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Post by silence212 on Mar 24, 2010 15:52:03 GMT
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Post by Zeph on Mar 24, 2010 17:02:16 GMT
Correct, we need the bsp (and possible nav file, for bots). I assume it's an aim map, hence lazy texturing (i know, i know - it's for high frame rates!). Better be very well optimized for the same reason! If you'd like me to check it's optimization send me the vmf.
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Post by silence212 on Mar 24, 2010 17:36:21 GMT
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Post by silence212 on Mar 25, 2010 2:55:28 GMT
So does anyone like my map?
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Post by bearstyle on Mar 29, 2010 19:31:48 GMT
When i open the vmf its empty. sry mate...
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Post by antonio12332 on Mar 29, 2010 20:53:01 GMT
Bearstyle is right, the link you have there is empty.
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Post by Zeph on Mar 29, 2010 23:35:43 GMT
I've optimized your map. Learn what "Func_Detail" is, and how to use it. Examples are: Boxes Ramps Railings Small ledges Small walls (including around water) Your snapping to grid was generally ok, but could be improved. Remember to snap in all three 2D views! Water should be all NoDraw apart from the top surface. Your map was uneven. I've centralised it in the hammer editor and evened up the whole lot (this took a while). I added 'sunlight' from the skybox. If you don't like it, delete the light_environment. (it lights up one side, so could add a map bias.) I have not touched the boxes. These will have to be re-made! Do not leave them as they are. Remember to select the box (or boxes if it's a touching group) and make them func_details. I recommend reading the optimization section in: ubermicro.proboards.com/index.cgi?board=tutorials&action=display&thread=1973And doing the following to see for yourself what i've done: ubermicro.proboards.com/index.cgi?board=tutorials&action=display&thread=1634Hope you like it! Attachments:
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Post by Zeph on Mar 30, 2010 17:25:21 GMT
Did some play testing, so here's some ideas:
Perhaps not skybox in all of the squares above, so you get dark and light patches. Add ramps from side to middle floating room. MORE in the middle, boxes or walls. Side room with long window is quite open, add more splitting walls (to make it more zigzaggie) and raise the wall so you could crouch to the end.
General gist it's a sniping map, would be more popular if you can get close without being seen.
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Post by Zeph on Apr 4, 2010 14:23:18 GMT
I've done a VisLeaf comparison between your version and mine. I copied the whole map into HL2:E2 (orange box game) to use the "load portal file" option. Here are the results: Unoptimized.Optimized.Optimized (with hidden Func_Details).
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