Looking for Experienced Colaborator for Map---

Discussion in 'Request Area' started by carrotstherabbi, Jan 28, 2017.

  1. carrotstherabbi

    carrotstherabbi L1: Registered

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    Hello there, I am very new to map making, but I am still trying to create. I have a map already in progress (around 50%) and am looking for someone who has been through the ringer if they would like to work on it with me. I'm not too excellent on optimizing, so that is what my map would probably need the most. I have a few screen caps, I'll show what I was basing it off of, and if anyone is interested then I can post some more screenshots!
     

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  2. Jusa

    aa Jusa

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    Optimization is not something you can just slap on top of a map (not effectively at least). Ideally you want to keep optimization in mind during the whole design process (avoid making huge open spaces with nothing to cut visibility with.)

    Judging by your screenshot you have already started some detail work on your map aswell. It would be better usualy to start with simple geometry and "block out" the level first. After play testing it and refining the gameplay to a desired quality you can start working on the visuals of the level.
     
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  3. carrotstherabbi

    carrotstherabbi L1: Registered

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    I appreciate the help, if I had know about the importance of blocking the map out to begin with, I would've probably wouldn't have wasted so much time. For optimizing I have only used func details and nodraws. I guess I can start creating a new blocked map based on what I have already, then change anything that needs it. This is part of what I had.
     

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  4. Jusa

    aa Jusa

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    Your brushwork looks really good. You might want to provide the .vmf for us to see whats going on behind the scenes in your map. Without knowing how your skybox etc. is set at the moment, its really hard to give advice on how to optimize it.

    Also, when you say "optimize" are you talking about optimizing your compile time or optimizing the performance while playing on your map?

    You can always download the decompiled Valve maps and see how things are done in them to get a better idea what might be the ideal way to construct a level inside the source engine.
     
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  5. Three Million

    Three Million L5: Dapper Member

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    I would love to help, you can message me though here or on my steam
     
  6. carrotstherabbi

    carrotstherabbi L1: Registered

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    I have used the decompiled maps just a little, so maybe downloading some more wouldn't hurt. For compile time vs performance, its a bit of both. If you're going to load it up, you might or might not need to hide some brushes to get a solid run. Just know that most parts are incomplete and some have been made earlier in my experience then others. I was reading the other forums somewhat, am I obligated to give anything? I really appreciate the time your giving either way
    p.s. I am having a little trouble at the moment keeping the map from turning completely black
     

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  7. carrotstherabbi

    carrotstherabbi L1: Registered

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    The gamemode is not set in stone
     
  8. Three Million

    Three Million L5: Dapper Member

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    Most mappers require compensation, but for me anything works weather it is cash or just a shout out for the work I did. The only payment I will never accept, however, is in game items such as (but not limited too) weapons, cosmetics, and skins.
     
  9. Three Million

    Three Million L5: Dapper Member

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    So I got the map to fully compile in about 3 minutes with no problems... once. The major problem with this map is how long Portal Flow process takes. I will see what I can do to improve visleafs.
     
  10. sooshey

    aa sooshey :3c

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    Keep in mind a bsp with capital letters in the name may cause issues when hosted on a server. Rename the vmf to all lowercase before compiling.
     
  11. ics

    aa ics http://ics-base.net

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    Your map looks very interesting to me. I could easily see this turning out to be a great payload map in terms of layout. You have the visual side of things pretty nicely in hand, with some further experience, i think you will be fine. Just keep doing your thing.

    As for what others said, blocking out the layout is not necessary in order to make working maps. I use the same method you do, use actual textures and stuff to create things instead of blocking out and the levels i've made turned out just fine.

    But you need to have some idea on what to put and where and how to visualise the map while keeping mind that optimizing it is also necessary, so cutting visibility and such so that everything does not draw out at once is important. Also, closing down the map so that there is nothing leaking will be a big task if you hadn't started thinking that from the get go and it does look like you haven't.
     
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