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Post by beren on Mar 31, 2009 19:08:51 GMT
This map is "complete" only in the sense that I've run out of things I want in the map, and I haven't found anything else that I think needs fixing. www.gigasize.com/get.php?d=4drwkzmymfbThe inspiration for this map came from the climax scene of the the movie The Rocketeer and is VERY LOOSELY based on it. Everything in the map is of my own design, and is not meant to look exactly like anything in the movie. This map is time-based detonation objective with Axis defending. There are 4 axis flags that allies must capture before the final objective can be detonated. The order in which the flags are capped does not matter. I would love feedback on this, as it is my first map.
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Post by 3kliksphilip on Mar 31, 2009 22:22:42 GMT
It's best if you post some pictures, as it will encourage people to download it. www.imageshack.us is a good place to upload pictures to.
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Post by beren on Mar 31, 2009 22:55:28 GMT
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Post by beren on Mar 31, 2009 23:07:26 GMT
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Post by 3kliksphilip on Apr 1, 2009 2:36:58 GMT
Wow, what an impressive map! I don't have DOD, though I know some one who does...
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Post by Rusty on Apr 1, 2009 2:45:01 GMT
Hey there.
very nice map! you have done so well with the lighting and choice of textures, the blockwork is also exceptional. I have a few doubts about that zeppelin balloon type thing though. It looks very out of place and sort of ruins the look of the map.
It looks like you have spent a long time on it though. My suggestion would be to remove it but keep it for use it another map.
Good work! I look forward to your release of the map and it will likely go on my DoD:S server.
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Post by beren on Apr 1, 2009 2:53:33 GMT
Wow, thanks, 3kliksphilip! That means a lot coming from you! I watched all your tutorials on youtube and tried to follow your advice as much as possible. The only thing I am really lacking are optimizations like hint brushes mostly because while I understand the theory behind them, I can't really find any good examples (especially for outdoor maps) that would make them useful. The map runs great on my machine, but I've a pretty powerful one and I want to learn more about optimization.
Rusty, The map is based on a scene in a movie that culimates in the explosion of the airship, and that's the final objective of the map. It's really the inspiration for map itself, but I'll think about it.
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Post by 3kliksphilip on Apr 1, 2009 11:48:00 GMT
I agree with Rusty's suggestion about the airship- it does look very out of place. If you made it darker it could look a bit better.
As for optimization... oh. I need to do a video on that some time. Just type mat_wireframe 3 into the console and see how much of your level is visible. It looks as though you've followed the grid quite well, if you set VIS to normal i should do a fair to decent job of hiding the bits you can't see. Though I know it won't do the best job. There are some decent online tutorials on it.
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Post by beren on Apr 1, 2009 16:20:36 GMT
There is another texture just like the one I used for the airship, but darker. I think it's one of the reference textures... I could try that.
I tried the mat_wireframe when I was early in map development to try to speed things up because the level was lagging very badly just testing it on my local machine. What I was testing was the axis storehouse in the the southeast corner of the middle portion of the map. The second floor had several windows looking out over the middle area of the map. When I first tried the command, I was disappointed to see everything outside being drawn no matter where I stood inside (in front of a window or not), and I gave up on that because I didn't understand it.
What really made a difference was lowering the number of visleaves. I loaded up the portal file for the first time after that and was horrified at how many visleaves I had created. It took me a while to go thru the entire map, checking the portal file and changing things like the low walls in the main area and stairs into detail brushes, but it was worth it. It played much better after that. I also had a bit of success using func_viscluster in the main area where it is very open, but I never figured out the best way to use areaportals. The one time I got it to work, it just made it so I couldn't see out of the windows unless I went thru the window, which was stupid and unrealistic.
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