cruise b4b

By Narkissus

  1. Gaw

    Gaw L4: Comfortable Member

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    1.

    [​IMG]

    I was easily able to hop on the deck, and then jump on the top of the vents. Then I just jumped on the side of the ship, easily gaining access to the other side in a matter of seconds.

    2.

    [​IMG]

    This obviously is a problem, I was able to place a teleport exit through the wire and then place a teleport enterance.. And I was in :p

    It's actually really cool, I don't think you should block it off, I think you should develop it as a part of the map somehow.

    3.

    Look at the console when you are playing it. It appears the gulls sound didn't work? :p


    Well, thats it, I hope I have sped up the development of the map, it's brilliant :wow:
     
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  2. Schmoe

    Schmoe L2: Junior Member

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    Just crashed on this map... Unsure as to why... I have multi-core rendering enabled. The last thing I saw was the island in the distance.

    EDIT: Just did it again after rejoining.

    Going to try rejoining w/o multicore enabled.
     
    Last edited: Jun 21, 2009
  3. Dr. Spud

    aa Dr. Spud Grossly Incandescent

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    830
    This map was very fun. It's a great layout.:thumbup1:

    BUT

    You've committed the unholy sin of *real-time reflection water!!! Not only that, but there are two planes of it! The fps is DOA.
     
    Last edited: Jun 21, 2009
  4. Narkissus

    Narkissus L5: Dapper Member

    Messages:
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    Positive Ratings:
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    On every test ever ive never had any problems with fps on any people playing it. i myself never dip below 60 on it, and since thats as high as it goes i see no problems. Theres no way in hell id get rid of those water textures.

    The way i see it is that if your comp is so bad that you cannot play a source game on atleast medium settings then you probably cant play even the normal maps anyways in which case why are you even bothering with playing the game. Im not saying this against you mind you, just in general on people who would possibly complain about the fps.
     
    Last edited: Jun 21, 2009
  5. Narkissus

    Narkissus L5: Dapper Member

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    Did anyone else have problems with crashes? Ive never experienced this myself.
     
  6. Dr. Spud

    aa Dr. Spud Grossly Incandescent

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    Well, there was a test today and there are a group of people who agree with me about the fps, so I guess your record is broken.

    The strength of my computer isn't an issue, fps is all relative. If there's one map with way lower frames than all the default maps... that's a problem. There's a reason Valve doesn't use *real-time water in multiplayer games anymore.

    Also, I'm pretty sure questioning whether people should even play TF2 anymore because of your map is a fallacious argument. Pretty sure.
     
    Last edited: Jun 21, 2009
  7. Dr. Spud

    aa Dr. Spud Grossly Incandescent

    Messages:
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    Wait, I just realized I might have worded what I said wrong. The unholy sin is real-time reflections, not expensive water. I meant real-time in those posts above.:facepalm
     
  8. mdawgmike

    mdawgmike L1: Registered

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    We just got done testing this tonight. It went over very well on our server. Forget what I said about adding more pathways...it works perfectly fine as-is. I didn't notice that the chutes were there to access the intel area :). Also, nobody crashed on this map as far as I know when we were playing it. We added it to our rotation if you would like to see it whenever it may come up in play.
     
  9. MrAlBobo

    MrAlBobo L13: Stunning Member

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    umm...maybe its just me, but I was quite sure that "real-time reflections" was an option you set in the display settings of tf2, though its referred to as reflect all there. Im reasonably sure a map would have some difficultly over-riding that...why not make sure you don't accidentally have it set to reflect all...

    Though it would be a problem if the water in only this map did that...
     
  10. Dr. Spud

    aa Dr. Spud Grossly Incandescent

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    Even if you set your graphics settings to the fullest, Valve has water textures that don't do real-time reflections. This map has a custom texture that does.
     
  11. MrAlBobo

    MrAlBobo L13: Stunning Member

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    so...I just did a run through of a couple of valve maps and cruise, and I must admit I noticed no significant difference in the reflections, and I do have my graphics set to the fullest. Why not shoot a screenshot showing what you are talking about? It couldn't hurt.
     
  12. Dr. Spud

    aa Dr. Spud Grossly Incandescent

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    Here's well and 2fort. Like all the Valve maps, the water only reflects cubemaps:

    [​IMG]
    [​IMG]

    Here's cruise. These (I'm assuming) custom textures on the pool water and the ocean water use real-time reflections:

    [​IMG]
    [​IMG]

    One real-time reflection is slow enough in the source engine. But in addition to that, you can see both waters at the same time:

    [​IMG]
     
  13. Narkissus

    Narkissus L5: Dapper Member

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    Yeah it does reflect, but im hesitant to change the water at all because its like a main feature of the map. I can try to optimize the main area of the map better but im not sure if i can do any better with it. I suppose ill force it to be cheap and see how it looks.
     
    Last edited: Jun 22, 2009
  14. Narkissus

    Narkissus L5: Dapper Member

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    Awesome ill have to swing by and play it sometime.
     
  15. Sgt Frag

    Sgt Frag L14: Epic Member

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    It's a fun map, got to play on the tf2maps server the other day. We had a pretty good game.

    But I agree that the expensive water in the ocean is uneeded.

    The pool has good refelctions and is a small body of water so I'd leave it there (I'm assuming you can use more than one water tex per map.)

    But the only reflection in the ocean is the ship and since you are on the ship you can't see that reflection so it's a performance hog that is totally wasted. I jumped off the ship once and I still didn't even notice it.

    I wouldn't really call the ocean a major feature of the map. It's a large part of the enviroment and makes the ship believeable, but during gameplay it's hardly noticed more than just a corner of the eye glance. So don't kill performance for that reason.
    If someone wants to gawk at pretty water they could play Oblivion where you don't have another 23 players interfering with your nature commune.
     
  16. Narkissus

    Narkissus L5: Dapper Member

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    Heres the dif with expensive or cheap water, oddly getting lower frames with it cheap.. i dont know why.
    [​IMG]

    [​IMG]

    I dont get what is going on here. Also, come on, i get over 100 fps on the map, and i bought this comp over a year ago for 800 bucks. I dont get why other people get such horrible frames.
     
  17. Dr. Spud

    aa Dr. Spud Grossly Incandescent

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    The real-time water runs great when you're alone, but on a full server it gets bad, because then you've got to render all the moving models reflected in the water. And the vast majority of people didn't buy a computer in the last year.

    With a good cubemap at high-resolution, normal water can look great. I mean, it's ultimately your decision, but if it was me I wouldn't be the one map with real-time water.
     
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    Last edited: Jun 22, 2009
  18. Narkissus

    Narkissus L5: Dapper Member

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    I tweaked some settings and now notice about a 10-15 fps increase or so with it off, ill mess with the cubemaps to make it look prettier and it should be better.
     
  19. Narkissus

    Narkissus L5: Dapper Member

    Messages:
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    Positive Ratings:
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    New update: Version b4b out now!

    Changes from b3a:
    Lighting completely redone.
    Ocean water is cheap.
    Skybox updated more.
    More detail work done.

    Changes from b3:
    Packed correctly.

    Changes from b2c :
    More detail.
    Vent alternate routes to lower decks.

    *The screenshots have not been changed yet*
     
  20. DJive

    aa DJive Cake or Death?

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    Woot b4 !