Author Topic: new map in progress  (Read 17328 times)

jitspoe

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Re: new map in progress
« Reply #40 on: September 19, 2005, 08:17:00 PM »
Ok, you really need to do something to cut down on the polygon count, or this is going to be unplayable for a lot of people.  For starters, I think the walls of beveled crates are going to have to go.  That's just way too many polygons in such a small area.   They look kind of cool, but I think you lose more than you gain.  Not only will converting them to regular crates reduce the polygons, but it will allow the crate walls to be used as vis blockers.  This will be especially useful in the base, where there's some detail that can be blocked off.

Another thing I noticed was that vis worked a little oddly.  You'd have one area that was vised well, but then you'd move slightly and half the map would be drawn (see attached screenshots).  Using hint brushes should help this, hopefully.  The reflected light looks too bright, but the new BSP pack I'm working on should fix that.  Also, you need to put some lights in the tunnels.

In KOTH mode, you should create a "hill" entity for that whole upper platform so you don't actually have to be touching the flag.  I haven't tested pong mode yet.

Edit: attached screenshots (oops)  :-[
« Last Edit: September 19, 2005, 09:35:17 PM by jitspoe »

Cobo

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Re: new map in progress
« Reply #41 on: September 19, 2005, 09:43:38 PM »
im not sure what causes that :-\
maybe because i made a lot of brushes detail.

i been thinking about adding the lights on the caves for a while...

and what do you mean by "hill" entity?

Eiii

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Re: new map in progress
« Reply #42 on: September 19, 2005, 10:08:43 PM »
You should add some hint brushes. They fix everything.

jitspoe

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Re: new map in progress
« Reply #43 on: September 19, 2005, 10:13:03 PM »
Sorry, KOTH hasn't really been documented yet.  Simply make a brush entity called "hill", and anybody touching that hill will get points.  Also, in KOTH mode, make sure you add some extra spawns outside of the base.  Since it isn't round based, spawn camping can be really bad in KOTH mode.  Oh, and I noticed grenades were spawing up on the top of the wall.  Is this intentional... oh, wait, nevermind.  I see what's going on.  Hm.  That ledge is probably going to have to go, though.  The r_speeds are way too high when you're up there, and you can see through the walls, which looks bad and is cheap (I made that mistake in brainstorm).  I also think it's screwing with the vis.  If you want to post the map, I can try some stuff to improve the r_speeds.

Eiii

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Re: new map in progress
« Reply #44 on: September 19, 2005, 11:17:08 PM »
Hm... How'd you get up there?

Cobo

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Re: new map in progress
« Reply #45 on: September 20, 2005, 02:18:32 PM »
HAHAHAH!
never thought someone would sind out :)
and is the hill entity like "classname"_"hill"?
here is the .map file

jitspoe

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Re: new map in progress
« Reply #46 on: September 20, 2005, 05:05:38 PM »
Yeah, you can also do it with a trigger_multiple, but I can't remember all the spawnflags and whatnot you need.  I just made a hill entity to make it easier for mappers (like the base entity for the bases -- those actually get converted to trigger_multiples as well).

jitspoe

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Re: new map in progress
« Reply #47 on: September 21, 2005, 12:07:59 AM »
Ok, I made some quick changes just to see how it would affect the r_speeds. 2006 portalclusters, 6685 numportals.  What was it before?  We'll see what it looks like tomorrow.  I'm also testing it with the new .wals to see if the help the lighting.

loial21

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Re: new map in progress
« Reply #48 on: September 21, 2005, 01:03:32 AM »
Sad to see.

Cobo explain or post a demo on how to get up there.


Back door is well lit.
All maps are well lit.

I use the Nvidia 8x apg 64 meg card, I do have to manually turn up gamma on all games, however this is not uncommon.

What is uncommon is jumping beond the average player. Here is one explanation .

There should be at best a demo showing how on each map that have jumps within them that would take remarkable skills to achieve such a jump, with out such documentations, how can you not call it a EXPLOIT.

Really, think about those who are new to the game before you spew subjective material, what is harder to learn??? ...Jumping on this engine or turning up the Gamma on the video card? 

Loves~~~~ur thoughts?




**edit please keep in mind my rants are trying to be chronological

XtremeBain

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Re: new map in progress
« Reply #49 on: September 21, 2005, 05:21:52 AM »
Am I also going to have document, demo and explain every instance which I eliminate you, just to be fair?  Why is it that I know the angles a lot better than you or that I can manipulate you and your teammates by feeding a decoy grenade.  All of this stuff is out-of-the-box skill coupled with experience.  These days, I have very seldom seen people who have extraordinary aim or sense of the game who haven't been able to perform every common jump(castle1 backdoor, getting on top of barrels in arctic, double jumping).  It may be too bad that this creates a considerable gap noticed between good players and not-so-good players but that's just one of the realities we have to face.

jitspoe

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Re: new map in progress
« Reply #50 on: September 21, 2005, 03:45:46 PM »
Ok, vis is taking forever.  DirtyTaco touched this map, didn't he?  I guess I'll have to return some of the brushes back to detail.

Dirty_Taco

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« Reply #51 on: September 21, 2005, 05:30:52 PM »
Post removed
« Last Edit: July 26, 2010, 01:12:41 AM by Dirty_Taco »

Eiii

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Re: new map in progress
« Reply #52 on: September 21, 2005, 05:35:01 PM »
Gold that takes a crapload of time to compile.

loial21

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Re: new map in progress
« Reply #53 on: September 21, 2005, 11:09:26 PM »
Am I also going to have document, demo and explain every instance which I eliminate you, just to be fair? Why is it that I know the angles a lot better than you or that I can manipulate you and your teammates by feeding a decoy grenade. All of this stuff is out-of-the-box skill coupled with experience. These days, I have very seldom seen people who have extraordinary aim or sense of the game who haven't been able to perform every common jump(castle1 backdoor, getting on top of barrels in arctic, double jumping). It may be too bad that this creates a considerable gap noticed between good players and not-so-good players but that's just one of the realities we have to face.
Lol yeah to bad!! That maps were made that way!!!.

 So what your saying if you dont know how to jump correctly then you suck period? Why not offer a helpful suggestion, lol jebus.
 
Hugs if iam wrong!!!!

dtotheg

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Re: new map in progress
« Reply #54 on: September 23, 2005, 12:34:27 PM »
Quote
So what your saying if you dont know how to jump correctly then you suck period? Why not offer a helpful suggestion, lol jebus.
 
Hugs if iam wrong!!!!


yes.. if you can't jump, you suck. just like people say other people run way faster than them.. that's just because they're idiots and can't strafe jump. i could run faster than half of the people in DP backwards.

dtotheg

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Re: new map in progress
« Reply #55 on: September 23, 2005, 12:35:36 PM »
and.. what helpful suggestion could someone possibly give you?

you just jump..

there's no much to it

dtotheg

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Re: new map in progress
« Reply #56 on: September 23, 2005, 12:36:07 PM »
not*

jitspoe

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Re: new map in progress
« Reply #57 on: September 23, 2005, 04:32:08 PM »
Sign up so you can edit your posts, please.

loial21

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Re: new map in progress
« Reply #58 on: September 23, 2005, 04:46:53 PM »
and.. what helpful suggestion could someone possibly give you?

you just jump..

there's no much to it
bah scrafe jumping to go faster is not the issue, its my inability to jump upwards that  is confusing.

Eiii

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Re: new map in progress
« Reply #59 on: September 23, 2005, 05:38:12 PM »
Okay, practice that.