[MAP] dublhelix

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[MAP] dublhelix

Postby dublpaws » Sat Sep 22, 2007 2:33 am

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Postby ZoundZ » Sat Sep 22, 2007 2:46 am

Interesting design, and by the pictures, very symmetrical. I'll try it out in a few minutes. :)
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Postby Ronan » Sat Sep 22, 2007 10:34 am

You really like lava dublpaws :wink:

But it's just unplayable with my fps (around 8-30) :cry: Have you make a Vis compilation ? Or maybe you are an evil person and you make that to prevent people to use the nex :
Image
what I can hit from here with 9 fps ? :P

also I noticed problem with lava on many place (kind of z-fighting) :
Image

I still need to play the map in-game to comment the gameplay. :)
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Postby Strahlemann » Sat Sep 22, 2007 1:27 pm

The layout and the style look pretty neat. A bit too dark in some corners though.
Also the polycount is way too high. In worst case the engine draws 140k+ polys (That's when standing at the bases :() The average is around 60k, what is more likely whatt you should get as max. These are the values with no other players, so the performance will even be worse as soon as someone joins. (type r_speeds 1 in the console to get more infos)
Also by looking at your portals (r_drawportals 1) it doesn't seem like you made a correct compile, or you just made too many detail-brushes, so no vis-blocking structures are considered during the compile...

To lower the polycount you could for example merge the brushes for your steps (every step has a modeled trim) and choose a fitting texture.
bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
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Postby ZoundZ » Sat Sep 22, 2007 5:03 pm

Sorry it took me so long to post here. Overall, the map is alright, but just before you enter enemy bases, there's a dead end if you just go straight. You should try to change that, if it doesn't lead to the base, lead it to something. The map is easy to learn and understand, but it's a bit plan as well. Maybe add a couple additional routes so that you don't always have to follow the spiraling steps to get around.
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Postby dublpaws » Sat Sep 22, 2007 5:45 pm

Strahlemann,

That's what I needed to hear! I've finally gotten it through my thick skull why it's important to have structural brushes. :D As far as grouping the stairs, too many for me to start with that now, I'd have to redo the whole thing. I've recompiled the map with many of the detail brushes changed to structural, if it's still not playable - that's OK. Part of the learning process.

:?:
on a side note: Do you know if radiant1.5 can perform the shearing brush transformation? In 1.4 one could hold the command key, drag the side of a brush and slant it. Is this missing from 1.5? I have not been able to get an answer to this question

Thanks!
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Postby dublpaws » Sat Sep 22, 2007 5:54 pm

ronan says:
maybe you are an evil person


:twisted: mmm brains - num num num. BRAINS!

-satan is my friend - satan is my pal-
"Ray, you're chanting, you're chanting ray"
-The 'Burbs tom hanks

"Count it be .. satan?"
- Church Lady dana carvey

I think "Brush Ignorant" would be a more fitting adjective Ronan.
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Postby FruitieX » Sat Sep 22, 2007 7:17 pm

dublpaws wrote:Strahlemann,

That's what I needed to hear! I've finally gotten it through my thick skull why it's important to have structural brushes. :D As far as grouping the stairs, too many for me to start with that now, I'd have to redo the whole thing. I've recompiled the map with many of the detail brushes changed to structural, if it's still not playable - that's OK. Part of the learning process.

:?:
on a side note: Do you know if radiant1.5 can perform the shearing brush transformation? In 1.4 one could hold the command key, drag the side of a brush and slant it. Is this missing from 1.5? I have not been able to get an answer to this question

Thanks!


You mean the clipper tool? :P

Press X and start cutting! (in the 2D view ofcourse) When u got the wanted cut, press shift+enter to cut it. ^^
Image
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Postby Strahlemann » Sun Sep 23, 2007 3:43 pm

No he doesn't mean the clipper ;)

But as i'm still using 1.4 i'm not really familiar with 1.5. So no idea.
bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
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Postby John Galt » Sun Sep 23, 2007 6:25 pm

Definitely interesting, Dubl!
cat /dev/urandom > /dev/mem
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