Cruise

cruise b4b

Gaw

L4: Comfortable Member
Apr 21, 2009
167
24
1.

20h0jlv.png


I was easily able to hop on the deck, and then jump on the top of the vents. Then I just jumped on the side of the ship, easily gaining access to the other side in a matter of seconds.

2.

sb7lab.png


This obviously is a problem, I was able to place a teleport exit through the wire and then place a teleport enterance.. And I was in :p

It's actually really cool, I don't think you should block it off, I think you should develop it as a part of the map somehow.

3.

Look at the console when you are playing it. It appears the gulls sound didn't work? :p


Well, thats it, I hope I have sped up the development of the map, it's brilliant :wow:
 

Schmoe

L2: Junior Member
May 18, 2008
60
1
Just crashed on this map... Unsure as to why... I have multi-core rendering enabled. The last thing I saw was the island in the distance.

EDIT: Just did it again after rejoining.

Going to try rejoining w/o multicore enabled.
 
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Dr. Spud

Grossly Incandescent
aa
Mar 23, 2009
880
854
This map was very fun. It's a great layout.:thumbup1:

BUT

You've committed the unholy sin of *real-time reflection water!!! Not only that, but there are two planes of it! The fps is DOA.
 
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Narkissus

L5: Dapper Member
Jan 22, 2008
228
9
This map was very fun. It's a great layout.:thumbup1:

BUT

You've committed the unholy sin of expensive water!!! Not only that, but there are two planes of expensive water! The fps is DOA.

On every test ever ive never had any problems with fps on any people playing it. i myself never dip below 60 on it, and since thats as high as it goes i see no problems. Theres no way in hell id get rid of those water textures.

The way i see it is that if your comp is so bad that you cannot play a source game on atleast medium settings then you probably cant play even the normal maps anyways in which case why are you even bothering with playing the game. Im not saying this against you mind you, just in general on people who would possibly complain about the fps.
 
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Narkissus

L5: Dapper Member
Jan 22, 2008
228
9
Just crashed on this map... Unsure as to why... I have multi-core rendering enabled. The last thing I saw was the island in the distance.

EDIT: Just did it again after rejoining.

Going to try rejoining w/o multicore enabled.

Did anyone else have problems with crashes? Ive never experienced this myself.
 

Dr. Spud

Grossly Incandescent
aa
Mar 23, 2009
880
854
On every test ever ive never had any problems with fps on any people playing it.

Well, there was a test today and there are a group of people who agree with me about the fps, so I guess your record is broken.

The strength of my computer isn't an issue, fps is all relative. If there's one map with way lower frames than all the default maps... that's a problem. There's a reason Valve doesn't use *real-time water in multiplayer games anymore.

Also, I'm pretty sure questioning whether people should even play TF2 anymore because of your map is a fallacious argument. Pretty sure.
 
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Dr. Spud

Grossly Incandescent
aa
Mar 23, 2009
880
854
Wait, I just realized I might have worded what I said wrong. The unholy sin is real-time reflections, not expensive water. I meant real-time in those posts above.:facepalm
 

mdawgmike

L1: Registered
Jun 7, 2009
40
18
We just got done testing this tonight. It went over very well on our server. Forget what I said about adding more pathways...it works perfectly fine as-is. I didn't notice that the chutes were there to access the intel area :). Also, nobody crashed on this map as far as I know when we were playing it. We added it to our rotation if you would like to see it whenever it may come up in play.
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
Wait, I just realized I might have worded what I said wrong. The unholy sin is real-time reflections, not expensive water. I meant real-time in those posts above.:facepalm

umm...maybe its just me, but I was quite sure that "real-time reflections" was an option you set in the display settings of tf2, though its referred to as reflect all there. Im reasonably sure a map would have some difficultly over-riding that...why not make sure you don't accidentally have it set to reflect all...

Though it would be a problem if the water in only this map did that...
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
Even if you set your graphics settings to the fullest, Valve has water textures that don't do real-time reflections. This map has a custom texture that does.

so...I just did a run through of a couple of valve maps and cruise, and I must admit I noticed no significant difference in the reflections, and I do have my graphics set to the fullest. Why not shoot a screenshot showing what you are talking about? It couldn't hurt.
 

Dr. Spud

Grossly Incandescent
aa
Mar 23, 2009
880
854
so...I just did a run through of a couple of valve maps and cruise, and I must admit I noticed no significant difference in the reflections, and I do have my graphics set to the fullest. Why not shoot a screenshot showing what you are talking about? It couldn't hurt.

Here's well and 2fort. Like all the Valve maps, the water only reflects cubemaps:

cp_well0004.jpg

ctf_2fort0003.jpg


Here's cruise. These (I'm assuming) custom textures on the pool water and the ocean water use real-time reflections:

ctf_cruise_b3a0000.jpg

ctf_cruise_b3a0001.jpg


One real-time reflection is slow enough in the source engine. But in addition to that, you can see both waters at the same time:

ctf_cruise_b3a0002.jpg
 

Narkissus

L5: Dapper Member
Jan 22, 2008
228
9
Yeah it does reflect, but im hesitant to change the water at all because its like a main feature of the map. I can try to optimize the main area of the map better but im not sure if i can do any better with it. I suppose ill force it to be cheap and see how it looks.
 
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Narkissus

L5: Dapper Member
Jan 22, 2008
228
9
We just got done testing this tonight. It went over very well on our server. Forget what I said about adding more pathways...it works perfectly fine as-is. I didn't notice that the chutes were there to access the intel area :). Also, nobody crashed on this map as far as I know when we were playing it. We added it to our rotation if you would like to see it whenever it may come up in play.

Awesome ill have to swing by and play it sometime.
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
It's a fun map, got to play on the tf2maps server the other day. We had a pretty good game.

But I agree that the expensive water in the ocean is uneeded.

The pool has good refelctions and is a small body of water so I'd leave it there (I'm assuming you can use more than one water tex per map.)

But the only reflection in the ocean is the ship and since you are on the ship you can't see that reflection so it's a performance hog that is totally wasted. I jumped off the ship once and I still didn't even notice it.

I wouldn't really call the ocean a major feature of the map. It's a large part of the enviroment and makes the ship believeable, but during gameplay it's hardly noticed more than just a corner of the eye glance. So don't kill performance for that reason.
If someone wants to gawk at pretty water they could play Oblivion where you don't have another 23 players interfering with your nature commune.
 

Narkissus

L5: Dapper Member
Jan 22, 2008
228
9
Heres the dif with expensive or cheap water, oddly getting lower frames with it cheap.. i dont know why.
Cruisehighwater.jpg


cruiselowwater.jpg


I dont get what is going on here. Also, come on, i get over 100 fps on the map, and i bought this comp over a year ago for 800 bucks. I dont get why other people get such horrible frames.
 

Dr. Spud

Grossly Incandescent
aa
Mar 23, 2009
880
854
The real-time water runs great when you're alone, but on a full server it gets bad, because then you've got to render all the moving models reflected in the water. And the vast majority of people didn't buy a computer in the last year.

With a good cubemap at high-resolution, normal water can look great. I mean, it's ultimately your decision, but if it was me I wouldn't be the one map with real-time water.
 
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Narkissus

L5: Dapper Member
Jan 22, 2008
228
9
New update: Version b4b out now!

Changes from b3a:
Lighting completely redone.
Ocean water is cheap.
Skybox updated more.
More detail work done.

Changes from b3:
Packed correctly.

Changes from b2c :
More detail.
Vent alternate routes to lower decks.

*The screenshots have not been changed yet*
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
Woot b4 !