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Red Eclipse • View topic - [MAP] Crux (v6.2)

[MAP] Crux (v6.2)

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[MAP] Crux (v6.2)

Postby molexted » 04 Oct 2016 01:17

A fairly small symmetrical map. It's pretty light on vertices (4k) so it can play well on my potato laptop (Intel GMA4500MHD)
It is designed for FFA or duels. It is set up for bomberball/ctf but is likely too small unless you like lots of points.
crux6.2.png
Crux 6.2

Any feedback would be appreciated as this is my first posted map.
Released under WTFPL v2 (wtfpl.net).

Updates:
2: added building to center of map, lightprecision change
3: added some scalloping, changed sizes of bases, added grenade to center, and reduced file size (lightprecision change)
4: added ramps and path below map, added grenades, aesthetic improvements
4.1: added banding around outside lower section
4.2: made wallrun panels narrower in middle, chamfered the ramps, compressed picture
5: added jumppads between two center levels
6: changed upper center platform
6.1:reduced specularity/envmap, added suck to center blob, made pushers absolute, lightmap changes
6.2:removed glowy background

Point releases denote aesthetic improvements, new version numbers denote gameplay changes.
crux.zip
(717.26 KiB) Downloaded 60 times

crux3.zip
(578.77 KiB) Downloaded 61 times

crux4.2.zip
(522.84 KiB) Downloaded 62 times

crux5.zip
(526.62 KiB) Downloaded 57 times

crux6.2.zip
(512.34 KiB) Downloaded 67 times
Last edited by molexted on 09 Oct 2016 16:12, edited 17 times in total.
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Re: [MAP] Crux

Postby FaTony » 04 Oct 2016 13:46

Looks very stylish but maybe too simple?
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Re: [MAP] Crux

Postby molexted » 04 Oct 2016 16:34

I've tried to fill the center of the map with something, but it either played ugly or looked ugly or both. Suggestions?
crux.png
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Re: [MAP] Crux

Postby DonGeilo » 04 Oct 2016 18:25

Put a pavillon there with some glass/alpha as protection from snipers.
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Re: [MAP] Crux

Postby bonifarz » 04 Oct 2016 19:47

Why don't you include the map's cfg in the zip? With the default vslots, the textures are definitely messed up :)
The map looks a bit blocky and it feels small for this open layout - with those pushers, you can capture a flag in 6s, less than on dutility. Ok, you already mentioned this, but I think the pushers pronounce that.
Mhm, and I cannot spawn with maxplayers = 0.
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Re: [MAP] Crux

Postby molexted » 04 Oct 2016 20:08

Oops, fixed.
Forgot to mention it's mainly a ffa/duel type map-- ctf/bb is an afterthought.
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Re: [MAP] Crux

Postby molexted » 04 Oct 2016 21:36

Added some structure to the center and removed boosters.
crux2.png

crux2.zip
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Re: [MAP] Crux

Postby TheRockyDoo » 04 Oct 2016 22:39

I think it should be more complex. It really looks too blocky and simple - even for FFA mode. Please visit http://redeclipse.net/wiki/Mapping_Tips and use some tips from there. They are too obvious - some of is can be forgotten by mistake. :P
Last edited by TheRockyDoo on 09 Oct 2016 15:08, edited 1 time in total.
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Re: [MAP] Crux (v4)

Postby molexted » 05 Oct 2016 23:44

Updated. Added:
Added 2 'nades to the center
Lower path+ramp to each base
Fixed broken lightmap around windows
Added trim texture around lower perimeter

It should look a bit less simple and blocky now.
New pic/map in title post
Last edited by molexted on 06 Oct 2016 06:26, edited 1 time in total.
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Re: [MAP] Crux (v4)

Postby qreeves » 06 Oct 2016 02:25

This reminds me of how "dutility" evolved over time, and that ended up being a super popular map lol.
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Re: [MAP] Crux (v4.2)

Postby molexted » 07 Oct 2016 00:08

Updated to 4.2:
Added chamfer to the ramps
Thinned wallrun panels
Small lightmapping settings changed
Compressed picture (for size)

Updated to 5.0:
Added jump pads between center levels


The somewhat useless wallrun boards does evoke a family resemblance to dutility, though that was not really intentional.
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Re: [MAP] Crux (v5.0)

Postby bonifarz » 07 Oct 2016 06:56

Nice updates, molexted

I think the layout and flow is getting much better here. Also, I like the new use of pushers and central planes. The map still feels small, but that's okay, and actually smaller maps are indeed very popular. And if you polish the geometry a bit to give the shapes a smooth, curved look, this will be even better. I think with the texture set you have chosen, that should work pretty well.
Details: Are you planning to keep the 10% lower gravity? Will you tone down the specular on the glass a bit?
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Re: [MAP] Crux (v5.0)

Postby molexted » 08 Oct 2016 06:28

Updated to 6.0:
Changed upper platform significantly
Changed pusher direction to 80 degrees (from straight up)
While vertices have ticked up to 5k, total mpz size is down to 292kib.

The upper platform was changed because it was hard to get to and it wasn't going to light well with a reasonable lightprecision (trying to keep this map pretty small)

I couldn't get specscale to do anything to the huge amount of glare. Is there something I'm missing?
I don't think anyone in my playtesting noticed the 90% gravity, i can change it if it throws some people's rhythm off though.
I don't normally play with it on so I didn't realize how much the textures have by default.
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Re: [MAP] Crux (v5.0)

Postby bonifarz » 08 Oct 2016 13:47

Haha, that sparkling thing below the rocket sucks :D
Gravity: It's your choice, I was just curious.
Specscale: Seems to work fine, both via menu or commands. But takes a /calclight to see the difference, since you are replacing textures (literally, /replace is useful for such tweaks). Maybe you can use a spec scale of 0.4 0.4 0.4, or add a bit of color tint? It's up to you.
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Re: [MAP] Crux (v5.0)

Postby molexted » 08 Oct 2016 15:22

I tried everything from specscale -1 to specscale 1.2 (and calclighted every time) but the glow is still everywhere. specscale 1 makes it worse but specscale -1 does not make it better
Reducing central light makes the map darker but not the glare.
Last edited by molexted on 08 Oct 2016 15:34, edited 1 time in total.
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Re: [MAP] Crux (v5.0)

Postby bonifarz » 08 Oct 2016 15:34

Let's get this straight step by step.
1) Select a face of your glassy panel
2) hotkey E V: textures menu, tab 3: shaders
3) pick a color, then press the "specular" button
Note: You see the button's command as tooltip or with right-click
4) /replace and /calclight

Does this help, or are there still issues?
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Re: [MAP] Crux (v5.0)

Postby molexted » 08 Oct 2016 15:35

Ok, Ill try that when i get a chance.
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Re: [MAP] Crux (v5.0)

Postby molexted » 09 Oct 2016 07:12

Thanks boni, that worked for reducing the glare.
Updated to 6.1:
Made the center actually suck (6 additive pushers in an octahedron around center light point)
Made the pushers absolute (there were problems with not making it through the hole otherwise)
Small lightmap changes
Reduced glass envmap
Reduced glass specularity
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Top really sucks now...
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Re: [MAP] Crux (v6.1)

Postby FaTony » 09 Oct 2016 11:56

For some reason this map was barely playable because of the glow.
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Re: [MAP] Crux (v6.1)

Postby SniperGoth » 09 Oct 2016 13:33

I also noticed the glow. I wonder how it happened? It could be very useful to me...
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Re: [MAP] Crux (v6.1)

Postby bonifarz » 09 Oct 2016 15:10

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Re: [MAP] Crux (v6.1)

Postby molexted » 09 Oct 2016 15:52

Oops, thought i removed that earlier. Fixed for 6.2.
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Re: [MAP] Crux (v6.1)

Postby qreeves » 10 Oct 2016 07:29

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Re: [MAP] Crux (v6.1)

Postby SniperGoth » 13 Oct 2016 18:56

Ex Iron fist level designer/ Ex Revelade Revolution level designer, 3d/2d artist, and still trying to figure out sound design...
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Re: [MAP] Crux (v6.2)

Postby molexted » 13 Oct 2016 20:00

Well I did a little testing, and it appears that there has to be skybgglare 1 as well as a skybox without glare.
In addition, there needs to be skybox present behind (not occluded by terrain) the glowing entity for the glowy effect to appear.
Looks like the existence of the skybox behind the glowing entity is necessary and skybox glare must be off.

Relevant video options in screenshots: intense glare, reflection on, envmap on, high textures/bumpmap, 1.5.6-nix64 stable.
Both screens are of the same area with sky texture on one and brick on the other.

I'd say it's a bug, though the effect may be useful.

Hope this helps.
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Re: [MAP] Crux (v6.2)

Postby SniperGoth » 13 Oct 2016 21:13

I also did some testing with it.
It feels like a prototype for ambient-light post-effect (i use it on Reshade sometimes, gives great results).
If used in certain situations, i noticed one could even make a fake volumetric light with it. (Screenshot 1 )
The biggest issue with it is the gigantic fade time it has, as it takes some seconds to fade-out.
If that wasn't the case, and it also worked on non-skybox surfaces, we could have a sort of actual volumetric-ish light.
Ubik in particular looks pretty cool with it.

PS: Sorry for topic derailling!
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Re: [MAP] Crux (v6.2)

Postby qreeves » 14 Oct 2016 02:45

Yeah, it's a bug then in my opinion, though should be ticketed along with another request for the effects the bug is being used for I guess. Both would be moot if the port to Tesseract Engine is done, still gotta get off my ass and make a start on that branch.
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