Nexuiz Ninjaz - Practicing the Ninja Art of Nexuiz

Full Version: [Map] ArenaAutomatica
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V15 (updated with pink pipes in lower level to break the visual monotony)

https://cat2.optus.nu/nexuizserv/arenaautomatica15.pk3
http://cat2.optus.nu:81/nexuizserv/arena...tica15.pk3

Edit: changed var strings to health and max_health in code patch and map for v14

Years ago I made a map called "AutoplayArena" for the game "Unreal". It got play on the nalicity mothership server so it must have had an OK layout. I have been wanting to play my old map in Nexuiz, so here is ArenaAutomatica! This is a triple-level arena map with areas you can catapult your opponent for an instant victory if you utilize the "lazer" weapon well. This map is best played in DM, Arena or LMS mode. © GNU GPL v2 (As always)

The spawns and weapon placement are the same as in my old map. The diffrences are: it's larger by scale, it has a few more deadly areas, and ... well follow the teleporters to find out.

Also this has jumppads and port-o launchers in the slimearea.

I've made this because peeps seem to still like my anceint map "autoplayarena" and play it... so I guessed it might be good for nexuiz, updated.



[img=http://pics.nexuizninjaz.com/files/jti86k7awmh8qe006wnn_thumb.jpg]

This one looks actually really good. Haven't played it yet. Hope it will be added soon on DCC plain DM
Interesting. The lasers were a little shocking for me at first. The instant death through me off. I like the placement of the shield powerup. The flow could use a little more improvement and maybe more items. Particularly in the slime at the bottom maybe mega armor or mega health.
Updated to version 12:

https://cat2.optus.nu/nexuizserv/arenaautomatica12.pk3
http://cat2.optus.nu:81/nexuizserv/arena...tica12.pk3

New editions: more eyecandy, more laserdeath, more jumpads to help you get to the first 2 levels from the slime area, mega health and invulnerability positions were switched (invuln now requires a lazer jump and thus SKILL!!!11111).

Also I made a new quake c trigger function: trigger_health. The diff for it is included in the pk3. I used the trigger_hurt and the health pickup code, hacked them together, tested, hacked some more, and then it worked.
dmg == health per second
cnt == max health (won't give to a player with more than cnt)

You apply it to your server source by:
patch -p0 <triggerhurt.diff
when in the quake C source server dir, then you recompile quake c code.

In the rocket cage there is a trigger_health that gives 10 health per second, just like in the original map I made for unreal and unreal tournament :)
Mike, you should enter the competition...
http://www.nexuizninjaz.com/forum/showth...28#pid5528
New update:
https://cat2.optus.nu/nexuizserv/arenaautomatica14.pk3
http://cat2.optus.nu:81/nexuizserv/arena...tica14.pk3

New things: made teleporter shader quicker/better.
Tried to make slime area (basement) more visually appealing and also cut a 45 into the place behind the "pillars".
V15 (updated with pink pipes in lower level to break the visual monotony)

https://cat2.optus.nu/nexuizserv/arenaautomatica15.pk3
http://cat2.optus.nu:81/nexuizserv/arena...tica15.pk3
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