Mountainlake

Discussion in 'Map Factory' started by wrock, May 19, 2009.

  1. wrock

    wrock L1: Registered

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    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...
     
  2. gastrop0d

    gastrop0d L3: Member

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    Dude! Too many trees! Looks too open and flat. Desert cliff + alpine trees don't match.
     
  3. wrock

    wrock L1: Registered

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    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
     
  4. Sgt Frag

    Sgt Frag L14: Epic Member

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    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.
     
  5. What Is Schwa

    What Is Schwa L6: Sharp Member

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    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.
     
  6. wrock

    wrock L1: Registered

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    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
     
  7. The Political Gamer

    aa The Political Gamer

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    At the very least put the trees in the skybox.
     
  8. gastrop0d

    gastrop0d L3: Member

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    I thought that would make it slightly worse, since 3d skybox is always rendered?

    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.
     
    • Thanks Thanks x 3
  9. wrock

    wrock L1: Registered

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    @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:
     
  10. Sgt Frag

    Sgt Frag L14: Epic Member

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    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.
     
  11. wrock

    wrock L1: Registered

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    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

    [​IMG]

    [​IMG]
     
  12. Sgt Frag

    Sgt Frag L14: Epic Member

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    Looks like you might have more than one level of water.

    That's a nono, hammer don't likely.