Map Help & Finishing Touches needed... $$$$

DJT

L1: Registered
Jun 19, 2017
5
0
Hey,
Well I am going to get right to the point, I got super busy with my job and have no time to optimize a map and finish lighting and small stuff.. that I have been developing over the last year or so. My community is still very active and wants it to be finished. I looking for someone on this community that wants some spare cash and has time to help me finish it.. Maybe add some stuff too in updates.. I am NOT going to have someone help me for less then 50+ bucks.... I am willing to pay a good bit for your time. That I can promise. I would love if you can add me on steam if you are interested.. As i am a bit more active on there then here....

A picture of the map so far:
https://drive.google.com/file/d/0BxvfXzna6I_rdFQ3RmdOVDZ1eGM/view?usp=sharing

My steam:
https://steamcommunity.com/id/DJT

Thank you,
Tom F
 

DJT

L1: Registered
Jun 19, 2017
5
0
The map could definitely use more hit and skips.. The light maps are not finish or cube maps.. If you want to see the map currently add me on steam and we can take a look at it..
 

squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
Might be worth advertising your map on the orphaned map repository forum + add a few more screenshots of the map to give people a better idea of what the map's like.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Am I to assume from the visible spytech textures in the screenshot that there are entire buildings whose outer walls have never been completed, or did you hide them to give a better idea of how some of the interior spaces look?
 

DJT

L1: Registered
Jun 19, 2017
5
0
Hey guys, Thanks for responding. Im a lighting and audio guy for a tour, so I'm away from home right now. If you are interested and you want to see the map connect to this ip: 104.149.228.83:27035 That is our server. If you want no clip to get a closer look, just ask and admin they shouldn't give you a hard time... if they do let me know. Sorry for the inconvenience. Tom
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
Just had a poke around the map. Quite interesting. It felt a bit jerky when I was on the server but I couldn't put it down to my PC being silly or the map, or the server or a combination so I looked at it offline. I used the console command mat_wireframe 3 to see if there are any places where stuff is being rendered unnecessarily and found that to be the case in a few places.

These images of an interior space give an example. When inside the room, nothing behind the walls you are facing should be being rendered:

yZK8OJ0.jpg


f4jnBgO.jpg


So it would seem there is scope for optimisation improvement. Stuff like this should be easy to fix as it's just a case of tweaking visleaves and adding areaportals, but the map seems to be quite large (and I like it. I love to explore maps like this) so anyone who takes it on might have a few hours of work ahead.

Polishing the map is another matter. There is so much that you could do, ranging from adjusting the lighting a bit, to improving readability and navigation, refining details, swapping out brushwork for props, redecorating rooms, and so on. I think that sort of work should be carried out over time, focusing on one area at a time, so it would be a very good (and fun) project for the map author.

If you don't find anyone who can help you with the visibility optimisation, I can help you out but only if no one else comes forward. I enjoy optimisation but it's a fair amount of work that needs serious thought.
 

DJT

L1: Registered
Jun 19, 2017
5
0
Well I'm still looking for some help... My newest offer to help me out with some issues is 70 bucks!!! Someone needs to bite...?
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
I've looked over the decompile, and I can definitely see where there's room for easy improvements in optimization. There are also a lot of light entities where light_spots would be more customary, the occasional sloppy texture alignment... and I have no idea what's up with all the custom materials with coordinates in their names. I think that must be an issue with the decompiler, because they remind me of some of the weird pseudo-texture names I find when I open maps in GCFscape.

I should warn you that optimizing as well as you want is going to be tricky or even impossible with that massive open area in the middle. There don't even appear to be many props I could justify adding fade distances to. Nor using func_areaportalwindows because almost all the windows are open and shoot-through-able.

If you're still interested in some help, PM me the source file (I think this forum lets you embed files in PMs?) along with a ZIP of all the custom textures you're using and I'll see what I can do.
 

henke37

aa
Sep 23, 2011
2,075
515
The materials is an artifact of vbsp processing cubemaps. Instead of having the engine determinate the cubemaps at runtime, it's precalculated during map compilation.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Is that new? I've never had a decompiled map turn out that way before.
 

henke37

aa
Sep 23, 2011
2,075
515
It's always been done that way. I guess you never noticed.