Author Topic: New map: Huitran beta 1  (Read 8181 times)

RiMiNi

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Re: New map: Huitran beta 1
« Reply #20 on: July 08, 2008, 08:40:32 AM »
i think there might me a red spawn in the blue base. near the fg1

Termin8oR

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Re: New map: Huitran beta 1
« Reply #21 on: July 08, 2008, 09:53:08 AM »
Rick,

Screenshot 2: That has happened in many of my maps. The only way to fix it is to find the brush that is off by the smallest unit and re-align it.
Takes forever to find and is a pain.

M-A-Zing

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Re: New map: Huitran beta 1
« Reply #22 on: July 08, 2008, 10:10:49 AM »
i'm confused, all screenshot 2 was saying was to widen the ladder, and does anyone know how to embed a link in a word like bumaster did?

Termin8oR

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Re: New map: Huitran beta 1
« Reply #23 on: July 08, 2008, 12:13:26 PM »
i'm confused, all screenshot 2 was saying was to widen the ladder, and does anyone know how to embed a link in a word like bumaster did?

Oh my bad.
I used to get something that used to look like that.
It's a brush that only shows up in .bsp form that is next to explainable.
But forget my post above!

P!nk

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_
« Reply #24 on: July 08, 2008, 05:07:30 PM »
Post removed
« Last Edit: July 26, 2010, 01:52:13 AM by P!nk »

M-A-Zing

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Re: New map: Huitran beta 1
« Reply #25 on: July 08, 2008, 06:14:21 PM »
beta 2 i added two white flags, pleases tell me what you think of them. they are worth 1 point a piece. and i moved the cap point, i noticed an error already, the red flag ended up blue i don't know how, ill fix it next time.

Edit: Yootz how would rscripts spice up the map?

and this glitch is happening in the blue base the upper walls aren't showing up.

Laged

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Re: New map: Huitran beta 1
« Reply #26 on: July 09, 2008, 03:24:23 AM »
I think it's better with the white flags and the new cap point.


It would be nice if you made somekind of jump or maybe a ladder to get up here and then a tunnel to the cap point, then it would be harder to camp the cap point.

I hope you can somehow fix the glitch in the base :)

Termin8oR

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Re: New map: Huitran beta 1
« Reply #27 on: July 09, 2008, 12:20:58 PM »
I agree with laged.
Another passage or opening to help reduce the amount of camping.

M-A-Zing

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Re: New map: Huitran beta 1
« Reply #28 on: July 11, 2008, 03:07:39 PM »
beta 3, new ways to cap

Laged

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Re: New map: Huitran beta 1
« Reply #29 on: July 11, 2008, 03:27:11 PM »
Yep, it is way better now.
I would add some barrels or something near the 2nd flag - it looks too empty.

The r_speeds are really high - I hope you can fix it somehow :)

jitspoe

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Re: New map: Huitran beta 1
« Reply #30 on: July 13, 2008, 09:12:00 PM »
Attached a demo of some things you might want to revise and uploaded the map to the beta server.  Let me know if you need the login to play test it.  The biggest issue with this map is the r_speeds.  Over 9000 in some areas, and cause the game to chop even on high-end machines.

M-A-Zing

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Re: New map: Huitran beta 1
« Reply #31 on: August 23, 2008, 04:56:39 PM »
i cant figure out how to lower the r_speeds so i can't go any farther at the moment

DrRickDaglessMD

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Re: New map: Huitran beta 1
« Reply #32 on: August 23, 2008, 05:22:39 PM »
I've taken a cursory look round, and it seems there is a lot you can do to lower the r_speeds on this map.

1) Get rid of the reflective water. It doubles the wpoly of any drawn scene. You can remove the reflective effect on the water by unchecking the warp flag in the surfaces menu.

2) read all of www.gamedesign.net 's tutorials on lowering r_speeds.
     - a couple of hints directly relating to your map are:
             - raise the posts on the bridge 1 unit off the wooden bridge itself. This way it won't split the brushes that make the platforms unnecessarily. there are SO many instances where this trick would cut your r_speeds.
             - Learn to use hint brushes so things like this don't happen:


Also, when you build maps you really need to build in VIS considerations fundamentally. Due to the way this map is laid out, at most points in the map the engine is actually drawing practically the entire thing. No wonder the r_speeds are so high!

- Dag

RiMiNi

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Re: New map: Huitran beta 1
« Reply #33 on: August 23, 2008, 08:19:04 PM »
umm am i the only one that gets an access denied error on that site? :(

erm do you actually need an account to view it?

DrRickDaglessMD

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Re: New map: Huitran beta 1
« Reply #34 on: August 23, 2008, 09:46:31 PM »
yeah, annoyingly its registered users only. Its free though, just a bit of hassle.

It's definately worth it, though.

- Dag

UDead

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Re: New map: Huitran beta 1
« Reply #35 on: August 28, 2008, 04:19:53 AM »
if you have any doors, put the appeal function entry thin between them

jitspoe

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Re: New map: Huitran beta 1
« Reply #36 on: March 15, 2009, 12:39:38 PM »
I'm not sure if you're still around or even interested in working on this map, but it came up on the beta server and I played it for a bit.  First off, three words:  TOO MANY FLAGS.  6 flags in one map is a bit excessive.  I wouldn't have even known the low middle flag existed if somebody else hadn't found it.  Another big problem: one side spawns with CO2.  The other does not.  And, probably the biggest problem: the map doesn't appear to be vised (or you've done something horrible, like put a box around the whole thing, to get it to vis).  It plays horribly, even on a decent machine.  I was getting like 20fps.  You also have multiple water surfaces, so the reflections were rendering the ENTIRE map (since vis isn't correct) like 3 times.  Fix the vis, fix the co2 spawning, get rid of at least the center flags (maybe the 2nd base flag as well), and it could be a decent map.  I'm taking it out of rotation on the beta server for now, as it has too many issues.