pl_cliffedge suggestions about changes and fixes

Billo

aa
Feb 8, 2016
920
397
Currently i am very focused on my maps and especially pl_cliffedge which is a map that i want to improve and make it one of the best out there, this is where i need your help.Recently i added the last version of the map (b6) into playtesting a lot of times to collect as much feedback as i possibly can and i collected a lot but a lot.
The thing is some people complain sometimes about the gameplay or a part of a map which is understandable and this is the part i want to reach. I want everyone who played my map to tell me down in the comments what he thinks needs to be changed (not redone though just changed a bit).
Hopefully by doing this i would have a lot of suggestions and i can improve the map a lot more to make it more enjoyable for everyone to play and have a good time in general.
Lastly i want to thank everyone who helped me so far with his feedback etc.
 

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
No, you make no mention of compile times in this thread. This is you asking for more feedback on your map, which I'm not saying you can't have.

I was questioning why you created a new thread to ask for feedback when you already have a thread where people can (and already have) give(n) feedback.
 
Last edited:

Billo

aa
Feb 8, 2016
920
397
thats weird i am 100% sure i didnt make a thread asking for this subject if i did i am sorry about redoing it.
 

Billo

aa
Feb 8, 2016
920
397
yeap it's so easy to redo an entire map from scratch because its not 8hu grid or something. can i ask why is that such a big of a problem?
yes i can cause later some problems with detailing etc. but i dont have any problems yet and i dont use it all the time so
 
Last edited:

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
The main reasons to stick to a larger grid size have to do with optimization. For example, if you have a brush in a wall or floor misaligned by 1 unit, or a tiny gap between them, that's an extra visleaf created. If some geometry is slightly offset from the 1024 unit grid (brown lines), then the automatic visleaf cuts at those grid lines might create more unnecessary leafs. Here is an example of that in your map:

TGmIxs1.png


In the same room, there's a 1u gap between the north wall and the ceiling.
A small hole in a corner creates an extra leaf.
Another gap.
Thin visleafs across the ground because of a small step.

This is only a small fraction of the problems with your brushwork. Not only will some of these impact performance by allowing hidden brush faces to be drawn, they will drastically increase your compile time too. Using a larger grid size makes it much harder to create sloppy brushwork by accident, helping you avoid most of these issues in the first place.

Also, please func_detail this mess.
The compiler will thank you.
 

Mess About

L7: Fancy Member
Jan 16, 2017
404
178
i use 1hu grid just because i can't stand odd numbers (like 32, 64, 96, 128, ...)

i prefer brushes with even numbers (100, 200, 300,...)

is it bad? Should i fight my OCD?
 

Freyja

aa
Jul 31, 2009
2,994
5,813
32, 64, etc are powers of two and are "even" numbers for the computer. Once you use it for a while they will be even to you too, and 100,200 will seem wrong to you
 

henke37

aa
Sep 23, 2011
2,075
515
They are even numbers as per the definition math uses.
 

Hyperion

L16: Grid Member
aa
Jun 8, 2015
840
659
i use 1hu grid just because i can't stand odd numbers (like 32, 64, 96, 128, ...)

i prefer brushes with even numbers (100, 200, 300,...)

is it bad? Should i fight my OCD?
Actually you could set grid to 10, 20, 40 but it is not recommended because most (door) props are made fore 16hu and powers of 2 is standard