KotH Rundown

tyler

aa
Sep 11, 2013
5,102
4,621
I don't like the yellowish lights in the out of bounds area on blu's side. The vehicles also seem haphazard. And the log textures in this that the building is on are too bright, I think. But otherwise I think it looks neato.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
I'm going to be redo'ing the roofs before b1 release. I still have to fix red's saw room one :3

And as for the log texture, in game it doesn't look that bad, I think its just the angle. I'll see what I can do for it though....

The vehicles are new, but they were originally trains instead of trucks...

and the yellowish lights are just to bring some lighting to that area. I'll redo that in some way it looks nicer. or just leave it dark.
 

tyler

aa
Sep 11, 2013
5,102
4,621
I like how in Sawmill there is, basically, what you have there, but it's almost all dark. It's kinda neat.

It's on one side of the building the point is in, and isn't mirrored on the other side.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
I love snags, don't you!

The map is just about ready to be released as b1, I just have to adjust draw distances (Thanks steff0o for reminding me to do it) and a few more clipping things I have to adjust.

Thats all easy/fine and dandy... except... My map sucks at hinting and I've looked at guides/advanced guides and I have gotten no where with it. I've been told that the map is going to be tricky to optimize, but I didn't realize THIS tricky...

So I shine the bat signal out for anyone who can help me optimize this (basically add hint brushes)...

Thanks in advanced.

/me takes a mental note: Make sure to design maps with optimization in mind...
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
What about areaportals, it is bit worrying you been talking only about hints and draw distances and when watching livestream i didn't see any areaportals either.

They are there, right?
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
Load up your map, type in sv_cheats 1 and mat_leafvis 1. Then walk around. If you see any red boxes stretching to the top of the map, use horizontal hints to cut those down. Big visleaves like that will cause pretty much the entire map to render.

Also, as Wank said, areaportal the individual buildings.

Kep
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
Load up your map, type in sv_cheats 1 and mat_leafvis 1. Then walk around. If you see any red boxes stretching to the top of the map, use horizontal hints to cut those down. Big visleaves like that will cause pretty much the entire map to render.

Also, as Wank said, areaportal the individual buildings.

Kep

big visleaves will cause the whole map to render ony if the whole map is visible from them. cutting them in half would be quite "unstable" optimization that would do nothing if someone was to rocket/sticky jump and enter the top visleaf
 

ardysqrrl

L4: Comfortable Member
Oct 26, 2009
173
159
big visleaves will cause the whole map to render ony if the whole map is visible from them. cutting them in half would be quite "unstable" optimization that would do nothing if someone was to rocket/sticky jump and enter the top visleaf
So what? the purpose of optimization is to lower framerates for the majority of the time as much as possible

Are you actually suggesting that horizontal hinting is bad / a waste of time?
 

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
So what? the purpose of optimization is to lower framerates for the majority of the time as much as possible

Are you actually suggesting that horizontal hinting is bad / a waste of time?

Other options should be considered first imo, because it still leaves a place where the fps will drop to shit. I'd rather have steady 50 fps throughout the whole playable area than 200 everywhere and 20 in a couple of places. If the map has framerate drops, it will be remembered for having fps drops, even if most of the time framerate will be excellent. Framerate is being judged by its low points, not high ones.

I'm just saying that horizontal hinting leaves a possibility for a "I rocketjump. I get fps drop. I think "fuck this laggy unoptimized map"" situation to happen. Unless it's high enough of course.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
I don't think most players don't use the term optimization unless they have done maps.

I do need to add a hintbrush above the map, and I will ( I can't really lower the skybox...)

What I do need to know is where the hell should I do some vertical hint brushes? I tried dividing the map up into thirds, but then my compile time doubled and I canceled it.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
And without further ado, I introduce my first beta map: Rundown!

The map is now completely, though not to the extent I want to allow, detailed!
It has some optimization, more to come in b2.

Things I plan to fix for b2:
I know of a few missing overlays
Adjust some boats
Fix up the mid to be more beneficial towards optimization
Adjust some more lighting
More minute details.

Probably some other stuff too

Hope you enjoy it.

**If the HDR cubemaps aren't working please tell me immediately and I will try and fix it.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
This played semi-well, although we only had 3 or 4 players per team and spawncamping was rampant. Everyone seemed to prefer the right (looking from spawn towards point) path, not sure why.

You have a lot of tiny detailing which is not clipped. It was superfrustrating to die because while backing up I hit a 1-unit extrusion and couldn't go back to spawn. Clip stuff around doorways, make small props nonsolid, etc. Basically clip it so that players slide off detailing instead of getting caught on it.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
Yes, more clipping will arrive in beta 2, especially on the walls with the beams and the door ways.

For the spawn camping, I don't know what it is, but when waxpax and his group were playing, one team would push and camp for like 20 seconds, but the other team could just as easily de-camp them, so I'll be looking at that.