Biodome

CP biodome B1

RawrSpoon

L1: Registered
Nov 9, 2010
11
4
By chance, were you ubercharging a demoman or a soldier?

Tried with both a demo, a soldier, then got desperate and tried a heavy. Since you can't get up into the vent from mid to second, you can take out the sentry gun from mid to second but not the one at the bottom of the vent.

And it wasn't the people that were the problem, it was the fact that there were two sentry guns that couldn't be destroyed together and couldn't be sapped :(
 

3Dnj

Ducks
aa
Dec 21, 2008
288
638
I repeat, the map looks gorgeous. A lot of cool detail and a really original theme. But sometimes some texture used don't feet with the rest (like those metal stairs) and the skybox looks weird, especially because of the rock's texture.

Anyway you have to work on opti now :)
 

owly-oop

im birb
aa
Apr 14, 2009
819
1,217
The skybox texture was a good idea at the time :D I can replace it with something that isn't custom and will probably look better

I'll look into the optimization problem at/near middle, I think it's mainly the huge and number of grass sprites which I never could figure out how to reduce.

Thank you all for playing it!
 

3Dnj

Ducks
aa
Dec 21, 2008
288
638
The skybox texture was a good idea at the time :D I can replace it with something that isn't custom and will probably look better

I'll look into the optimization problem at/near middle, I think it's mainly the huge and number of grass sprites which I never could figure out how to reduce.

Thank you all for playing it!

You probably wright, on lakeside at first, there was a lot of details sprites (and probably 50% wasn't visible, naaah). I won 30 fps by turning them off.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Your progress video doesn't really show much. Nothing really changes in the alpha's then BAM, have some detail at B1. Then it recommends i watch Rick Astley.

I can't help but feel that the biodome model should be a 3dskybox prop. If you're having FPS issues it's probably because the areas arn't seperated efficiently (ei with skybox brushes and areaportals); probably because at the moment you wont the dome to be seen from outisde, which is most easily achieved like this. But you shouldn't settle for that.
 
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owly-oop

im birb
aa
Apr 14, 2009
819
1,217
I kinda did what you said about the areas between middle and 2nd being cut up not effeciently, since I cut a small hole so the dome would render from the outside., but I used hints and all that jazz. The fps problems come from the amount of grass sprites, I've already figured it out. I didn't make the dome a 3d skybox prop because I wanted some not-3dsky props to render behind it.
 
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Nick Petree

L1: Registered
Jan 7, 2011
2
0
Played this on the US server the other day, good job! Map was really fun, I liked the look of the dome. You should do more models! :D
 
Mar 23, 2010
1,874
1,699
rank: 666
D:

pretty good for a fairly new map.
 

Beamos

L2: Junior Member
May 14, 2008
80
43
Just took this map for a test on a server I admin, and the general consensus was that the map was too big, too convoluted, and the wave time needs to be reduced... by quite a bit. We were testing this map with 8 players per team, however, it we had a full server (32man), it could have been better. Quite a few players couldn't get over how confusing the number of side paths and exits per room were. Lots of wasted space.
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,101
6,597
A2A7DAF22A872526BF1F2FFF74A099E0678575D5