NM_Dual_2

Have a jump map that we don't have on our site? Let us know!

Moderator: Core Staff

User avatar
oppdelta
CJ Fan
CJ Fan
Posts: 107
Joined: June 3rd, 2007, 2:24 pm

Re: NM_Dual_2

Post by oppdelta » February 23rd, 2009, 11:18 am

Brill map!

thanks for letting me test :)

User avatar
Nightmare
Core Staff
Core Staff
Posts: 2688
Joined: January 12th, 2006, 10:09 pm
Contact:

Re: NM_Dual_2

Post by Nightmare » May 30th, 2009, 9:55 pm

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. :D
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

-=[CoDJumper.com Movies]=-
[Ambush] || [Backlot] || [Bloc] || [Bog] || [Broadcast] || [Chinatown] || [Countdown]
[Crash] || [Creek] || [Crossfire] || [District] || [Downpour] || [Killhouse] || [Overgrown]
[Pipeline] || [Shipment & Wetwork] || [Showdown] || [Strike] || [Vacant]

User avatar
Soviet
Core Staff
Core Staff
Posts: 7762
Joined: April 23rd, 2005, 9:12 pm

Re: NM_Dual_2

Post by Soviet » May 30th, 2009, 9:59 pm

yay

Pedsdude
Site Admin
Site Admin
Posts: 15914
Joined: October 15th, 2004, 7:18 pm
Location: UK

Re: NM_Dual_2

Post by Pedsdude » May 31st, 2009, 3:12 pm

Nightmare wrote:The GSC file alone is 1642 lines. Just to show how epic it is.
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 priority ;)

Some of the best jump maps have little or no scripting.
Image
Image

User avatar
Soviet
Core Staff
Core Staff
Posts: 7762
Joined: April 23rd, 2005, 9:12 pm

Re: NM_Dual_2

Post by Soviet » May 31st, 2009, 4:53 pm

Yea, because nm has terrible level design :roll:

User avatar
Nightmare
Core Staff
Core Staff
Posts: 2688
Joined: January 12th, 2006, 10:09 pm
Contact:

Re: NM_Dual_2

Post by Nightmare » May 31st, 2009, 6:45 pm

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.

Image

Image

Image
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]

Pedsdude
Site Admin
Site Admin
Posts: 15914
Joined: October 15th, 2004, 7:18 pm
Location: UK

Re: NM_Dual_2

Post by Pedsdude » May 31st, 2009, 7:09 pm

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 :)
Image
Image

User avatar
Soviet
Core Staff
Core Staff
Posts: 7762
Joined: April 23rd, 2005, 9:12 pm

Re: NM_Dual_2

Post by Soviet » May 31st, 2009, 7:20 pm

It's abstract...not realistic.

User avatar
Nightmare
Core Staff
Core Staff
Posts: 2688
Joined: January 12th, 2006, 10:09 pm
Contact:

Re: NM_Dual_2

Post by Nightmare » May 31st, 2009, 7:22 pm

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 tried making the tiles follow the brushes, but I prefer this effect it gives off. The straight lines break up the diagonal geometry.
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]

User avatar
Soviet
Core Staff
Core Staff
Posts: 7762
Joined: April 23rd, 2005, 9:12 pm

Re: NM_Dual_2

Post by Soviet » May 31st, 2009, 8:04 pm

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

Image

Image

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

Image

Image
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 right :P Texturing like that in my opinion looks very rushed and careless.
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.

Pedsdude
Site Admin
Site Admin
Posts: 15914
Joined: October 15th, 2004, 7:18 pm
Location: UK

Re: NM_Dual_2

Post by Pedsdude » May 31st, 2009, 8:07 pm

Nightmare wrote:Little accuracies my ass, I sense jealousy. :)
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.

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.
Image
Image

User avatar
Nightmare
Core Staff
Core Staff
Posts: 2688
Joined: January 12th, 2006, 10:09 pm
Contact:

Re: NM_Dual_2

Post by Nightmare » May 31st, 2009, 8:52 pm

NM_Dual_2 is Released!

Comments and thoughts are always welcome.
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]

User avatar
waywaaaard
Core Staff
Core Staff
Posts: 2214
Joined: February 6th, 2006, 3:18 pm
Location: Germany/Bayern

Re: NM_Dual_2

Post by waywaaaard » May 31st, 2009, 10:03 pm

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
THAT HANDS WERE NOT TRACED!
visit my blog: Link
Soviet wrote:Yeah, watch out, Peds will hit you with his +5 D-Battleaxe of homosexuality :roll:

User avatar
Soviet
Core Staff
Core Staff
Posts: 7762
Joined: April 23rd, 2005, 9:12 pm

Re: NM_Dual_2

Post by Soviet » May 31st, 2009, 11:29 pm

It is very good but very confusing. Some very impressive scripting.

BatterY
CJ Worshipper
CJ Worshipper
Posts: 238
Joined: January 29th, 2010, 10:27 pm

Re: NM_Dual_2

Post by BatterY » February 3rd, 2010, 4:24 pm

wow, this map has a shit load of triggers... and thats why it is so good :D i've completed it few times and never got bored :)

Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest