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nexbender wrote:Played through this map on Galt's last night with Vlad and a few others. I think the general consensus is it is really neat-looking but needs some serious optimization. On an NVidia 7900 GTO (256MB, firmware modded near GTX and quite stable) my framerate dropped to the floor (slideshow) every time a projectile came on screen.
Clueless Newbie wrote:nexbender wrote:Played through this map on Galt's last night with Vlad and a few others. I think the general consensus is it is really neat-looking but needs some serious optimization. On an NVidia 7900 GTO (256MB, firmware modded near GTX and quite stable) my framerate dropped to the floor (slideshow) every time a projectile came on screen.
I was afraid of that..
nexbender wrote:On the bright side, those rock textures are sweeeeeeeeeet.
Clueless Newbie wrote:nexbender wrote:On the bright side, those rock textures are sweeeeeeeeeet.
Glad to hear you like them, but.. that isn't enough to make the map fun...
nexbender wrote:The map layout is better than "fun," it has got a lot of elements that would make it good for competitive play. Wide open spaces, tight spaces, lot of vertical, lots of blind corners, crevices, ledges, catwalks, jumppads, and because the layout is so wonky (seems downright disorienting in places), it actually merits all the usual weapons. I'm sure Shaggy or one of these mappers could help optimize it.
Clueless Newbie wrote:Rad Ished wrote:phong shader?
Yep. B)
ihsan wrote:I have no problem running this map with only 512MB ram, 800MHz Duron, ATI all-in-wonder 9600.
Let me again say that the darkplaces renderer is very powerful and very underused. We have a lot of "fun" maps already but none which showcases the true graphic potential of darkplaces. I appreciate the attention placed in the LOOK and, particularly, textures in this map. It is a step in the right direction.
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