Cambodia Docks

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Cheetohs
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Post by Cheetohs »

Wow I really liked this map.... IT was nicely done and the architecture was amazing... it really did feel as if i was in cambodia.... and ive never been there!

The Ping was fine for me, a steady 40-65 (all settings are on the lowest... i use a Radeon 9200 SE)... but i think it might be a bit 'laggy' for others with turned up gfx.

But, i do have a few suggestions that i noticed....
-The 'ledge' that surrounded all the borders of the land.. (the small peak), i liked it but it caused a lot of collision when i was moving.
-the textures on the small boats gets a little screwy on the prow and stern...
-The 'seats' on some of the small boats sticks through the siding (really evident in the boat leaning up against the building)
-I thought the sky texture looked a bit cheesy and plain, but than again, who's honestly going to be staring at the stars the whole time?
-The Folding chairs that you made looked really nice, but they were larger-than-life... They were as tall as i was :?
-The whole SE water section doesnt have a way out... a big trap and a long walk to a ramp.
-Minor mapping problem... The L shaped house in front of the 2-story-outpost, on the roof where the two roof directions meet (at the Point of the "L") there is a small gap... super tiny, but you can see inside the building, like i said... Minor.

THats about it.. just a buncha minor stuff.
I liked the popcans, those were neat... and all the debris here and there.... not a lot so that it causes collision, but just enough to provide Cover when needed!

I think it would make a great FFA map, but the TDM i don't really think so... That outpost has suprising command over the entire map, Its 'moat' its 'stone walls' and its 'elevation' gives it a lot of strength....

I also liked how you could use the telephone wires and rooftops as another route, that was really neat!

I think that a neat idea, would be involving that watertower... i liked that, but it would make a great 'easter egg' if it was accessible... not enterable. just a platform here or there so that someone could sit up there... it would be a great spot against the outpost on the other side of the map!

Great map... I enjoyed it!
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Mj
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Post by Mj »

Thanks for the feedback guys, especially yours Cheetohs, much appreciated :)

Ok, i'll fix most problems later

- The ledge should hopefully fix if i move each land slab up 1 unit

- I know the textures on the boats look odd, but its mesh, and if I try and fix it, the textures will just get more screwy :(

-The Boats seats fit, but only on high settings, I believe - I'll look into that, and shorten them as much as possible

- Personally I quite like that sky texture :P (thanks Balr!)

- My freind made them for me, Billybob, and I scaled them wrong :oops: I'll get them fixed - now when I run around i see your point lol

- More Ups 'n' Crossing points will be added all over the map - after playing it i think it needs a few more :)

- About the roof - I'm amazed you saw it, lol; I was hoping it would stay hiddenish, but looks like i'll have to try and fix it afterall...

And I'll include the watertower for you :wink:

Thanks alot!
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Post by At0miC »

yay, as I already said to u, it's a very nice map MJ, I love the curve and lights u used.
It's a bit small, but will be a lot of fun for playing with a few players.

Great job m8
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Mj
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Post by Mj »

[Just on a side-note, the link is working again :wink: ]
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Post by FIVEBOY »

Another link u can get the map from but only be there for a limited time

http://magnett.co.uk/ddfiveboymaps/Map- ... _Docks.pk3
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Cool

Post by tltrude »

Wow, that's a cool map! Although, I wish there were more/some exploding barrels and crates. A nice crank down bridge would be nice too--crankable from both sides, and can stop at any position if the crankee dies. Perhaps a central (slightly wider) canal, for the bridge, too. Adding background sound would be a nice touch--"exec global/ambient.scr mohdm7" would work.

There are lots of places were you could of used caulk and didn't. I only saw one Z-fighting brush on the edge of a roof (generator building?). There are a few boards with un-rotated texture faces. I got 70-135 FPS with my P4 3.4Ghz computer, and ATI RADEON X800 SE card.
Last edited by tltrude on Mon Mar 07, 2005 9:33 am, edited 1 time in total.
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Post by lizardkid »

Man, this is the map with the worst FPS ever... My P4 3GHz was hardly manages to go above 10 FPS
I got 70-135 FPS with my 3.4Ghz computer.
i think Rookie has a crappy vid card. ghz and vis dont always go together, although they do sometimes talk.
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Post by Grassy »

Nice map man! I added a scr to it and ran it in SH, looks great on my Radeon 9800 Pro, fps averages out at around 70 with antialias x 6 and max details. Looking forward to the finished version.

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Mj
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Post by Mj »

Thanks for the kind comments guys :)

If you wish to add a Crank Bridge tltrude, I would be most grateful (the .map is in the pk3). I have actually put sound in, but i forgot to replce the old .bsp in the pk3 with the new one :oops:

The question being for me is: Do i need to worry about FPS? I dont have time to do a full compile unfortunatley, so should i pour manual vis all over it? (learning time...)
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Post by Bjarne BZR »

Mj wrote:The question being for me is: Do i need to worry about FPS? I dont have time to do a full compile unfortunatley, so should i pour manual vis all over it? (learning time...)
Hard to say as I'v only tested a fast-VIS version. But it IS very open in a way yhat the standard VIS compile usually has problems dealing with efficiently, so I'd say yes: you do need to add some manual VIS ( but only a full compile can answer that correctly ).
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Cheetohs
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Post by Cheetohs »

I have a shit video card and thought FPS was fine.... I dunno, id say its your choice... i suppose it would be nice to have a bit of a bit of a margin so that EVERYONE would be satisfied (rookie ;)) but for me, i thought it was fine...
Looking forward to the finished version.
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Post by Rookie One.pl »

Yeah, I've got a crappy i915GL, but I've got like 100-150 FPS in stock maps. :?
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Mj
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Post by Mj »

Same link, may die...

Anyhow, Fixed some (hopefully all?) bugs, and i'm gonna give it to you guys to play with for a few days afore i get it public. Added a loading screen and such... all the menial stuff. Now has sound too :)

Gave up on the FPS, as the map is completely wrongly structured for a vis noob like me to even attempt :(

Any bugs please, please post.

Thanks :)
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Post by Bjarne BZR »

Just went over it and found LOTS of brushes that should be detail. Use the filters to find unessesary small brushes to make detail.

( Tutorial: http://gronnevik.se/rjukan/index.php?n= ... WithDetail )
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map

Post by tltrude »

I did a little work on your map. It is named cambodia_docks2.map, so you can copy, whatever works for you, from it.

1. Added door_locked triggers to all non-functioning doors and updated the main script.--added roundbased match too.

2. Removed half the Axis and half the allied spawn spots--players don't like it when the they spawn together in team match (like stalingrad team match), and 64 players is a bit much. Also, I angled the spawn points so they don't start out looking at a wall.

3. Made all gas barrels explode--you might not want to use the one in the boat.

4. Added more caulk faces, and fixed a grate that had mixed mask problem in bsp compile.

5. Rotated a few wood board textures.

6. Added two func_rotatingdoors to the ground floor of the bunker building--they don't close by themselves (toggle is set).

Your work is really great, so I hope my efforts help. Please don't add credit for me, if you use any of it.
Tom Trude,

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