Ramjam

KotH Ramjam rc1

Jusa

aa
May 28, 2013
377
618
Oh, eerrrrrr... what were the radical changes? I always thought this map was pretty cool. What feedback did you get from the UGC guys? I know Glassworks made it in next season, which I'm not really surprised by, so I guess it's not surprising that you're not in for another season. Are you at a state with this map where you're thinking about finishing it? How about getting it up in the Showcase?

I didn't really get feedback from the ugc players, which is kinda weird. I expected a lot of feed back but it really felt like people who liked the map were just saying it's fun to play on and people who did not like it said it was bollocks without giving any thoughts on how to improve it.

The only radical change I did was adding shutters to the flank doors even tho some people told me not to. But I think it needed shutters. I'm a rebel. Would be good to know if there are any little problems with it before doing a rc1 compile.

I would proudly call it finished myself, since I am out of ideas on how to improve it any further.
 

RubbishyUser

L7: Fancy Member
Feb 17, 2013
414
488
Send me a PM next week or a couple of weeks from now when I'm not doing exams and I'll download it and I'll try to go through and look for graphical glitches and clipping and such. I'd love to see this map done and dusted and I always feel it's a bit sad when a good map doesn't quite get the attention it deserves.
 

Jusa

aa
May 28, 2013
377
618
Send me a PM next week or a couple of weeks from now when I'm not doing exams and I'll download it and I'll try to go through and look for graphical glitches and clipping and such. I'd love to see this map done and dusted and I always feel it's a bit sad when a good map doesn't quite get the attention it deserves.

Aww thanks! You make me blush. In a very manly way. A manly blush.
 

Jusa

aa
May 28, 2013
377
618
creepy-kids-ads-1.jpg


wtfoto-day-creepy-piece-vintage-advertising.w654.jpg


God damn these would make for some great posters in the map. Anyways I realised I need some better posters and Im still not happy with the silly jam jar prop I have in the map.
 

Jusa

aa
May 28, 2013
377
618
[ b13 ] -Detailing changes such as: Updated the posters, added detailing, staticproplighting and some extremely top secret spytech scenery!


c7DC37J.png
 
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Jusa

aa
May 28, 2013
377
618
ramjam is closing rc and the only thing left for it is to find a sweet jamjar prop that fits the theme well.
Anyone willing to work on one for the map? Something as simple as the jarate model would work fine. Maybe a couple of variants with a lid on and without it, and team colored skin variants aswell. If anyone is intrested throw me a PM here or add me on steam: (j_jkk or Jusa should find me.) Thanks for the feedback everyone!

Never thought I woukd be so happy with how my first official release turns out.

Cheers everyone!
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
When we played it on the server recently there were some places where framerate would drop down quite a lot. We posted some feedback. Have you had a chance to check that out?
 

Jusa

aa
May 28, 2013
377
618
When we played it on the server recently there were some places where framerate would drop down quite a lot. We posted some feedback. Have you had a chance to check that out?

Did not hear about this, will see into it. Thanks!
 

Jusa

aa
May 28, 2013
377
618
When we played it on the server recently there were some places where framerate would drop down quite a lot. We posted some feedback. Have you had a chance to check that out?

The only solution seems to be to start deleting props around mid. Damn its hard to get open areas like this run smooth.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Did a quick run around to see if I could spot anything for you:

This bucket seems to have a water splashing sound effect but I'm not seeing anything. Is it missing a particle, by chance?

This clip brush is sticking out past the door and you can get caught up on it. Same on both sides.

High up ledge you can get on. Same on both sides.

And this ledge. Again same on both sides.

You can get into this little nook in blu spawn. Red side is even more open. This one isn't that big of a deal, though, being in spawn.

This tree seems like a nasty spot to hide stickies next to the mid point. All 8 are in there.

This bucket also makes a good sticky hiding spot right next to the doorway and the health pack. This is pretty funny, though.

And this container, not mirrored on the other side. Again all 8 in there.

And this sheet of metal. Mirrored.

And this bucket. Mirrored.

So yeah, just a bunch of nit-picky stuff. In general it all looks really cool. Good clean detailing. FPS does drop a bit around mid, but you really don't have many options besides removing some things.
 

Jusa

aa
May 28, 2013
377
618
Did a quick run around to see if I could spot anything for you:

This bucket seems to have a water splashing sound effect but I'm not seeing anything. Is it missing a particle, by chance?

This clip brush is sticking out past the door and you can get caught up on it. Same on both sides.

High up ledge you can get on. Same on both sides.

And this ledge. Again same on both sides.

You can get into this little nook in blu spawn. Red side is even more open. This one isn't that big of a deal, though, being in spawn.

This tree seems like a nasty spot to hide stickies next to the mid point. All 8 are in there.

This bucket also makes a good sticky hiding spot right next to the doorway and the health pack. This is pretty funny, though.

And this container, not mirrored on the other side. Again all 8 in there.

And this sheet of metal. Mirrored.

And this bucket. Mirrored.

So yeah, just a bunch of nit-picky stuff. In general it all looks really cool. Good clean detailing. FPS does drop a bit around mid, but you really don't have many options besides removing some things.

Thanks! Will fix those right away. I wish I could get it running well with this much detail since I really love how its looking right now.¨

Could I manage to do anything with func_occluders? Or are those just generally a bad idea?



Also, the water dropping particles are disabled if you have "weather effects" disabled in the tf2 settings, so that might be causing it for you? They work fine for me.

m4p3GfQ.png

rLMyF2k.png
 
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Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
I shouldn't have them disabled but I'll double check.

I didn't see any real solid places for occluders, I was trying to keep an eye out for that. Maybe real liberal use of prop fades could help?

edit: I guess I did have weather effects off. Weird.
 
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Jusa

aa
May 28, 2013
377
618
I shouldn't have them disabled but I'll double check.

I didn't see any real solid places for occluders, I was trying to keep an eye out for that. Maybe real liberal use of prop fades could help?

edit: I guess I did have weather effects off. Weird.

Working with fade distances and removing the most expensive models and replacing some with simple brushwork. I was thinking using occluders on the jamroom walls since they dont seem to block vis enough
 

Jusa

aa
May 28, 2013
377
618
[ b14 ] -Some clipping and bug fixes with a hint of optimization ( maybe ) and detailing. I did my best to optimize it as far as I could.
 

RubbishyUser

L7: Fancy Member
Feb 17, 2013
414
488
Just spoke to my team leader from when we played it in UGC and she still has her POV and comms. Thought it might be a fun watch. I asked her what she remembered from the map and she just said people had fps drops at mid (although the jittering in the videos are her recording software, not her fps!)

https://www.youtube.com/watch?v=3WOzU7nqHdg&ab_channel=Widd3rshins
https://www.youtube.com/watch?v=iROwn0ikZus&ab_channel=Widd3rshins
https://www.youtube.com/watch?v=E47nbOpyaEw&ab_channel=Widd3rshins

And I'll do my sweep through after you've fixed Crash's stuff, alright?