DUEL] metalmaze_b2 - DarkSlayer - 11-13-2012 metalmaze_b2 download: https://www.dropbox.com/s/h68rrg58evlnsxq/metalmaze_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 RE: [DUEL] metalmaze_b2 - DarkSlayer - 11-14-2012 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 RE: [DUEL] metalmaze - DarkSlayer - 12-01-2012 Entry for mapping competition: download metalmaze: https://dl.dropbox.com/s/ghbdggsf8iex2rq/metalmaze.pk3?dl=1 |