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[Contest Entry WIP] cp_greenvalley

Created 9th February 2009 @ 15:13

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tarmo-

<3 Fruit

update 25.2.2009

cp_greenvalley_a4

changelist from a3 to a4

– reworked some parts of 3rd cp,
– reworked most parts of 2nd cp
– reworked whole 1st cp.
– spawns SHOULD work now.

and, sadly, its not optimized properly yet as im fucking bad at it :D

tarmo-

<3 Fruit

update 25.2.2009

cp_greenvalley_a4a

changelist from a4 to a4a

– fixed small areaportal bug

tarmo-

<3 Fruit

update 4.3.2009

cp_greenvalley_a5

changelist from a4 to a5

– reworked some parts of “1st to 2nd building” cp.
– spawns ARE working now. (still had one incorrect value which made 2nd spawn of blue not working)

and, need to add this…

no proper optimization… SOMEONE DO IT FOR ME so i could release a beta?! :(

MangyCarface

Optimization, unfortunately, cannot be simply ‘slapped on’ after a map’s been laid out. It requires planning from the start. There are a few basic ideas you can apply even after a detail pass, but without understanding the concepts from the start, there is little hope in optimizing a map.

tarmo-

<3 Fruit

but may i ask why the hell it draws the whole map ;o?

MangyCarface

You are running vvis on full, correct?
If so, you’ve just set up the map really really poorly. If you have any leaks, vvis will fail.
Post your compile log- or at least the section that reads Average visible areas and Average audible areas. A good number to shoot for is sub 200.
Start here to learn the concepts:
http://developer.valvesoftware.com/wiki/BSP_Map_Optimization
http://www.student.ru.nl/rvanhoorn/optimization.php

Optimization, and designing a good layout that takes it into account, are really the last thing you learn in mapping, but the first thing you need to grasp in order to build a map (unfortunately)

tarmo-

<3 Fruit

i don’t have any leaks, but i’ve been running vvis as fast, so compiling now with full settings. will post how it works after i’ve compiled this.

edit:

i got something seriously wrong, i run the vvis for 15minutes without getting PortalFlow phase even to 20%

Puppets

just let it run through 1 time and the other times it should be faster … even though 15 minutes for 20 percent seems a bit weird … i had like 10 to 15 minutes for 100 percent

MangyCarface

Well there’s your first failure… did you think -fast- would yield the same results as full?

You probably haven’t func_detailed at all… did you read the optimization things I posted??
Func_detail every brush that isn’t a wall, ceiling or floor.
When you turn off props, displacements and func_details, all you should see is the very basic layout of your map.
Anything with angles should be func_detailed too.

Hopefully you didn’t make people playtest a map that wasn’t fully compiled in vvis…

Akill

yes, we did. and my pc cried :(

tarmo-

<3 Fruit

okay. i remade alot of stuff, vviss run on full on 12 seconds. going to check ingame behaviour. compile times in full-setting:

vbsp: 5 seconds
vvis: 12 seconds
vrad: 2 minutes and 8 seconds

(and yes, i know how to use func_detail, this is a map which i continued quite some time ago and it had really old mapping on it (time when i didnt know how to do some of these things :B)

edit:

ingame works good, mat_wireframe 1 and my lowest fps were around 170-180 and with wireframe 0 i had 230 to 300 AND it didnt draw the whole map all the time.

to give some comparisation, i had ~50fps in the old version with wireframe 1 and with wireframe 0 i had fps ~130

tarmo-

<3 Fruit

some pictureupdates:

http://www.nocrits.com/maps/screenshots/cp_greenvalley_aa60000.jpg http://www.nocrits.com/maps/screenshots/cp_greenvalley_aa60001.jpg
http://www.nocrits.com/maps/screenshots/cp_greenvalley_aa60002.jpg http://www.nocrits.com/maps/screenshots/cp_greenvalley_aa60003.jpg
http://www.nocrits.com/maps/screenshots/cp_greenvalley_aa60004.jpg http://www.nocrits.com/maps/screenshots/cp_greenvalley_aa60005.jpg
http://www.nocrits.com/maps/screenshots/cp_greenvalley_aa60006.jpg http://www.nocrits.com/maps/screenshots/cp_greenvalley_aa60007.jpg
http://www.nocrits.com/maps/screenshots/cp_greenvalley_aa60008.jpg http://www.nocrits.com/maps/screenshots/cp_greenvalley_aa60009.jpg

antyjc

2ne1

It looks good so far.
However the metal thing over middle point looks awkward, i don’t know what to suggest, but i think it looks weird atm. rest of the map is looking good

tarmo-

<3 Fruit

i agree, it doesnt look good at the moment and to be honest i dont know how it works either :p but i would like to keep it, might just change its look

tarmo-

<3 Fruit

Update 8.3.2009

First beta release, cp_greenvalley_b1

Changes in a5 to b1

– Added 3dskybox
– Fixed few “wrong” textures
– Fixed few healthcabinets
– Modified props etc.
– Modified 1st, 2nd and 3rd cp.

etc some things I can’t remember.

Thanks to all people who were looking for problems or so (yes, there is still some, I was lazy :B)

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