[MAP] Caverna

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

Moderators: Nexuiz Moderators, Moderators

Mon Dec 10, 2007 4:20 pm

Mon Dec 10, 2007 8:34 pm

Mon Dec 10, 2007 8:50 pm

  • Yea, this map is really cool. Somehow your brushwork looks almost natural. :D
    Image
    User avatar
    torus
    Forum addon
     
    Posts: 1341
    Joined: Sun Dec 24, 2006 6:59 am
    Location: USA

Mon Dec 10, 2007 10:41 pm

  • My fps drops to around 10-15 on this map (which yes, looks great!)
    TK471
    Alien
     
    Posts: 119
    Joined: Wed Aug 01, 2007 2:41 pm

Mon Dec 10, 2007 11:01 pm

  • I get quite good fps. :( 70-180 average
    Image
    User avatar
    torus
    Forum addon
     
    Posts: 1341
    Joined: Sun Dec 24, 2006 6:59 am
    Location: USA

Tue Dec 11, 2007 12:18 am

  • Really nice work ... i think i like ur style ...
    Image

    Best Maps-History :
    - Morph_Remake -> - Deep_Drill -> - Cyber_Core -> - Towers_of_Doom -> - Gothic_Rush ->
    User avatar
    Doc-Pyton
    Alien
     
    Posts: 155
    Joined: Thu Aug 30, 2007 7:30 pm

Tue Dec 11, 2007 10:14 am

  • phong shader?
    User avatar
    Rad Ished
    Keyboard killer
     
    Posts: 609
    Joined: Wed Jun 27, 2007 8:00 am
    Location: Not the Netherlands

Tue Dec 11, 2007 5:26 pm

  • TK471 wrote:My fps drops to around 10-15 on this map (which yes, looks great!)

    Everywhere or just in the "bad" places (where the hagar is placed)?
    2 GHz Mac Pro
    Mac OS X 10.6.2
    nvidia GeForce 8800 GT
    Clueless Newbie
    Keyboard killer
     
    Posts: 518
    Joined: Wed Jan 03, 2007 1:01 pm

Tue Dec 11, 2007 5:27 pm

  • Rad Ished wrote:phong shader?

    Yep. B)
    2 GHz Mac Pro
    Mac OS X 10.6.2
    nvidia GeForce 8800 GT
    Clueless Newbie
    Keyboard killer
     
    Posts: 518
    Joined: Wed Jan 03, 2007 1:01 pm

Tue Dec 11, 2007 7:40 pm

  • My low fps was about everywhere, but it's my machine... I regularly only get 25 to 35 fps, sometimes more. Machine specs:

    AMD 2500+ (2.0Ghz) proc
    768MB PC2100 RAM
    Nvidia GeForce 6200 AGP 4x 256MB video card
    Soundblaster Audigy2 LS sound.

    Which is not a bad machine for what I mostly do (music and video production work), but I'm way behind in the gaming world (I really don't play games much... I just like Nexuiz).
    TK471
    Alien
     
    Posts: 119
    Joined: Wed Aug 01, 2007 2:41 pm

Wed Dec 12, 2007 1:15 am

  • 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.
    User avatar
    nexbender
    Alien
     
    Posts: 138
    Joined: Tue Jun 26, 2007 12:35 am
    Location: Kal E Forn Ya

Wed Dec 12, 2007 6:05 am

  • 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.. :(
    2 GHz Mac Pro
    Mac OS X 10.6.2
    nvidia GeForce 8800 GT
    Clueless Newbie
    Keyboard killer
     
    Posts: 518
    Joined: Wed Jan 03, 2007 1:01 pm

Wed Dec 12, 2007 8:06 am

  • 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.. :(

    On the bright side, those rock textures are sweeeeeeeeeet. :D
    User avatar
    nexbender
    Alien
     
    Posts: 138
    Joined: Tue Jun 26, 2007 12:35 am
    Location: Kal E Forn Ya

Wed Dec 12, 2007 9:13 am

  • nexbender wrote:On the bright side, those rock textures are sweeeeeeeeeet. :D

    Glad to hear you like them, but.. that isn't enough to make the map fun... :(
    2 GHz Mac Pro
    Mac OS X 10.6.2
    nvidia GeForce 8800 GT
    Clueless Newbie
    Keyboard killer
     
    Posts: 518
    Joined: Wed Jan 03, 2007 1:01 pm

Wed Dec 12, 2007 12:29 pm

  • Clueless Newbie wrote:
    nexbender wrote:On the bright side, those rock textures are sweeeeeeeeeet. :D

    Glad to hear you like them, but.. that isn't enough to make the map fun... :(

    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.
    User avatar
    nexbender
    Alien
     
    Posts: 138
    Joined: Tue Jun 26, 2007 12:35 am
    Location: Kal E Forn Ya

Wed Dec 12, 2007 10:55 pm

  • 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.

    I don't currently intend to do any more work on Caverna, but anybody who is willing to try making it run better is welcome to do so. I'm pretty sure the .map file included in the .pk3 is the final one. However, I suspect the optimization would remove a great many of the things you like about the map.

    OTOH... maybe I should try compiling the map with an even smaller _blocksize... even though the VIS stage would probably take days to compile. ;)
    2 GHz Mac Pro
    Mac OS X 10.6.2
    nvidia GeForce 8800 GT
    Clueless Newbie
    Keyboard killer
     
    Posts: 518
    Joined: Wed Jan 03, 2007 1:01 pm

Wed Dec 12, 2007 10:56 pm

  • Clueless Newbie wrote:
    Rad Ished wrote:phong shader?

    Yep. B)

    Maybe I spoke too soon here... phong was enabled in the compiler, but I didn't have any special shaders for the rock textures. Are they needed?
    2 GHz Mac Pro
    Mac OS X 10.6.2
    nvidia GeForce 8800 GT
    Clueless Newbie
    Keyboard killer
     
    Posts: 518
    Joined: Wed Jan 03, 2007 1:01 pm

Thu Dec 13, 2007 12:24 am

  • 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.
    User avatar
    ihsan
    Alien trapper
     
    Posts: 305
    Joined: Fri Mar 03, 2006 3:33 pm
    Location: Trinidad (Where Obama met Chavez)

Thu Dec 13, 2007 12:36 am

  • 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.

    Have you played this map with other players? Try doing so and fire some rockets at each other - you'll see what we mean.
    User avatar
    nexbender
    Alien
     
    Posts: 138
    Joined: Tue Jun 26, 2007 12:35 am
    Location: Kal E Forn Ya

Thu Dec 13, 2007 2:33 am

  • I think the map is good other than the bases. I think they are too crowded. I also think the slant down to the floor should be trashed. It makes it too hard to laser jump. Maybe you could shorten the slant and add a fan, that will kill you if you fall.

    I think the base is the main problem, too crowded.
    User avatar
    shaggy
    Alien trapper
     
    Posts: 419
    Joined: Tue Apr 03, 2007 6:12 am

Thu Dec 13, 2007 3:24 am

  • shaggy wrote:I think the map is good other than the bases. I think they are too crowded. I also think the slant down to the floor should be trashed. It makes it too hard to laser jump. Maybe you could shorten the slant and add a fan, that will kill you if you fall.

    I think the base is the main problem, too crowded.

    I like the tight bases, because they are only tight horizontal, you have room to move vert. It's total overkill and probably suicide for two defenders to hang out in it, but a lone defender has to work, no room for mistakes. I like the floor slant, too, but it needs a texture that is easier to "see" - the present color makes it (too) tough to judge angle/speed/distance.

    But I dig the fan, Shaggy....so ya know, just redo the entire map for Clueless, make the bases a bit bigger, widen out the bottom, add the fan, different textures for the base itself, and...disco balls! :lol:
    User avatar
    nexbender
    Alien
     
    Posts: 138
    Joined: Tue Jun 26, 2007 12:35 am
    Location: Kal E Forn Ya

Thu Dec 13, 2007 3:55 am

  • I'll have to inform you that you are overestimating Shaggy's capabilities.
    TVR
    Alien trapper
     
    Posts: 404
    Joined: Fri Jun 01, 2007 12:56 am

Thu Dec 13, 2007 4:37 am

  • TVR wrote:I'll have to inform you that you are overestimating Shaggy's capabilities.

    I thought it obvious I was joking. :? Perhaps the humor was too obtuse?

    I ran through the map again. Except for the base texture and whatever would fix the framerate drops, the map is very playable as-is.

    Anyway, Shaggy, please make the fan take up the entire floor of the base, and the disco balls should have an anim to light and spin and play "Fett's Vette" by McChris when someone caps. Please hurry.
    User avatar
    nexbender
    Alien
     
    Posts: 138
    Joined: Tue Jun 26, 2007 12:35 am
    Location: Kal E Forn Ya

Thu Dec 13, 2007 9:10 am

  • Thanks TVR (sarcasm)

    Bender, why a disco ball?
    Also, you wouldn't have to redo the hole map, just edit the bases.

    P.S Why don't you take the fan from blue amuse (or whatever the maps name is).
    P.P.S Arg! I'm too lazy. I just make the suggestions not do them :wink:
    User avatar
    shaggy
    Alien trapper
     
    Posts: 419
    Joined: Tue Apr 03, 2007 6:12 am

Thu Dec 13, 2007 9:34 am

  • shaggy wrote:I just make the suggestions not do them :wink:

    Ah, real management material! :lol:
    User avatar
    nexbender
    Alien
     
    Posts: 138
    Joined: Tue Jun 26, 2007 12:35 am
    Location: Kal E Forn Ya

Thu Dec 13, 2007 9:40 am

  • yeah you need to add a shader script to a texture to phong it. These are new to me also but here is the one i took from farewell:
    textures/ito/deerock
    {
    q3map_nonplanar
    q3map_shadeAngle 75
    {
    map textures/ito/deerock.tga
    rgbGen vertex
    }
    }
    It doesn't change the shape of the brushes just makes the shading from edge to edge much softer. I don't know if you have to hit the shade flag in q3map2 for it to work but it did seem to work without doing this. I think it would have a beneficial effect for all your rockness.

    Perhaps a cocktail bar would be useful in the base (close to but not under the disco ball)
    and some throw pillows. :roll:
    User avatar
    Rad Ished
    Keyboard killer
     
    Posts: 609
    Joined: Wed Jun 27, 2007 8:00 am
    Location: Not the Netherlands



Return to Nexuiz - Editing




Information
  • Who is online
  • Users browsing this forum: No registered users and 1 guest