thanks for letting me test
NM_Dual_2
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oppdelta
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Re: NM_Dual_2
Brill map!
thanks for letting me test
thanks for letting me test
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Nightmare
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Re: NM_Dual_2
Back from the dead, I finally managed to debug this thing.
I will be doing one final test, and then (hopefully) this map will be released!
I really suggest you guys install CoD again to try this map, it's really worth it.
The GSC file alone is 1642 lines. Just to show how epic it is.
There will also be a bonus added in which has never been seen on any CoD map before.
Check this thread later tonight.
I will be doing one final test, and then (hopefully) this map will be released!
I really suggest you guys install CoD again to try this map, it's really worth it.
The GSC file alone is 1642 lines. Just to show how epic it is.
There will also be a bonus added in which has never been seen on any CoD map before.
Check this thread later tonight.
Coding is Poetry. Mapping is Art.
"Cause im the sexiest mapper ever...except for nm, that sexy man" - Soviet
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Pedsdude
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Re: NM_Dual_2
Good scripting doesn't necessarily make a good jump map - design should come first and the scripting to accompany it, not the other way round imo. Having said that, this is a dual map, so obviously a certain amount of scripting is required, but I think it's important to emphasise good level design as a priorityNightmare wrote:The GSC file alone is 1642 lines. Just to show how epic it is.
Some of the best jump maps have little or no scripting.


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Soviet
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Re: NM_Dual_2
Yea, because nm has terrible level design 
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Nightmare
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Re: NM_Dual_2
Don't worry about that Peds, I took some care of the level design.
Here are some final screenshots while the final version is being uploaded.



Here are some final screenshots while the final version is being uploaded.



Coding is Poetry. Mapping is Art.
"Cause im the sexiest mapper ever...except for nm, that sexy man" - Soviet
-=[CoDJumper.com Movies]=-
[Ambush] || [Backlot] || [Bloc] || [Bog] || [Broadcast] || [Chinatown] || [Countdown]
[Crash] || [Creek] || [Crossfire] || [District] || [Downpour] || [Killhouse] || [Overgrown]
[Pipeline] || [Shipment & Wetwork] || [Showdown] || [Strike] || [Vacant]
"Cause im the sexiest mapper ever...except for nm, that sexy man" - Soviet
-=[CoDJumper.com Movies]=-
[Ambush] || [Backlot] || [Bloc] || [Bog] || [Broadcast] || [Chinatown] || [Countdown]
[Crash] || [Creek] || [Crossfire] || [District] || [Downpour] || [Killhouse] || [Overgrown]
[Pipeline] || [Shipment & Wetwork] || [Showdown] || [Strike] || [Vacant]
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Pedsdude
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Re: NM_Dual_2
It looks nice, although as Sam says, those textures are WAY over used. Not only in the way that you use them in all your maps, but in fact ALL of the textures in those screenshots are the same style textures (apart from the glass if you're being picky). A bit of variation goes a long way.
The tiles aren't facing in the direction of the beams in some cases.
You also appear to have glass which doesn't have any edging (i.e. bits outside it to hold it in).
It's the little accuracies that make a map - not just scripting and cleanliness
The tiles aren't facing in the direction of the beams in some cases.
You also appear to have glass which doesn't have any edging (i.e. bits outside it to hold it in).
It's the little accuracies that make a map - not just scripting and cleanliness


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Soviet
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Re: NM_Dual_2
It's abstract...not realistic.
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Nightmare
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Re: NM_Dual_2
I tried making the tiles follow the brushes, but I prefer this effect it gives off. The straight lines break up the diagonal geometry.Pedsdude wrote:The tiles aren't facing in the direction of the beams in some cases.
You also appear to have glass which doesn't have any edging (i.e. bits outside it to hold it in).
It's the little accuracies that make a map - not just scripting and cleanliness
I fail to see what you mean about the glass having any edging.
This is an abstract map meant for fun, I'm not taking a realistic approach here.
Little accuracies my ass, I sense jealousy.
Coding is Poetry. Mapping is Art.
"Cause im the sexiest mapper ever...except for nm, that sexy man" - Soviet
-=[CoDJumper.com Movies]=-
[Ambush] || [Backlot] || [Bloc] || [Bog] || [Broadcast] || [Chinatown] || [Countdown]
[Crash] || [Creek] || [Crossfire] || [District] || [Downpour] || [Killhouse] || [Overgrown]
[Pipeline] || [Shipment & Wetwork] || [Showdown] || [Strike] || [Vacant]
"Cause im the sexiest mapper ever...except for nm, that sexy man" - Soviet
-=[CoDJumper.com Movies]=-
[Ambush] || [Backlot] || [Bloc] || [Bog] || [Broadcast] || [Chinatown] || [Countdown]
[Crash] || [Creek] || [Crossfire] || [District] || [Downpour] || [Killhouse] || [Overgrown]
[Pipeline] || [Shipment & Wetwork] || [Showdown] || [Strike] || [Vacant]
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Soviet
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Re: NM_Dual_2
KillerSam wrote:means it is not going to be a real life situation realistically.
If you recognize that CoD1 has its limitations you can achieve decent realism that rivals the stock maps in jump maps


Abandoning the CoD1 engine, to assume that a jump map cannot reach realism seems somewhat illogical


If I recall correctly, jm_gap, peds_palace, peds_parkour (which I'm pretty sure strove to be realistic) all had similar situations of texturing. I think it's fairly obvious that nm created a theme with his textures (albeit somewhat overused textures) and to break that theme for something like beams would ruin the artistic flow of this map. Imo, it's a pretty ridiculous complaint.KillerSam wrote:With regards to the 'diagonal lines' thing - we both know that is simply BS for you being too lazy to set it up rightTexturing like that in my opinion looks very rushed and careless.
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Pedsdude
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Re: NM_Dual_2
I'm not jealous - I don't claim to be a brilliant mapper and am only trying to provide constructive criticism to help you improve on your maps. You've got to be open to suggestions/criticisms if you want to make your map better in respect to other people's views, instead of just your own.Nightmare wrote:Little accuracies my ass, I sense jealousy.
I reckon that if I had the time/patience I could create a map which is much better than my previous maps (I'm not making all these criticisms as though my maps are perfect in every way), however, I rarely find the time for mapping and when I do my motivation doesn't tend to last long.


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Nightmare
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Re: NM_Dual_2
Coding is Poetry. Mapping is Art.
"Cause im the sexiest mapper ever...except for nm, that sexy man" - Soviet
-=[CoDJumper.com Movies]=-
[Ambush] || [Backlot] || [Bloc] || [Bog] || [Broadcast] || [Chinatown] || [Countdown]
[Crash] || [Creek] || [Crossfire] || [District] || [Downpour] || [Killhouse] || [Overgrown]
[Pipeline] || [Shipment & Wetwork] || [Showdown] || [Strike] || [Vacant]
"Cause im the sexiest mapper ever...except for nm, that sexy man" - Soviet
-=[CoDJumper.com Movies]=-
[Ambush] || [Backlot] || [Bloc] || [Bog] || [Broadcast] || [Chinatown] || [Countdown]
[Crash] || [Creek] || [Crossfire] || [District] || [Downpour] || [Killhouse] || [Overgrown]
[Pipeline] || [Shipment & Wetwork] || [Showdown] || [Strike] || [Vacant]
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waywaaaard
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Re: NM_Dual_2
you all judge from the pics if you had already played that map you would have another opinion 'cause these textures really fit in his whole concept imo
@nightmare
well you know map is reall cool and best are this japanese tetris game thing and the canon
@nightmare
well you know map is reall cool and best are this japanese tetris game thing and the canon
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Soviet wrote:Yeah, watch out, Peds will hit you with his +5 D-Battleaxe of homosexuality
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Soviet
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Re: NM_Dual_2
It is very good but very confusing. Some very impressive scripting.
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BatterY
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Re: NM_Dual_2
wow, this map has a shit load of triggers... and thats why it is so good
i've completed it few times and never got bored 