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[Map] Facility 114 (WIP)

#1
Here we go!

Scientific Testing Facility #114

This map's some kind of small 1v1 duel map. The "back story" is still in the works but it goes along these lines:

Scientific Testing Facility #114 was built by scientists specifically for testing the reactions of different species to being put under pressure in a fight situation. You've been selected to fight. Have fun!

I want to say that this map is meant to be very simplistic before anybody comments "it's too simple!" or anything of the like. I know it's simple, I made it that way!

This map is kind of a work in progress, so tell me how to make it better!

To view and play on the map properly, you need to grab Xonotic from GIT, do ./all checkout mookow/facility_114 && ./all update-maps. If you're too lazy to do that last step (or you don't have Xonotic!) you can grab it from http://141.2.16.23/~xonotic/bsp-autobuil...ty_114.pk3. The textures on the map aren't visible in Nexuiz but you can still get a view of the structure of the map without the textures.

Last but not least, screenshots:

[Image: dt-9128241905711.png] [Image: dt-14128241905711.png] [Image: dt-312824190480.png] [Image: dt-312824190473.png] [Image: dt-8128241904710.png]
Mapper.
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#2
the areas are too small so weapons like the rocket launcher are overpowered and the doors are irritating
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#3
(08-21-2010, 03:27 PM)Cortez666 Wrote: the areas are too small so weapons like the rocket launcher are overpowered and the doors are irritating

I know it's small, that's to make the gameplay more intense. Plus, I can replace the rocket launcher with a different weapon. The doors should open before you can even reach them.
Mapper.
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#4
also, on the doors, "aperture" is the company from portal.
Master of mysterious geometries

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#5
(08-21-2010, 04:01 PM)theShadow Wrote: also, on the doors, "aperture" is the company from portal.

heh, you could make a hidden room whit a cake inside, when you take the cake you get a xon Rolleyes
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#6
(08-21-2010, 03:34 PM)Moo Wrote:
(08-21-2010, 03:27 PM)Cortez666 Wrote: the areas are too small so weapons like the rocket launcher are overpowered and the doors are irritating

I know it's small, that's to make the gameplay more intense. Plus, I can replace the rocket launcher with a different weapon. The doors should open before you can even reach them.

it rather fucks up the gameplay, because you need to replace every splash damage weapon. the corridors are also too small to move easily around.
you also cant avoid attacks in the corridors, by moving sideward.
The doors are irritating, no matter if they open before you reach them or not
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#7
(08-21-2010, 05:13 PM)Cortez666 Wrote:
(08-21-2010, 03:34 PM)Moo Wrote:
(08-21-2010, 03:27 PM)Cortez666 Wrote: the areas are too small so weapons like the rocket launcher are overpowered and the doors are irritating

I know it's small, that's to make the gameplay more intense. Plus, I can replace the rocket launcher with a different weapon. The doors should open before you can even reach them.

it rather fucks up the gameplay, because you need to replace every splash damage weapon. the corridors are also too small to move easily around.
you also cant avoid attacks in the corridors, by moving sideward.
The doors are irritating, no matter if they open before you reach them or not

Kay. If you're going to just tell me what is wrong instead of how to fix it I don't want feedback from you. Plus, watch your language. Anyone else?


By the way guys, I didn't make the texture set, so you should talk to Oblivion about that.
Mapper.
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#8
Ah, I think it's a great idea, requires some finer skill to frag an opponent in these quarters. Now if only I could test it...
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#9
take cortez' advice and make every map the size of a mikeemap

</troll>
Links to my: SoundCloud and bandcamp accounts
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#10
the ground needs some structure or better lighting, sometimes you cant the the ground:
[Image: xonotic000000hy0n.jpg]
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#11
Hmh... Portal?
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#12
(08-22-2010, 05:17 AM)jaykay Wrote: the ground needs some structure or better lighting, sometimes you cant the the ground:
[Image: xonotic000000hy0n.jpg]

Hm, I wonder how/if the map could handle cel-shading?

Oh, btw for images could you use img.xonotic.org instead of sites with 12123123 ads on them?
Mapper.
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#13
Aperture - n. An opening, i.e. a door.

I've played earlier builds but I'll check this build out when I get a chance.
(07-18-2010, 10:59 AM)Flying Steel Wrote: How could anyone with ADHD tell its a high damage weapon if it wasn't a gigantic metal cock fucking the map whenever a player gets within 3 meters of a wall?

[Image: di-712770583645.png]
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#14
(08-22-2010, 05:34 PM)Roanoke Wrote: Aperture - n. An opening.

I've played earlier builds but I'll check this build out when I get a chance.

My dad said this too. I've previously stated that I DIDN'T MAKE THE TEXTURES. K, thanks.

By the way guys, I've updated the map (particularly that ambiguous area where you couldn't tell where you were standing. No cel-shading, just a different color. You can see what level you're on now. Big Grin
Mapper.
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#15
Tested it in 2.5.2, and I like it, especially the ramp you can jump up. The only thing I would change is the doors, just make them go up slower. Wink

Good work.
nowego [MLP:FiM]
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#16
(08-22-2010, 07:28 PM)nowego4 Wrote: Tested it in 2.5.2, and I like it, especially the ramp you can jump up. The only thing I would change is the doors, just make them go up slower. Wink

Good work.

Slower?! Here I am thinking about removing the doors completely and you want them slower? Crazy! XD
Mapper.
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#17
Yeah, sometimes the instadoor seems a little unrealistic. Seriously, 500 pounds of solid steel moved 10 feet in .01 secs and stopped instantly with no damage to the surrounding structure and no damage to the door?!!?!?!??!? Lol. But shooting a door to open it is a nicer idea.
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#18
but it sucks if you have the nex, shoot a door which opens, and behind the door is the opponent.... just make them go up slower and earlier (not when you are directly in front of it, but 5 meters before)
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#19
looks nice and futuristic! well done!
MY NOOB STATS:
[Image: 788.png]
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#20
(08-22-2010, 11:57 PM)mastermind Wrote: Yeah, sometimes the instadoor seems a little unrealistic. Seriously, 500 pounds of solid steel moved 10 feet in .01 secs and stopped instantly with no damage to the surrounding structure and no damage to the door?!!?!?!??!? Lol. But shooting a door to open it is a nicer idea.

Yup! Besides, this game is most DEFINITELY based on realism... XD

(08-23-2010, 04:27 AM)jaykay Wrote: but it sucks if you have the nex, shoot a door which opens, and behind the door is the opponent.... just make them go up slower and earlier (not when you are directly in front of it, but 5 meters before)

The thing about shooting doors in Xonotic is that it may help to give away your position... Footsteps, and pickups already do this enough... I think I'll just remove the doors completely.
Mapper.
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#21
Good job so far!

Just a small graphical point:

It looks like you've used the cupboard (at least I think that's what it is :/) texture (in red) quite a lot in the map. I think it'd be nice if there's more textural and structural variation on the walls Smile

[Image: dt-16128259500912.png]
[Image: 370.png] AKA [~] John Smith on Nexuiz
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#22
(08-23-2010, 03:28 PM)ThePWTULN Wrote: Good job so far!

Just a small graphical point:

It looks like you've used the cupboard (at least I think that's what it is :/) texture (in red) quite a lot in the map. I think it'd be nice if there's more textural and structural variation on the walls Smile

[Image: dt-16128259500912.png]

Interesting, I never imagined it as a cupboard.... I can mix it up a little (or atleast try, the texture set is very limiting)!
Mapper.
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#23
You know, I still appreciate the fast moving doors when I'm actually playing... Big Grin
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#24
I don't think there is a problem with the fast-moving doors, I need to play the map..but I'd rather have fast moving door's whether it's unrealistic or not, game isn't based on realism after-all, will try tonight depends on how many doors there is on the map that will sway my opinion of keep or remove Smile
[Image: 542.png]

#deathmatchers @ irc.quakenet.org

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#25
(08-24-2010, 06:32 AM)kojn^ Wrote: I don't think there is a problem with the fast-moving doors, I need to play the map..but I'd rather have fast moving door's whether it's unrealistic or not, game isn't based on realism after-all, will try tonight depends on how many doors there is on the map that will sway my opinion of keep or remove Smile

There are 10. It's obnoxious, so in my local revision I have taken them all out. Tongue
Mapper.
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