[MAP x2] Rocky Hills & Figure 8 Revisited v2r1

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Thu Feb 19, 2009 10:04 am

  • nice addition to figure8 but now the map seems to be a bit empty
    what about adding some small armor&health shards in the new tunnel?

    Rocky hills is a really cool map, but its also a bit too empty. some ammo box wont be wrong here, you also could add another controlpoint which would be a good addition
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    cortez
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Thu Feb 19, 2009 12:26 pm

  • Rocky Hills is a nice little map, very pleasant to watch. :)
    But the big turret is very annoying, it track you down on every place and you heard its stressful rocket sound. In ons it make sense but for the other gamemode, not really. You might want to add to the .mapinfo the following lines :
    Code: Select all
    settemp_for_type all g_turrets 0
    settemp_for_type ons g_turrets 1

    Little problems I noticed :
    * you added some visual ladders, but you can't climb them.
    * the ground textures are acting strangely (z-fighting ?) depending of the distance :
    Image Image
    * your map is missing a rardarmap, generared with sv_cmd radarmap with the svn version. One for you here to place in gfx/ :
    http://91.121.200.104:8090/files/RockyHills_radar.tga
    But to be at the right scale, the .mapinfo needs the line :
    Code: Select all
    size -5000 -5000 -1000 5000 5000 1500


    Anyway good jobs so far, I added the 2 maps to my server.
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Thu Feb 19, 2009 12:43 pm

Fri Feb 20, 2009 11:14 am

  • Ronan wrote:Rocky Hills is a nice little map, very pleasant to watch. :)
    But the big turret is very annoying, it track you down on every place and you heard its stressful rocket sound. In ons it make sense but for the other gamemode, not really.

    I know. That's why I only had one turret. Wanted the map to be playable in other modes too. However, the turret is a sitting duck where it is. And the rockets are easy to dodge as well.
    You might want to add to the .mapinfo the following lines :
    Code: Select all
    settemp_for_type all g_turrets 0
    settemp_for_type ons g_turrets 1


    Thanks. I'll put those lines in v1r2. ;)
    Little problems I noticed :
    * you added some visual ladders, but you can't climb them.

    Oops. Forgot to fix the ladders. I just laser-bounce up from there so I didn't really notice.
    * the ground textures are acting strangely (z-fighting ?) depending of the distance :

    It's z-fighting. The problem is that macRadiant 1.4 doesn't support texture-blending. What you're seeing it the result of the trick I used to get around that problem. Can't be fixed. It shouldn't be that noticeable in normal gameplay, IMO.
    * your map is missing a rardarmap, generared with sv_cmd radarmap with the svn version. One for you here to place in gfx/ :
    http://91.121.200.104:8090/files/RockyHills_radar.tga
    But to be at the right scale, the .mapinfo needs the line :
    Code: Select all
    size -5000 -5000 -1000 5000 5000 1500

    I don't like the "radar". At all. K3wl but pointless. But I'll plop it in with the next version of the map anyway, if I remember to do so.
    Anyway good jobs so far, I added the 2 maps to my server.

    Thanks. B)
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Fri Feb 20, 2009 11:16 am

  • esteel wrote:Added both maps to my server.. though the suggestions above sound like they should indeed be done!

    Yeah. I'll update both when I start working on my next map.
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Fri Feb 20, 2009 11:25 am

  • Clueless Newbie wrote:I don't like the "radar". At all. K3wl but pointless. But I'll plop it in with the next version of the map anyway, if I remember to do so.

    Not to me. Its really useful in team matches. You can see were your mates are and thus know if you can expect help, or if an enemy is approaching if you hear someone but do not see a mate on the radar. The radar also shows an highlight if someone uses voice messages and the flag carrier so its easier to find/protect him then with just the waypoints.
    And in default settings the radar will also zoom out if you press the zoom button, so you can see the whole level then. I'm currently trying out the settings were the radar is zoomed out the whole time and zooms in when pressing zoom. I like this quite much, give you the general overview of the map the whole time.
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Fri Feb 20, 2009 7:04 pm

  • A lot of people including myself noticed HUGE frame drops in certain areas of Rocky Hills. I'm talking 120 -> 1. This was only with about 4 players and it made the map totally unplayable. It seemed to be only in certain areas though, I'd need to have a thourough look another time.

    Other than that I quite liked it. It was good fun for laser jumping. My only other gripe was the damn turret started firing at me from basically the other side of the map as soon as I spawned!
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    Sepelio
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Fri Feb 20, 2009 11:43 pm

  • esteel wrote:Not to me. Its really useful in team matches. You can see were your mates are and thus know if you can expect help, or if an enemy is approaching if you hear someone but do not see a mate on the radar. The radar also shows an highlight if someone uses voice messages and the flag carrier so its easier to find/protect him then with just the waypoints.
    And in default settings the radar will also zoom out if you press the zoom button, so you can see the whole level then. I'm currently trying out the settings were the radar is zoomed out the whole time and zooms in when pressing zoom. I like this quite much, give you the general overview of the map the whole time.

    Well, it's a matter of taste, I suppose. Personally, I'd rather let the "team" icon be visible throughout the map, wallhack-style. You'd know where your team is without having to look at that thing up in the corner.
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Fri Feb 20, 2009 11:48 pm

  • Sepelio wrote:A lot of people including myself noticed HUGE frame drops in certain areas of Rocky Hills. I'm talking 120 -> 1.

    Yeah, I was afraid of that. I noticed the same thing before I got the new graphics card.

    Let me guess; the fps dropped when you were at the Nex pickup and looking towards the turret or vice versa? Maybe I should put some large object in the middle of the map to obscure the view. Another shack, maybe?

    This was only with about 4 players and it made the map totally unplayable. It seemed to be only in certain areas though, I'd need to have a thourough look another time.

    I would like to know where those areas are. (assuming there are more than the two I mentioned above)
    Other than that I quite liked it. It was good fun for laser jumping. My only other gripe was the damn turret started firing at me from basically the other side of the map as soon as I spawned!

    When I get around to updating this map I'll most likely disable the turret in non-Ons games.
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Sat Feb 21, 2009 12:35 am

  • First off: I love the style of RockyHills. first time i played it my comment was someit like "holy hell, this thing looks epic" :)

    Unfortunately the performance problem on this map is rather bad, and tbh i have no idea why. When overlooking the map from above (spec) i got way more fps then i need (over 200, and ppl where already playing so there was stuff going on). Then i join the game and frame rate goes pingpong between 10 and 200, staring at teh skybix gave me far less then actually looking at the map in most places so im not sure what to make of it.

    I will see if I can find out more about why this happens.

    Figure8Revisited: Nice clean look, but the over bright colours makes it very hard to see ppl on it, speciality if they grab the quad.

    Gameplay is layout-wise good, but I would suggest limiting the weapons and health/armour a bit.
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Sat Feb 21, 2009 11:12 am

  • tZork wrote:I will see if I can find out more about why this happens.

    Seriously; If anybody finds out what's causing the low fps in places, I want to know. Then I might be able to fix it.

    The .map file should be included with the .pk3, btw.
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