Mountainlake

wrock

L1: Registered
Apr 15, 2009
19
0
Hi, this is my new map arena_mountainlake, still in Alpha version, many changes will be made, but i want you to show the present status...
 

wrock

L1: Registered
Apr 15, 2009
19
0
Dude! Too many trees! Looks too open and flat. Desert cliff + alpine trees don't match.

open and flat? of course, under construktion...

desert cliff? i knowed that doesn´t match, but i don´t know what it definitly is...

to many trees... mmm...it´s the first background, it will´t stay but...in the whole i will keep them

thx for reply
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
I agree, just too many trees. It doesn't look foresty (things need room to grow).
It looks like a clone-fest. Plus it's gonna kill the framerate.

I disagree that those rocks and trees don't match. I can name quite a few places in the US that have desert/forest and everything in between. It's more of how you use them.

I think the more important things though are gameplay. As said it is very flat. and while there is cover you gotta swim for it but those platforms look to high to get on out of water.
So maybe only scouts/demos and soldiers can use them.
Then there's the pyro issue, basically worthless in the middle of a lake.

The lake is a cool idea but maybe it should be to the side of the map with the arena on the shore.
 

What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
What he meant by "too many trees" isn't an aesthetic preference. Simply put, too many props kill your frame-rate.

Next you're going to say "but dood, I get 76 fps! No problemo!"

Wrong, that many trees is an epic problemo.

First, the most expensive thing to render in-game are player models. With 32 people running around ANY scene is going to take a frame hit.

Second, not everyone has your awesome machine. TF2 can run on many lower end machines, it is part of the appeal of the Source engine. The best way to judge framerate on ALL platforms is to load up dustbowl, set your settings as high as you can without dipping below 60 frames, than type +showbudget in console and run around. Notice what the bar graph does. Now run around on your map. If the frames ever drop below what you were getting on dustbowl than you have a problem.

Finially, that many of the same type of prop does look aesthetically wrong. It is a rookie mistake to rely on props for layout, and so far your map is a newbie cliche. I must warn you now, your "I will keep them" attitude is going to inhibit your proficiency as a mapper. Don't get married to your ideas, especially if you are going to ask for feedback. These forums are full of smart people who are really good at what they do, take their advice.
 

wrock

L1: Registered
Apr 15, 2009
19
0
first of all, thx for help, and yeah im quite new in mapping, it's my second map, at the first map with this "nature" style.

I´ve already deleted the plattforms, it was one of my first ideas and never was really lucky with them,
by keep the trees i meant to keep the idea with trees in the background(mountain).

And I'm very glad, that people in this forum help me.

thx @all
 

gastrop0d

L3: Member
Apr 22, 2009
110
33
At the very least put the trees in the skybox.
I thought that would make it slightly worse, since 3d skybox is always rendered?

by keep the trees i meant to keep the idea with trees in the background(mountain).
I'd really recommend you load up Lumberyard and take a look at how they gave a very good impression of vast forests and mountain-scape for very little cost. Check out the screenshot I've attached.

Download the decompiled Lumberyard and have a good look at how they did it. :)

But really, I think you're detailing the map waaaay too early. I'd suggest planning your map as a sketch first, then blocking in your layout with "measure" textures (search for it in Hammer's texture browser), then testing it a bit, then go on to detailing. This way you ensure the map plays well before you spend a whole lot of time detailing it.

Just trying to save you time.
 

wrock

L1: Registered
Apr 15, 2009
19
0
@gastrop0d

thx for the link to the decompilled maps, helpede a lot...

and yeah, i detailing my map too much, it´s cause , if i have an new idea, i want to create it immediately<---joy of an beginner:woot:::p:
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
Well wrock, that's not just a newbie mistake (detailing early). I do it all the time and I have made quite a few maps with a few different editors. I get a pic in my mind and I want to make it.

But sometimes it really bites me in the butt. One of my arena maps (medieval) was in need of some game area changes. I was already set n the game area and had it almost released, then realized I needed to change one small area (both sides) and that led to a major overhaul :(

My current map has some detailed areas but most of it is blocked in pretty rough and I'm gonna get some playtests before I add too many details. Hopefully it will be smoother to the end this time.

Good luck though, everyone has their own workflow and you gotta follow it to a degree. If I didn't do some details along the way I'd probably get bored of it too fast.
 

wrock

L1: Registered
Apr 15, 2009
19
0
hey, i´ve some problem with my lake.
i made it with displacements, and put a box water texture arround them.
ingame sometimes it works perfectly but if i change my view a little, i is see the ground