pl_halfacre

flubber

L4: Comfortable Member
Nov 16, 2007
171
35
Thx, you should have the first map around 3am tomorrow (french time) after the stats sorting.
 

Arhurt

L6: Sharp Member
May 7, 2008
315
140
Nice work you got there man, it's a solid map for sure. I can't say much gameplay-wise apart from my impressions of running around it, but it looks definately fun and I look forward to testing it later today maybe?

I wish you could think up of something to make it more unique, like a custom model or something? I could give you a hand if you'd like something, it's just a shame that some people can go like "It's just another Badwater!" without even taking the care to look through the map :)

Keep it up!
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
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I want to keep to stock textues and models as much as possible with half-acre, having done hoodoo and not held back at all its filesize is huge, and just like with aerospace, people are reluctant to download it or even put it on their servers. Its already hit the 50mb mark which was something I didn't want to cross if at all possible, but it looks like its going to end up at 60 to 65mb in the end and thats even before I think about adding lots of custom content.

I could possibly manage one custom model to spice up one area, perhaps something like a new rocket to replace the dustbowl one but it would have to be budgeted well because I really want to keep filesize down.
 

Arhurt

L6: Sharp Member
May 7, 2008
315
140
Displacements take up a lot of space in the .bsp because of the way they are compiled. That's why you already hit the 50mb mark with no heavy use of custom content yet.

I'll play with the idea a little. A new rocket could be possible. I'm also thinking a nuclear explosion at the end could be done with small resource use and a simple animated model... Similar to the car explosions in fallout 3... I'll tinker with with.
 

YM

LVL100 YM
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Dec 5, 2007
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lets see... a compile with displacements (no lighting or anything else) weighs in at 7.95Kb and one without displacements weighs at 5.13Kb. A substantial loss in size but one with displacements on and func_details off is 5.37Kb so it doesn't really look like the fact they are dispalcements has a big impact on the space they take up.
 

Zeewier

L9: Fashionable Member
Sep 20, 2008
619
262
you should use existing textures for you models ;)

For my map I made a launch pad that will get destroyed, but it is only 1 mb because i used the textures that valve uses for the rockets ;)

I think you should take Arhurt offer.
 

YM

LVL100 YM
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Dec 5, 2007
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Played around in photoshop a bit and attempted some false miniatures:



Yeah they're of _b1 but the server I was on was on that version.
 
Feb 14, 2008
1,051
931
Garrys mod has a Super DOF tool built in, you could try that. Or put some models in in hammer (I don't know if you can select their animation).
 

YM

LVL100 YM
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Dec 5, 2007
7,135
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Garrys mod has a Super DOF tool built in, you could try that. Or put some models in in hammer (I don't know if you can select their animation).

true but then I can't get all the particle effects and epic look of a proper battle.
 
Feb 14, 2008
1,051
931
Or you could put some bots in and... nah that wouldn't work they're too hard to control.

On seconds thoughts... I'll try it, although it will involve a lot of teleporting.
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
Just a little idea about reducing the file size. Maybe you could increase the lightmap scale of some faces which have no shadows cast on them to higher values like 64 or 128 in order to reduce the overall filesize.
 
Feb 14, 2008
1,051
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Here's my attempt at a Valvish style photoshoot (all bots, would be much easier with people, you notice that none of them are running)

3106639617_43ca7dbe68_o.png
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
How did you manage to get the bots to their positions? :O
 
Feb 14, 2008
1,051
931
How did you manage to get the bots to their positions? :O

Use the console command getpos to get a response like this (from your current position): setpos x y z; setang p y r

Then put those figures into bot_teleport botname x y z p y r

And whabam, a bot gets moved to that position.

On another note, I'm having problems getting the bots to do anything, +forward and +attack don't seem to work.
 

Codax

L1: Registered
Dec 17, 2008
7
1
Gameday was the first time I got to actually run around in your map. I'm really impressed with the texturing and shape on the displacements. I didn't think they could be made that round and flowing. What it really came down to was there was lots of ways to explore and it left a really good initial impression.

Gameplay wise I was definately sad when the map switched. I could have easily spent much more time finding all the ins and outs. While on D that major corner from the canyons to the houses looked like it would be difficult to defend, but we managed to hold them pretty well. But then on O we just stomped right through. Definatly wanna see that a few more times before coming to any crazy conclusions.

I noticed your map was still around the 50M mark, earlier in the thread someone said it was displacements, but it's more the lightmaps on the displacements that make the filesize huge. (I think this was mentioned before also) What you might want to do, is just batch change all the lightmaps to 64 or 128 to check where in the best case your file size will be, and then add back nice lightmaps on areas that need it.

Anyway keep on rocking, I look forward to playing your map again!
 

Icarus

aa
Sep 10, 2008
2,245
1,210
I get terrible fps on the first area and the area right after the 3rd cap. I actually have to turn down my settings to play when this map comes on.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
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I get terrible fps on the first area and the area right after the 3rd cap. I actually have to turn down my settings to play when this map comes on.

I'm aware of the drop in fps present, I drop just below the hundred mark on my machine so its hard to notice for me. I've made some changes in the next version that will hopefully boost fps like adding fade distances to most props and todays task is to look at the portal file and see why it renders so much.