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Relent (Soylent 2)

#26
This, is one of the best maps I have seen recently. I didn't expect anyone to make a Soylent port this good. I'd go as far as saying this is one of the highest quality maps that Xonotic currently has. Well done Big Grin

Actually, I like the map so much I decided to make the bot waypoints for it. Simply create an empty text file called relent_b3.waypoints and paste the following into it:

Code:
'3039.4 2036.6 664.8'
'3039.4 2036.6 664.8'
0
'3262.1 2166.9 664.0'
'3262.1 2166.9 664.0'
0
'2910.0 1475.7 664.0'
'2910.0 1475.7 664.0'
0
'2912.8 1213.1 664.0'
'2912.8 1213.1 664.0'
0
'3569.3 1470.7 664.0'
'3569.3 1470.7 664.0'
0
'3577.0 780.0 659.5'
'3577.0 780.0 659.5'
0
'2903.4 707.2 665.0'
'2903.4 707.2 665.0'
0
'1251.1 1472.2 408.1'
'1251.1 1472.2 408.1'
0
'1187.0 1041.3 408.0'
'1187.0 1041.3 408.0'
0
'1177.1 2107.9 408.0'
'1177.1 2107.9 408.0'
0
'2189.4 2218.7 408.0'
'2189.4 2218.7 408.0'
0
'2185.7 1242.3 536.0'
'2185.7 1242.3 536.0'
0
'2269.4 720.6 664.4'
'2269.4 720.6 664.4'
0
'1278.5 715.6 664.0'
'1278.5 715.6 664.0'
0
'3544.5 1890.2 440.0'
'3544.5 1890.2 440.0'
0
'3217.9 2204.2 440.0'
'3217.9 2204.2 440.0'
0
'1043.9 917.1 152.0'
'1043.9 917.1 152.0'
0
'1050.3 1635.2 152.0'
'1050.3 1635.2 152.0'
0
'1391.5 1872.1 152.0'
'1391.5 1872.1 152.0'
0
'2622.5 2211.0 274.6'
'2622.5 2211.0 274.6'
0
'1759.8 2206.8 152.2'
'1759.8 2206.8 152.2'
0
'2140.9 2078.6 152.0'
'2140.9 2078.6 152.0'
0

As for specific things about the map... I have two objections only. One is that the big glass at the top area (around the camping rifle) looks kinda ugly IMO. I don't think a glass that thick and big can look right. Perhaps it could be made smaller... or better have a frame around it. Or if not needed, even removed at all.

The second issue is a greater problem. The weapon pads (which btw look very pretty) are solid. That causes several problems. First is the waypoints not linking with the items properly (probably blocking their detection). Then it feels bad for movement when you walk over them to get to a certain weapon. So I think they should have their collisions taken off, like all weapon pads should I believe.

Once that's sorted out, I agree the map should be included in master. Hopefully with the song it has now, as it's very good and fitting Smile
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#27
@mircea kitsune
well, thank you very much!
I'll get the waypoints straight in there.
I agree about the item platforms, I was debating this while I was making them.
So it's nice to have an informed opinion on them.
What I want is them to clip weapons and not players, so I'll set the models as non solid and change the caulk brushes that sit over them to weapon clip.
I think this is the best way, although I think there is a spawnflag for weapon and not player clip on models if I'm not mistaken.
...
About this glass window, I was using a distort_glass shader that I found in glowplant. But it stopped working some weeks ago.
It did make this lovely distorted glass effect:
[Image: ooyuktskjn6szz3ufun_thumb.jpg]
but now it is just solid when I use this shader so I changed it to misc_glass in the trak5 set.
But no reason for it not to be thinner, I'll have a look at it.
nomnomnomnonmonm:
"the best trolls are indistinguishable from idiots"
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#28
This glass looks good but whats the point of it?
Reply

#29
Well, the point of glass? did you never go to an icecream parlour mirio?
...
When I made this map I ended up with this odd shaped gap where in the original soylent there was a wall.
So, I put a window there for a laugh and to stop customers drooling all over the icecream.
So that now, once you have picked up your 'nex rifle'...eheh....you can have a look to see what's going on through the...... window?
...
Ok, so I could just remove it, but I prefer not to diverge too much from Soylent, just.... because!~!
However I will look at the styling of this window, but I would really like that wobbly glass to work again, anyone know whats going on with this?
nomnomnomnonmonm:
"the best trolls are indistinguishable from idiots"
Reply

#30
About the glass: If it will look distorting like that, then yes please Big Grin You can also use an env-map... see what I did on red-planet for an example. I still believe it would require a frame around it though. As for the item pads, setting their collision brushes to weapon clip sounds just right.
Reply

#31
Well I looked up the shader for distort glass:
Code:
textures/map_glowplant/distort_glass
{
    qer_editorimage textures/map_glowplant/distort_glass.tga
    surfaceparm trans
    q3map_bounceScale 0.75
    {
        map textures/map_glowplant/distort_glass.tga
        blendfunc blend
    }
    {
        map $lightmap
        rgbGen identity
        tcGen lightmap
        blendfunc filter
    }
    dp_water 0.1 0.8  3 3  1 1 1  1 1 1  0.125
}
I say 'it stopped working' because it seemed to get broken when i updated xonotic.
Do I need a certain switch in q3map2 for it to work?
...
Also I'm trying to put a phong shader on some of the surfaces on the cylinders,
can I do this without having to copy and rename the textures i want to use?
...
I did a bit of research but I'm stumped atm.
nomnomnomnonmonm:
"the best trolls are indistinguishable from idiots"
Reply

#32
Cool map Big Grin ... i like the futuristic atm ... love it
But i miss Soylent Sad
[Image: bartucnexuiz.png]
Reply

#33
this map is going to be indeed amazing, and a nice remake of soylent, hopefully it will be more enjoyable in TDM and DM games with the bigger sizes. I know that its still a beta, but there are some stuffs that I really want to highlight that should get fixed tho.

- I really dislike the "leading into nothing platform at the machinegun, i think it should be rather closed down.
- that blue pipe at the bottom of the map should be made a bit bigger, and should be placed not so, that that player always bumps into a wall at its center. I understand its point, but would be cooler if some dudes with less movement experience could use it too. Also maybe it shouldnt have such a strong blue color, it sticks out a bit much from the map.
- That huge glass at camping rifle should be a little bit more designed, like it would have some statical function for the map, if you get what I mean. Or maybe its not even needed?
- In legth the map looks to be maybe just a tiny bit too long, but maybe its just me feeling it weird.
- On lot of places the floor looks really really thin, also this can result way too much splash damage through floor
- The floor texture looks everywhere the same, and its quite monotonic imo.
- Most of the time if you do a trickjump to get somewhere there is no way to continue, or get you to a more advantageous position, so basically trickjumps are not really rewarding.

I cant say too much more on the balance etc yet, for 1on1 games, since i havent played it, just fired it up for testing, but these are the stuffs I almost immediately noticed.

Keep up the good work man, map gonna be kewl like hell Big Grin
Reply

#34
@glass: breakable with approximately 150HP?
Reply

#35
Nice tips franco, I'll work through them.
nomnomnomnonmonm:
"the best trolls are indistinguishable from idiots"
Reply

#36
i just had a nice 1v1 with Debugger on this map and i must say i had a lot of fun!!
The only issue for me is Rifle, somehow i just don't like this weapon. But it's just me, also i simply wasn't using it and still had fun fighting with other weapons. Great map.
<Halogene> ok "n1" means "nice one"
<Halogene> "gl" means "good luck"
<Halogene> "fu" means "wow that was wickedly nice that frag"
Frogg on Instagram
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