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Posted: Thu Mar 25, 2004 3:18 pm
by M&M
, 5 mins is all it will take.
a 56kbs might be alittle slower than that
but i know how 2 make vis_leafgroups ,i just want an easier simpler way 2 fix it ,if not then ill have 2 use manvis .i dont want 2 use them cause id have 2 do trial and error compilations which will take alot of time until i get it right ,and i get kind of demoralized everytime i click the compile button

,it takes 2 long wasting like a day in the mapping process .
Posted: Fri Mar 26, 2004 2:43 pm
by M&M
so ,is fps the only issue wrong with this map .i dont think so cause this is my 1st map .there must be something else ,but if there isnt plz tell me so i can repair it and release the final v1.0 map
Posted: Fri Mar 26, 2004 3:31 pm
by Bjarne BZR
Well, any flatness in open areas are a bit boring. If you want a sweeping generalization.
Posted: Fri Mar 26, 2004 3:38 pm
by M&M
well,i tried making the map as unflat as possible without using lod terrain ,or cluttering the map with useless stuff .1st of all i havent used lod b4 ,i have a few tuts about them but im afraid of using them cause the might worsen the fps problem . tell me where do u think the map is "flat" and ill try 2 add something 4 cover there.
i tried the map yesterday on my lan with 7 players as a ffa and it was real cool

.however when i was mapping i wanted 2 it 2 be an action filled game ,i think i went over the top here

the highest score was 60 in 10 mins.whats wierd though is no1 used the underground area

.maybe i should move some spawns there so they have 2 use it

.
Posted: Fri Mar 26, 2004 4:11 pm
by Bjarne BZR
Where its flat?

Its flat on every brush that is on the same level as the general ground level
Seriously: Removing the flat feeling is hard to do on a complete map like yours. I'd just think of it when doing your next map. It is a nice map, but I have no doubt that you can do better. But I suggest that you make your next map better as it is hard to reddefine something that is already complete.
How to make a map less flat: there are lots of nice examples of this in the stock maps. Just think like an architect next time you drop someone in "The Bridge", instead of thinking like a grunt

Posted: Fri Mar 26, 2004 5:24 pm
by M&M
well,my creativity bar is almost depleted

,thats y i want 2 rush the map and get it out as fast as possible ,but i dont want 2 screw it up so i posted the beta here.if my creativity bar comes back again ill prolly start making a map again (got a few ideas) .as of know i kinda hate mapping cause its a very long and tiresome process .
if there are no other "problems" posts expect the map a day or 2 from now

Posted: Wed Apr 07, 2004 5:16 pm
by M&M
at last THE FINAL VERSION IS HERE
ive finally fixed all the problems that i encountered ,i have also added more than a dezen hint brushes and the fps is now a minimum of 50 on high details.added more loading screens

and other small stuff not important to mention .
i just have one small issue that i need to solve b4 uploading .i was just anxious to post

.
Posted: Thu Apr 08, 2004 2:55 pm
by M&M
well,i uploaded the final versio and im waiting 4 any feedback .plz inform me of any ideas ,comments or critisism about the map
Posted: Thu Apr 08, 2004 5:31 pm
by echo_rancid
Hey M&M, I looked at your map and its a nice little map. I like smaller maps, dont have to walk around for a long time to find people. There were a few minor things that I noticed though. At first when I was in the room, with the weapons on the floor, I thought I was trapped...Couldn't open the door and there were no switches...then i decided to throw a nade at the wall and it exploded makeing an exit...but it took me awhile to figure this out. It was hard to walk through the gate(the one that is activated by the switch in the guard house) there was a box in the way but I did get through after a few tries. The one building with the plane crashed through it looks a little funky. I think the entire building is literally held up by one corner of the building, no a big problem...no one will probably stop and look at it unless they are a mapper, therefore no one will notice.
I noticed I do that alot now...when Im playing online I tend to stop and look at buildings and other objects to see how they are designed...next thing I know Im laying face up on the ground.
Overall I like this map...I like the building that has M&M on it, looks well built. Good job M&M. Hey if you want to check my map out (Storm on Revin) let me know and Ill pm the DL too you...its only a bit over a MB.
Posted: Thu Apr 08, 2004 6:02 pm
by M&M
well,about the weapons room .its supposed to be akind of trap
this is a team map .and that room is the arsenal of each team.i made one of the doors openable only by a switch on the other side .while the other door is explodable so the other team can gain access to the weapons.
the tunnels are supposed to be a surprise attack way .but tis very cool also in mp .i tested it with 7 players (the beta) and it played well although the fps was low.i did a few improvements since then.
anyways,i didnt understand what u mean exactly by this
think the entire building is literally held up by one corner of the building
.
all the brushes are on the ground .so how can the building be help up by a corner?
and the gate is supposed to be hard to go thru.
imagine ur running from some1 with a shotty ,u will have 2 make wise decisions .there are several other ways across the wall (where the gate is) .or u could just open the switch .u can also climb the truck and snipe rom its back,or snipe from the driver area (u have 2 crouch).
i will check ur map soon.i usually check small maps (in size) .but im currently caught up with a few things.btw ,it looks nice
also,that building ur talkin about was actually stol....borrowed from remagen (mohdm3) .it took alot of work though just 2 repair it and complete the missing parts.if u want it i have it as a prefab

(without the sig)
tnx 4 ur reply ,i hope a few others may follow
Posted: Thu Apr 08, 2004 6:08 pm
by echo_rancid
Ill post some screens in a little while of what I mean about the building being held up by a corner.
Posted: Thu Apr 08, 2004 7:10 pm
by M&M
ok.
on other rather awesome news .
my map has been approved at
www.mapraider.com 
(wooohooo)
so theoritically its up on filefront.
here is the
link,i havet tried it yet because something is wrong with my windows and its not opening up (ie crashes) . gonna try it l8r after i restart prolly

Posted: Thu Apr 08, 2004 7:33 pm
by echo_rancid
Here is what i mean:
You can see that it looks a bit wierd, the walls are supported by the one corner. At a quick glance, which most players will do, it looks like the one wall is resting on the airplane wing and looks fine. It just looked a little bit funky too me but is hardly noticeable as i said unless you stop and look at it. Other than that its a nice little map.
Sorry its a little dark.
Posted: Thu Apr 08, 2004 7:42 pm
by M&M
i had to save the pics and brighten them up a bit so i can see it and my reply is.
oops,well i hope players just dont look at that .
and what about the 2nd screenshot?
i dont see anything wrong with it,and i dont see the block of wood on the other side so whats the point?
Posted: Thu Apr 08, 2004 7:46 pm
by echo_rancid
Just another angle.
POINT========>>>>>>>>there is nothing holding up the house but the one corner, alittle unrealistic.<<<<<<========POINT
This is my feedback, that IS what you asked for...Just something I noticed and wanted to point out, not a big deal. The rest of the map is real nice though.