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Mental Gap - Beta1 - Printable Version

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Mental Gap - Beta1 - Nodenum - 10-24-2012

Greetings

This map is another experiment with scripted mesh/entity generation.
It's inspired by the mental space map series but the geometry is made of mesh models
and there are two transfer platforms on the sides.

[Image: mental-gap-beta1.jpg]

Download:
Mental Gap Beta1 (pk3 file, 8.8MiB)


RE: Mental Gap - Beta1 - machine! - 10-24-2012

Coool, downloading now...

EDIT: I tried it, very cool, I don't have any constructive feedback atm except that you might want to adjust the jumppads slightly so you can jump longer.


RE: Mental Gap - Beta1 - Squigger - 10-24-2012

Nice looking map, will check it out and reply about it later.

I would agree with machine that the jumps pads need more work. I think they need to be positioned better especially between the main base and adjacent platforms. Because what tends to happen is I go from one jumppad, hit another, and then fall to my death. Also the jump pad for the Nex tends to be inconsistent, sometimes I make it across, other times I fall to my death.

If you work on that, this will make for quite a fun map.


RE: Mental Gap - Beta1 - aa - 10-24-2012

That map is awesome!

I would say that the jump pads should be improved. The upper level, that consists of three platforms, have nothing on them, at least in dm.


RE: Mental Gap - Beta1 - Nodenum - 10-24-2012

(10-24-2012, 10:35 AM)Squigger Wrote: I would agree with machine that the jumps pads need more work. I think they need to be positioned better especially between the main base and adjacent platforms. Because what tends to happen is I go from one jumppad, hit another, and then fall to my death.

That's one of the nasty jump'n run style elements I really liked in mental space and therefore
copied in this map. I agree though that the jump could be a little longer/higher.

(10-24-2012, 10:35 AM)Squigger Wrote: Also the jump pad for the Nex tends to be inconsistent, sometimes I make it across, other times I fall to my death.

Same thing here, the jump could be a little longer/higher but after all it's supposed to be a
dangerous jump.

But really I think there is problem (feature?) with jump pads in Xonotic that sometimes
do not push the player far enough.
This happend to me (and others as it seems) on many maps especially on tarx.

I've tried to figure out when the jump to the Nex fails and when not but I couldn't find
a reproducible pattern so far.
Beeing hit shortly before the jump seems to screw things up.
Also when playing single player without bots the jumps work most of the times.
Maybe it's a client/server synchronization issue.


RE: Mental Gap - Beta1 - Mario - 10-24-2012

Nice work!
You can make the jump pads blue by setting their _skin to 1 in netradiant.


RE: Mental Gap - Beta1 - lda17h - 10-24-2012

Cool. I always loved mentalspace (and several of its reincarnations). This one seems pretty great Big Grin


RE: Mental Gap - Beta1 - Mario - 11-22-2012

There is one issue; Server CPU usage rises to about 80% and everyone gets packet loss when we play this map.


RE: Mental Gap - Beta1 - HellYeah - 11-24-2012

Looks hot. We need some more space and in-the-sky backgrounds. Vegastrike has some, ill see if they're high res enough.