KotH Rundown

Discussion in 'Map Factory' started by Fr0Z3nR, Dec 18, 2010.

  1. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Displacement roofs should be more subtle in their "damage". Reduce the bumpy-ness/reduce the power of the displacement.
     
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  2. tyler

    aa tyler

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    I don't like the yellowish lights in the out of bounds area on blu's side. The vehicles also seem haphazard. And the log textures in this that the building is on are too bright, I think. But otherwise I think it looks neato.
     
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  3. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    I'm going to be redo'ing the roofs before b1 release. I still have to fix red's saw room one :3

    And as for the log texture, in game it doesn't look that bad, I think its just the angle. I'll see what I can do for it though....

    The vehicles are new, but they were originally trains instead of trucks...

    and the yellowish lights are just to bring some lighting to that area. I'll redo that in some way it looks nicer. or just leave it dark.
     
  4. tyler

    aa tyler

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    I like how in Sawmill there is, basically, what you have there, but it's almost all dark. It's kinda neat.

    It's on one side of the building the point is in, and isn't mirrored on the other side.
     
  5. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Sawmill uses lights that are set to roughly the color of the ambient sky, but a bit brighter. that way it looks like its ambient light, but infact its not...

    Which then gives me the brilliant idea of doing that for my own map... I should pay more attention.
     
  6. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    I love snags, don't you!

    The map is just about ready to be released as b1, I just have to adjust draw distances (Thanks steff0o for reminding me to do it) and a few more clipping things I have to adjust.

    Thats all easy/fine and dandy... except... My map sucks at hinting and I've looked at guides/advanced guides and I have gotten no where with it. I've been told that the map is going to be tricky to optimize, but I didn't realize THIS tricky...

    So I shine the bat signal out for anyone who can help me optimize this (basically add hint brushes)...

    Thanks in advanced.

    /me takes a mental note: Make sure to design maps with optimization in mind...
     
  7. Wilson

    aa Wilson Boomer by Sleep

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    What about areaportals, it is bit worrying you been talking only about hints and draw distances and when watching livestream i didn't see any areaportals either.

    They are there, right?
     
  8. EArkham

    aa EArkham Necromancer

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    Load up your map, type in sv_cheats 1 and mat_leafvis 1. Then walk around. If you see any red boxes stretching to the top of the map, use horizontal hints to cut those down. Big visleaves like that will cause pretty much the entire map to render.

    Also, as Wank said, areaportal the individual buildings.

    Kep
     
  9. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Oh yea, I have area portals where I believe they are necessary... I have been trying to get the upper part of the middle of the building, but since there are large class windows there, I'm not going to add them there as it would defeat the purpose.
     
  10. EArkham

    aa EArkham Necromancer

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  11. Sergis

    aa Sergis L666: ])oo]v[

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    big visleaves will cause the whole map to render ony if the whole map is visible from them. cutting them in half would be quite "unstable" optimization that would do nothing if someone was to rocket/sticky jump and enter the top visleaf
     
  12. ardysqrrl

    ardysqrrl L4: Comfortable Member

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    So what? the purpose of optimization is to lower framerates for the majority of the time as much as possible

    Are you actually suggesting that horizontal hinting is bad / a waste of time?
     
  13. Sergis

    aa Sergis L666: ])oo]v[

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    Other options should be considered first imo, because it still leaves a place where the fps will drop to shit. I'd rather have steady 50 fps throughout the whole playable area than 200 everywhere and 20 in a couple of places. If the map has framerate drops, it will be remembered for having fps drops, even if most of the time framerate will be excellent. Framerate is being judged by its low points, not high ones.

    I'm just saying that horizontal hinting leaves a possibility for a "I rocketjump. I get fps drop. I think "fuck this laggy unoptimized map"" situation to happen. Unless it's high enough of course.
     
  14. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    I don't think most players don't use the term optimization unless they have done maps.

    I do need to add a hintbrush above the map, and I will ( I can't really lower the skybox...)

    What I do need to know is where the hell should I do some vertical hint brushes? I tried dividing the map up into thirds, but then my compile time doubled and I canceled it.
     
  15. Sergis

    aa Sergis L666: ])oo]v[

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    if your middle building can be seen through, i dont think vertical hints will be of much help aside from cutting off the squarish areas at each end of the map.
     
  16. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    And without further ado, I introduce my first beta map: Rundown!

    The map is now completely, though not to the extent I want to allow, detailed!
    It has some optimization, more to come in b2.

    Things I plan to fix for b2:
    I know of a few missing overlays
    Adjust some boats
    Fix up the mid to be more beneficial towards optimization
    Adjust some more lighting
    More minute details.

    Probably some other stuff too

    Hope you enjoy it.

    **If the HDR cubemaps aren't working please tell me immediately and I will try and fix it.
     
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  17. The_Ulf

    The_Ulf L6: Sharp Member

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    Nice! Lookin' good, man! :D
    I like how your skybox transition areas are going.
     
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  18. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    :/ Most of them are part of the map and not in the skybox itself, which was kinda concerning at first...
     
  19. Seba

    aa Seba DR. BIG FUCKER, PHD

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    This played semi-well, although we only had 3 or 4 players per team and spawncamping was rampant. Everyone seemed to prefer the right (looking from spawn towards point) path, not sure why.

    You have a lot of tiny detailing which is not clipped. It was superfrustrating to die because while backing up I hit a 1-unit extrusion and couldn't go back to spawn. Clip stuff around doorways, make small props nonsolid, etc. Basically clip it so that players slide off detailing instead of getting caught on it.
     
  20. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Yes, more clipping will arrive in beta 2, especially on the walls with the beams and the door ways.

    For the spawn camping, I don't know what it is, but when waxpax and his group were playing, one team would push and camp for like 20 seconds, but the other team could just as easily de-camp them, so I'll be looking at that.