KotH Breach

C00Kies

L3: Member
Sep 20, 2009
132
58
*Re-posting it after the site reset (not a contest map)

Koth Breach takes place along an alpine dam. Red's cold storage facility built in the mountain side and Blu's power plant are fighting for the control of the central Turbine.
 
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Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
249
Overall there were some fun routes, however the map had severe FPS issues (and possibly a leak?).
 

C00Kies

L3: Member
Sep 20, 2009
132
58
A7:
A little more optimization (mostly leeks)
Opend up the capture zone
Made light changes at mid which show if the point is NEUTRAL,RED,or BLU

I think this will help out frame-rate a lot as well as showing who owns mid. I think it will be ready for the next gameday
 

Spacek531

L4: Comfortable Member
Jan 28, 2012
165
94
how did you get the point to change colors? I tried to do that once and ended up having separate point_spotlights for each color. If there's a better way I'd love to know.
 

C00Kies

L3: Member
Sep 20, 2009
132
58
Gameday bump:

@SpaceK: yea I just have 3 different spotlights which turn on and off pending on who owns it.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
Alright, so this map has severe optimization issues.

I loaded it up and tried to see how much of the map you've left as world geometry, and it's way too much.
You also have NO areaportals. And you're not func_detailing enough.

Lets begin:
This whole structure in the middle: https://dl.dropbox.com/u/1281220/2012-07/Screenshot-2012-07-09_00.54.44.jpg func_detail it.
It has too many curved surfaces and small brush platforms and stuff. This thing probably create 60403 visleaves by itself.

https://dl.dropbox.com/u/1281220/2012-07/Screenshot-2012-07-09_00.55.09.jpg
There is no reason for these to be world brushes.

https://dl.dropbox.com/u/1281220/2012-07/Screenshot-2012-07-09_00.55.24.jpg
Here is what I think is killing the FPS on this map. You have lights with some flickering render FX. DO NOT USE THESE. They're known framerate killers.
Also you should really func_detail that metal panel....

https://dl.dropbox.com/u/1281220/2012-07/Screenshot-2012-07-09_00.56.13.jpg
func_detail this entire thing. That curved roof and the single thin pole aren't doing you any favors optimization wise as they are now.

https://dl.dropbox.com/u/1281220/2012-07/Screenshot-2012-07-09_00.56.57.jpg
As a side note, what is this, and why does the announcer think they're australium when I touch them?
why do you have spawnpoints in that room there to the left.
 

C00Kies

L3: Member
Sep 20, 2009
132
58

Thank you vary much, this is extremely helpful.
This is what I've been working today and I'm glad I'm doing it right.

I am, however, still having a hard time w/ the area portals. I cant seem to get them right, i have been trying to have them for a couple of versions now... I have been reading up on them and looking at Valve maps to better understand them, however, I am still screwing something up.
 
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C00Kies

L3: Member
Sep 20, 2009
132
58
A8:
MAJOR Optimization pass
*now featchuring functioning areaportals (A7 vs A8)
Cut out Exess Detailing
Added a third spawn door to cut down spawn camping

Big thank to Ravidge for the optimization tips, really helped a lot. I think I solved all the major frame rate issues so hopefully it can be played, third times' the charm.

Please leave feedback

Thanks
-C00Kies