Author Topic: Newmap: Tikytaka  (Read 3396 times)

aircrew

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Newmap: Tikytaka
« on: July 07, 2012, 04:37:56 AM »
Well, it has been a long time since I mapped and seriously,I don´t even know why I keep doing it, but I had some free time. As I see, map scene is pretty dead and game scene likewise, and I still believe new maps could revive enthusiasm little bit.

So, this map is probably the biggest I have done and in my opinion also have the greatest potential. It should be playable for 3s, 4s. The main benefit of the map is balance, each way is similiarly long and map offer a lot of strategical possiblities.

As always, I did a hard job fixing variety of bugs, but of course I am looking forward to Chefkillers scrutiny. Truth is this is booring as hell and takes a lot of time, MAPPERS SHOULD BE PAID!

Hope you enjoy it.
http://dl.dropbox.com/u/90115801/tikytaka_b1.bsp

















Chef-Killer

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Re: Newmap: Tikytaka
« Reply #1 on: July 07, 2012, 06:48:58 AM »
Hm... looks very nice, but (sorry, there's a but :) ) the r_speeds are very high and the map lags much for me.

Did you run a final compile with full vis?

I could also find two holes in the structure you should fix.

This one is only for one side.


This one is for both sides.


It could also be a problem that there's a little space between the sky and the buildings in the mid area. If this is the reason for the high r_speeds, you could change the buildings a little bit or add hint brushes that the compiler splits the map more optimal.

Map is online @ [OTB] Beta!

EDIT:

Some more holes in the structure (both sides).




deadfroggy

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Re: Newmap: Tikytaka
« Reply #2 on: July 07, 2012, 08:17:44 AM »
Loooks amazing good job aircrew :)

Foxhound

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Re: Newmap: Tikytaka
« Reply #3 on: July 07, 2012, 07:11:03 PM »
lol@buildings from wulf's map

aircrew

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Re: Newmap: Tikytaka
« Reply #4 on: July 08, 2012, 03:14:00 AM »
Yes, I didn´t run finalcompile, it takes too long and I wanted to fix bugs before. Also I am planning futher detailing, so portals could drop below 5000, which is ok I believe.

I don´t know any wulf´s map with this buildings, but I used them previously in few of my maps.

Please post feedback, so I can play with it little bit and run final.

Chef-Killer

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Re: Newmap: Tikytaka
« Reply #5 on: July 08, 2012, 04:21:55 AM »
You should always run a final compile when you publish a file.

How do you think players should test the gameplay if the map lags?

Detailing stuff should reduces numportals and make the final compile a lot faster.

I'll have a look at the map again later.

Chef-Killer

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Re: Newmap: Tikytaka
« Reply #6 on: July 15, 2012, 05:37:56 AM »
More detailed feedback in additional to my first feedback.

You forgot the set a sky in the worldspawn.

Also add "requiredfiles" "scripts/sktrees1.txt" to the worldspawn if you use sk89q tree models, that the script will be downloaded if available.

Some more screenshots...


Red: One more small hole.


Red: Rotate this face.


Red: One more hole.


Red: I'd add one more step, that it's easier to go high.
Blue: Add a clip brush here.


Red: Rotate this faces.


Red: One more hole.
Blue: I'd carve this brush, would look a lot better and more realistic.


Red: All top textures of your barrels are aligned too wide. Use a default diameter of 48 units for the barrels and they'll be aligned well.


Red: Two more edges.


Blue: Why there's a gras texture?


Red: Rotate this faces.


Red: Rotate this faces.


Red: Rotate this faces.


Red: Rotate this faces.


Red: Rotate this faces.


Red: Rotate this faces.


Red: Rotate this faces.

blaa

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Re: Newmap: Tikytaka
« Reply #7 on: July 16, 2012, 12:46:53 AM »

Chef-Killer

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Re: Newmap: Tikytaka
« Reply #8 on: July 16, 2012, 09:07:38 AM »
But it's a grass texture there. Looks strange imo.

blaa

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Re: Newmap: Tikytaka
« Reply #9 on: July 19, 2012, 03:41:33 AM »
 Looks like mold on the screenshot

jitspoe

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Re: Newmap: Tikytaka
« Reply #10 on: October 07, 2012, 12:36:46 AM »
Cool map.  I've posted a demo with some suggestions.

I missed the bit about it not being a final compile, so maybe the visibility will improve.  The 4000+ r_speeds are a pretty big issue.  If it's taking too long to compile, select all the things that don't block visibility (crates, small bunkers, details, etc), and click the +det button.  A properly detailed map should only take seconds to vis.

Putting the map up on the beta server - let me know if you need the login.