Author Topic: New Map-ish thing: King of the Pit  (Read 7171 times)

Eiii

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New Map-ish thing: King of the Pit
« on: February 17, 2008, 02:45:18 AM »
Since Viciouz requested that I remake this for what I'm sure are super-secret reasons, I remade this. It's mostly completed, and has no issues that I can see (except for the awful design, but that's known and accepted).

Sshots up soon, for now I've got a TF2 game to get to.


Garrett

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Re: New Map-ish thing: King of the Pit
« Reply #1 on: February 17, 2008, 04:34:58 AM »
I like the layout and the game play would be fun but those r_speeds are high and WarWulf.  You are going to have a hard time lowering them too because there is no real good way to lower them that wouldn't affect the game play and the look of your map.  You already knew this though.

DrRickDaglessMD

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Re: New Map-ish thing: King of the Pit
« Reply #2 on: February 17, 2008, 05:41:27 AM »
Garrett, I think you need a bit more experience and attention to detail before you start giving out advice!

Eiii, the r_speeds are tremendous, but there are tricks you can try to reduce them, even on a map like this which is completely open.

 - The barrels are 16 sided! While they look nice and smooth in the game, they add a lot to the wpolys. Im sure you could get by halving the number of sides on the barrels, the accepted number is about 8 sides on most maps.
- While they are detailed, the barrels intersect the ground brushes and so are carving them up. gl_showtris 1 will show you this. Add this to the fact that the barrels have 16 faces which are splitting the brushes up, adds up to a lot of unnecessary wpolys. You could try the reducing poly counts stuff on www.gamedesign.net, or try making the barrels that intersect the floor func_walls as entities don't break up brushes.

I've just had a quick punt at this (I had to decompile it, I hope you don't mind) and managed to drop 2000 w_polys:



All without altering 'the game play and look of your map' (short of not actually lighting it, I couldn't be bothered waiting for that to RAD).

Otherwise, could be good fun, we'll probably put it on the pgp server.

- Dagless

Deranged

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Re: New Map-ish thing: King of the Pit
« Reply #3 on: February 17, 2008, 12:31:10 PM »
subsequently, since it's one big open space basically, after making the barrels 8 sided you could also make some of them func_walls to keep them from carving up the ground

EDIT: Nevermind, should paid more attention to dagless's post, :P

ViciouZ

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Re: New Map-ish thing: King of the Pit
« Reply #4 on: February 17, 2008, 12:31:59 PM »
You mean, like Dagless said? :D

Deranged

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Re: New Map-ish thing: King of the Pit
« Reply #5 on: February 17, 2008, 12:33:06 PM »
Quiet you, I wasn't paying attention

Eiii

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Re: New Map-ish thing: King of the Pit
« Reply #6 on: February 17, 2008, 03:35:40 PM »
I was thinking about func_walls, and tested them, but then the barrels don't cast shadows. And are hideous.

gamedesign.net is down, but I don't think any of their tips work for me- then again, I haven't read them in a while.

ViciouZ

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Re: New Map-ish thing: King of the Pit
« Reply #7 on: February 17, 2008, 03:38:02 PM »
It isn't down, you just need to register to view it now :-)

DrRickDaglessMD

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Re: New Map-ish thing: King of the Pit
« Reply #8 on: February 17, 2008, 03:44:02 PM »
ahh yeah, annoying. Try the username for it on www.bugmenot.com if you don't want to register, it works ok for me last time i tried.

In that case, what I'd do is make them all 8 sided, phong shade them to keep the sexyness,then use the carving tool to carve the bottom barrels along the plane of the intersecting ground brush. This needs to be perfect, so make the carve points on the exact corner points of the face which is intersected. Then raise the barrels 1 unit so they are floating off the face. This way they won't split the brushes and should look ok.

- Doc

Eiii

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Re: New Map-ish thing: King of the Pit
« Reply #9 on: February 17, 2008, 05:08:53 PM »
Just finished clipping them all one unit above the ground, and it looks okay. I'll post in a minute.

EDIT: Here it is. Looks the same, but the r_speeds are down to 2k on average, and there's a super-cool easter egg. :3
« Last Edit: February 17, 2008, 10:49:34 PM by Eiii »

jitspoe

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Re: New Map-ish thing: King of the Pit
« Reply #10 on: February 18, 2008, 03:20:11 AM »
I've put it up on the beta server.  See PM for details.

- All of the yellow barrels are misaligned.
- Some of the spawns are facing the wrong way.
- Slight misalignment on some of the lights (maybe the brush is a unit or 2 to small) near the center.
- I'd cut down the number of polys on the barrels.
- Might want to scale up some of the textures as well (especially the rock texture, since it tiles a lot anyway).
- Maybe put a flag up over the pit?
- Could use some more work to make it natural looking (especially the rock walls, which are all flat with 90 degree corners).

Eiii

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Re: New Map-ish thing: King of the Pit
« Reply #11 on: February 18, 2008, 03:59:52 AM »
A flag over the pit would be nice, but I couldn't figure out/remember how to make it so that you can't stand on flags to control the point.
I was going to do the walls last- no guarantee it'll be any good, though.

And on the barrels; D:. I believe a script can do that for me, but I've no time to write it now.

y00tz

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Re: New Map-ish thing: King of the Pit
« Reply #12 on: February 18, 2008, 10:33:08 AM »
Try just adding gamemode 16 to the flag and put it over the brush with the classname 'hill', I believe that's what I did in my Oh Ship! KotH map.

Eiii

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Re: New Map-ish thing: King of the Pit
« Reply #13 on: February 18, 2008, 12:39:11 PM »
Did that- if you stand on the flag, you get points.

ViciouZ

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Re: New Map-ish thing: King of the Pit
« Reply #14 on: February 18, 2008, 12:48:13 PM »
You mean just make a flag that does nothing? func_model.

y00tz

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Re: New Map-ish thing: King of the Pit
« Reply #15 on: February 18, 2008, 12:53:37 PM »
D'oh I misread, yeah ViciouZ's idea should work, are you wanting flag for aesthetics?

Silly

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Re: New Map-ish thing: King of the Pit
« Reply #16 on: February 18, 2008, 01:31:17 PM »
you know what would make this map fun?

ICE

Zorchenhimer

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Re: New Map-ish thing: King of the Pit
« Reply #17 on: February 18, 2008, 03:03:03 PM »
You mean just make a flag that does nothing? func_model.

In KoTH, the flag changes to the color of the team that controls the "hill" so that wouldn't work.

y00tz

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Re: New Map-ish thing: King of the Pit
« Reply #18 on: February 18, 2008, 03:10:47 PM »
Why not duplicate the model and rename it something else?

Eiii

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Re: New Map-ish thing: King of the Pit
« Reply #19 on: February 18, 2008, 04:03:29 PM »
Because it wouldn't animate with the hill, which is what I want it to do.