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[CTF MAP] Equinox

#1
Here is my newest one. Tell me what you think.

Mintox

http://rapidshare.com/files/386990693/Ex...1.pk3.html

[Image: kfmoaogxf9i55mucp2ck_thumb.jpg]
[Image: pp9abfk9jh6dknx7s6k_thumb.jpg]
[Image: xg1nen6dhl5phwpfwsay_thumb.jpg]
[Image: n9hmluj66fkaf6dotm55_thumb.jpg]
[Image: u87ataf8mu4vg21av8if_thumb.jpg]
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#2
Nice aesthetic style.
PK3 is named "Exuinox". Rename to "equinox_v1r1".
Map name ("Equinox") is capitalized, I suggest all lowercase (this is how it's usually done).

http://pics.nexuizninjaz.com/images/ldxc...jutwq4.jpg
Bad caulking. This is all around the top of the map.

http://pics.nexuizninjaz.com/images/oxb8...rgt1m5.jpg
Missing pipe textures.

http://pics.nexuizninjaz.com/images/w536...apj4lr.jpg
More bad caulking. Make the platform thicker.

http://pics.nexuizninjaz.com/images/bbib...4dsz6e.jpg
http://pics.nexuizninjaz.com/images/1mf5...6gbygn.jpg
Why is there an invisiwall here?

http://pics.nexuizninjaz.com/images/axjd...xmm6rs.jpg
Odd triangular shadow at xhair.
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#3
An OMPloader link in case you cant wait the 30 seconds for rapid share.

http://omploader.org/vNGJqMg/ExuinoxV1R1.pk3

Dedicated to Plasmasheep, I love you man! (No gehy)

Mintox
(05-13-2010, 07:32 PM)Roanoke Wrote: Nice aesthetic style.
PK3 is named "Exuinox". Rename to "equinox_v1r1".
Map name ("Equinox") is capitalized, I suggest all lowercase (this is how it's usually done).

http://pics.nexuizninjaz.com/images/ldxc...jutwq4.jpg
Bad caulking. This is all around the top of the map.

http://pics.nexuizninjaz.com/images/oxb8...rgt1m5.jpg
Missing pipe textures.

http://pics.nexuizninjaz.com/images/w536...apj4lr.jpg
More bad caulking. Make the platform thicker.

http://pics.nexuizninjaz.com/images/bbib...4dsz6e.jpg
http://pics.nexuizninjaz.com/images/1mf5...6gbygn.jpg
Why is there an invisiwall here?

http://pics.nexuizninjaz.com/images/axjd...xmm6rs.jpg
Odd triangular shadow at xhair.

Thanks buddy, i will make those changes. The invisible wall is to keep people on the map and stopping them from getting into areas i dont want them in.
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#4
(05-13-2010, 08:12 PM)MintOX Wrote: The invisible wall is to keep people on the map and stopping them from getting into areas i dont want them in.
Why keep them in the map? It sucks to throw someone off and then get stopped by an invisiwall. It also prevents you from cutting that corner near that area.
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#5
first: the map is great Smile but i found some issues with the lighting (well, i found some more, but please don't feel discouraged)

the area left of xhair is too dark (as well as the area above)
[Image: xonotic000002emk9.jpg]
the blue light has no source
[Image: xonotic000004288y.jpg]
strange lighting below xhair
[Image: xonotic000005nj7p.jpg]
everything is yellow! where does so much light come from? maybe make the walls 50% of the yellow-transparent (why is it transparent btw)-thing

[Image: xonotic0000065m7v.jpg]

strange shadow at xhair and above

[Image: xonotic000007x1c0.jpg]

strange shadow at xhair and at the decal on the left side

[Image: xonotic000008b3uv.jpg]

comments are in the picture
[Image: xonotic000009ggvk.jpg]
"cooments" are in the picture Smile
[Image: xonotic000010ugi2.jpg]
in the picture
[Image: xonotic000011ec12.jpg]
wrong shadow at xhair and about 2 meters farther too
[Image: xonotic000012q1yd.jpg]
wrong shadow at xhair
[Image: xonotic000013g4re.jpg]
wrong light below xhair, wrong shadow above, and its too green above xhair Smile
[Image: xonotic000014h2cu.jpg]
theres a strange line at the top of the shotgun, and wrong light above the jumppad
[Image: xonotic00001533uv.jpg]
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#6
1) Can I have your babies?
2) How do you have such good creativity
3) Would you be interested in doing a DM map-port from another game for xonotic that I have in mind??

4) Very nice work so far Smile
[Image: 542.png]

#deathmatchers @ irc.quakenet.org

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#7
very good i like the map
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#8
(05-14-2010, 04:41 AM)jaykay Wrote: first: the map is great Smile but i found some issues with the lighting (well, i found some more, but please don't feel discouraged)

A lot of those lighting issues are out of my control, shadows etc are calculated by radiant and it doesn't always do a perfect job. I could go around and place spot light here and there and re render the whole level (which takes about 2-3 hrs) then check those spots to see how they look but i just don't have the time. Smile

A couple of those issues like the blue light that doesn't seem to have a source is because a texture is missing from the .pk3 file. Those will be fixed in the next version. There is a lot of yellow in the map but that's just the theme i went with. Some light is thrown onto the map from the sky box. I may change the sky box though to something different, the sky box lighting can change the whole look of the map in a drastic way.

Thanks for your help jaykay Smile



1) Can I have your babies?

LOL! I'm already married but thanks for the offer. Smile

2) How do you have such good creativity

I don't know. I'm not really that creative. I just like mapping.

3) Would you be interested in doing a DM map-port from another game for xonotic that I have in mind??

Sure, just let me know what you want and i will do my best to get it done for you. mintox.nex[AT]gmail.com

4) Very nice work so far Smile

Thanks Smile
[quote='_para' pid='5492' dateline='1273859416']
very good i like the map

Thanks Para.

MintOX
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#9
Here is a newer version with a few changes.

http://omploader.org/vNGJyeg/EquinoxV1R2.pk3

MintOX
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#10
i noticed that the wall-textures are looking extremely flat, even with bump/relief mapping enabled... with real light-sources from weapons they look 3d. look at this:

[Image: xonotic000021ea9b.jpg]

the textures are 3d around the impact, but flat to the right and left.

are there no real light sources in the map, or why does this occur?
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#11
MINTox I sent you a Private Message here regarding the map + a video of it ok Smile
[Image: 542.png]

#deathmatchers @ irc.quakenet.org

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#12
Ye, How To Map, right there.
Minimal, efficient use of brushes, and excellent pacing/size, not played it online yet, but with a bit of detailing, trims and models could be a contender for inclusion in Xonotic, imho Big Grin
...
I was playing with hexagon terrain in netradiant recently... hax?
:o
nomnomnomnonmonm:
"the best trolls are indistinguishable from idiots"
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#13
(05-15-2010, 08:06 AM)jaykay Wrote: i noticed that the wall-textures are looking extremely flat, even with bump/relief mapping enabled... with real light-sources from weapons they look 3d. look at this:

[Image: xonotic000021ea9b.jpg]

the textures are 3d around the impact, but flat to the right and left.

are there no real light sources in the map, or why does this occur?


Bump mapping is done on the fly by the game engine. The intensity and the angle of the light source determines how the bump effect looks. In dark areas it wont be as pronounced.
The flat look is due the game engine (which is 10 years old) doing its best to light the area properly around the impact point.
There are real light sources all over the map, anything that you see that is yellow and glowing is throwing off light.

MintOX
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#14
Looks more like you lit it badly and/or forgot -deluxe to me.
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#15
I made some changes that you all suggested. New sky box, more light, fixed missing textures etc...

http://omploader.org/vNGNzeA/Equinox_v1r4.pk3

MintOX
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#16
(05-15-2010, 12:25 PM)tZork Wrote: Looks more like you lit it badly and/or forgot -deluxe to me.

I forgot to include some files to do with lighting the map, it looked fine on my machine but not to anybody else. My bad.

MintOX
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#17
I think this map definitely should be included in the final release. It's very original and looks very good.
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#18
From the screenshots this map really looks like something very unique and new. I agree with Rad Ished that it is very impressive how you do something as pretty and consistent as that with rather few brushes and details.

Need to test it for gameplay though, but looks very cool indeed.
My Xonstats Profile
Latest track on soundcloud: Farewell - to a better Place (piano improvisation)
New to Xonotic? Check out the Newbie Corner!

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#19
good playin map , can confirm guys , also put my tune on it bro!!
then servers should update it plz

:^
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#20
Should go in the official release imo Smile

I forgot to put before, is it possible to put the strength on the ground..not in the air?
[Image: 542.png]

#deathmatchers @ irc.quakenet.org

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#21
This map is great really under-rated, it deserves more acknowedgement I think.
[Image: 542.png]

#deathmatchers @ irc.quakenet.org

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#22
Add cube maps to the general texture your using, the entire level would suddenly look like it was made of reflective metal! Big Grin Just a thought, when I get home, I'll grab git and check this and a few other maps out. Looks sweet though.
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#23
looks amazing! nice work! Smile
MY NOOB STATS:
[Image: 788.png]
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#24
Its sometimes good to bring old thread up... This map was made long time ago and before I started thinking about mapping. I was making some vidoes for Xonotic and in one of the movies I added couple of shots from this map... I was wondering why. Now I know the anwser:

This map is probably the first map I took a look on and saw not only a playground and 'just a map' but an actual art. It just simply opened my eyes to the other side of gaming: Not only playing, killing, destroying and taking... it showed me the side of creation and developement - giving, making things. And that's why I am so greatfull. Thank you.

Great creativity, MintOX! I hope you are still mapping!
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