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Posted: Mon May 17, 2004 2:50 am
by [-[usf]-] commando
no i havent use significant csg subtract and the blueish tint was me trying to do red
another thing is i have a undergound system awell buildings r one level high with roofs with 5 2 levels high and one that is 2 levels high above ground and one that goes one level below
and its not just ceiling height is persons hight and the level is huge
5000 brushes total
700 entities

the map prob isnt constructed the best as in 45 degree corners and that
bu done my best and no duplicate planes
as i use rogues tools
if u look back when i first joined this forum it wasnt long after that ,that i had started this map
yes its been a long time in process
and all built properly maybe a couple csg but only a couple nomore han 10
and yes i learned that csg isnt the best way to do it

oh yer thanks 4 the tip on colour

Posted: Mon May 17, 2004 3:00 am
by [-[usf]-] commando
i had found out quickly to stay away from csg subtract as caused infinite brushes on a old version of this map

Posted: Mon May 17, 2004 3:05 am
by [-[usf]-] commando
not visable all at once thats where areaportals come in
or that otherone someone saidonce u in that area the other area not drawn
and just have the middle bit where u will c everything
and vice versa 4 the othe sside

Posted: Mon May 17, 2004 3:57 am
by Balr14
When I said you are trying to do too much in one map and have too much visible, I was referring to only what I could see from your images. The fact you have more underground I was unaware of, does not mean there isn't too much above ground. It would also appear you have used LOD terrain, which blocks nothing. Everything you have below ground is contributing to your vis data, including the underground exterior surfaces, which is below your terrain. You also have way too many models. Reducing your vis data will only allow the map to compile. With the shapes you have showing and over 700 entities to light, 2m of vis data will require about 6 weeks to compile.

Posted: Mon May 17, 2004 4:01 am
by [-[usf]-] commando
fine then what do u use 4 hills and that or lumps in the ground or banks 4 rivers?
i hope u dontt say just normal blocks

dont worry will just create a box under the lod terrain so it will b blocked

and what size do u say 4 a single story house or 2 story house measurements with and without roof?

Posted: Mon May 17, 2004 4:58 am
by Balr14
I always use triangle brushes and reduced complexity patch mesh for any terrain. It yields much better framerates and is far more versatile than LOD terrain. Remember, each section of LOD terrain has 256 vertices. I can do the terrain for an entire map with less vertices than you will use in 4 LOD sections. But, that's beside the point. The point I was making was that since LOD terrain blocks nothing, you have to build rectangular boxes of caulk underground to stop vis from seeing too far or too much. I believe you have already considered this point.

The size of buildings is of no consequence. What matters is when you have that many and that much stuff, you need some of those buildings to block the view. Ideally, put the tallest buildings you can't see over in the center of the map and bring the sky texture down to the top of the roof to form a solid wall vis can't see over. Vis sees over, under, or around anything but a blind corner or fully enclosed surface. It's up to you to create those enclosed surfaces and blind corners.

Posted: Mon May 17, 2004 5:04 am
by [-[usf]-] commando
y not just do a full box that links to the underground that will stop nething getting thru
like 4 walls and a base
connected from under the map to the underneath of the ground
and i havent been to sleep yet and its 2 pm so yer getting stuffed

Posted: Mon May 17, 2004 11:00 am
by [-[usf]-] commando
well i have been awake nearly 2 days now
and reading someone telling me my map is shit and stuffed that i have worked on 4 bout 2 years,yer i wasnt pleasedas this is the wat what u said sounded to me
and i am and alot of pple in mohaa r sick to death of maps where u spawn on each other vertially
i will take the other critisism on board and try work something out 4 this map
and one other thing i am sill a newb to mapping i dont know crap on scripting and have worked heaps to get to where i am with that map
one thing i have to do is makeing sure i have no mixed content and that all angles possable to b at 45 degree angle

and i couldnt really do a building or wall right across the map and just haveing a door that woukd look so outta place and i tried to think of a way to do a split in it but with the 2 water ways wich i dont want to get rid
of wouldnt have worked

i may think of a idea later as i have spent many allnighters mapping
all i have learned is mainly from tutorials when i needed em
and info from here

better

Posted: Mon May 17, 2004 12:10 pm
by tltrude
Don't get mad, get better! Balr14 is an expert mapper and you should be happy that he took the time to give you advice--he must think your map is worthy of improvement.

Although, you say your friends want huge maps (that take forever to get back to the main battle area), I'm sure that is just your way of justifying the amount of time you spent building it. All of us have huge maps that were never released because of bad preformence--low fps.

Gameplay design is probably the hardest part of mapping. It seperates the great maps form the hord of averege and poor maps. Balr14 has learned the secret, and his maps prove it. If you can't tell the difference between "constructive criticism" and bull "shit" advice, you need to get more sleep, or find a new hobby!

Good luck!

Posted: Mon May 17, 2004 1:29 pm
by seere
Think people are just trying to help you m8.
Dont think any1 is ripping your map apart.
Seere.

Posted: Mon May 17, 2004 1:33 pm
by [-[usf]-] commando
The amount of vis data and lighting surfaces you have suggests excessive use of CSG subtract, many curved surfaces and I would not be surprised to find a significant number of duplicate brushes. You aren't using point lights, are you?
VERTIALLY SAYING I JUST SLAPPED THE MAP TOGEATHER AND THAT I WOULDNT EVEN LOOK AT DUPLICATE PLANES
now that suggest to me what i was thinking and that useing csg i know its a cheats way makeing crappy maps
i just used it a couple times when i couldnt of been fucked to work in such tedious things

i have worked with radiant 4 the past 2 years
i know basic stuff

as all i done was what i needed at the time

Posted: Mon May 17, 2004 1:37 pm
by [-[usf]-] commando
my first ever building i made was no higher than the knee high full buildingcouple levels
didnt eve have a clue what i was doing then i would of said yer fair comments
what would jv or another mapper that is good say on such comments
so if u should me pics of ur map and said umm suppose still has duplicates and u used csg heaps wich inturn means u fucked the map

and i hear it all the time in mohaa servers
that spawns to close especially the hunt
and maps to small

Posted: Mon May 17, 2004 1:39 pm
by [-[usf]-] commando
fuck it moderator lock the thread couldnt b fucked saying ne more on this

Posted: Mon May 17, 2004 1:57 pm
by agentmad007
:shock: First time i see such words in this forum !

You are going in a wrong way m8........

Posted: Mon May 17, 2004 10:54 pm
by M&M
now that suggest to me what i was thinking and that useing csg i know its a cheats way makeing crappy maps
i just used it a couple times when i couldnt of been fucked to work in such tedious things
well,ive worked with csg subtract and if used correctly can be a blessing .
and u dont seem to know how 2 accept contructive critisism or even just an oposing point of view .
try adjusting ur language alittle and maybe ur mood 2 while ur at it .
i havent read the whole thread ,but from what ive seen in the last few posts im discouraged to read it .