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Post by motanum on Feb 20, 2010 18:41:44 GMT
A zombie escape map for Counter Strike Source! The Fourth and GREATEST Instalment from my Aperture Experiment Series!! This is a Zombie Escape map, in which humans try to get out of Aperture Science before the infected try to convert them! Pass all of the puzzles and run through the offices to find GLaDOS and survive the final horde while she dies. Then reach the surface where you will get cake (I am not lying! I promise!) FEATURES -Explore my recreation of Aperture Science -Hear GLaDOS talk to you as you try to survive -Incinerate the companion cube! or rescue its smaller twin -Do you have what it takes to carry the cake around and survive? -Get one of the 4 Portal guns! (Just for looks, it doesnt shoot portals) -See a big ASS explosion at the end and see Aperture science crumble to its feet! -Custom Textures and models! -Destroy the cameras that keep an eye on you! -Console timers to inform CTs when elevators leave, etc PLEASE TAKE A LOOK AND GIVE ME FEEDBACK specially you Zeph! You seem like the guy I would like to give me constructive critism link www.fpsbanana.com/maps/126767And of course a pic!
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Post by Zeph on Feb 21, 2010 19:30:04 GMT
I'm more of a study VMF and see if it's optimized kinda guy But how can i refuse that? Loading...
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Post by Zeph on Feb 21, 2010 20:17:10 GMT
I wrote a list but it lost it all when i quit the game. Steam's shift+tab web page doesnt get saved outside of game.
The guns you pick up need to be made non-solid so they dont collide with walls. The office door, 20 sec is a bit much to wait. the glados door takes ages of knifing to open... glados doesnt give much warning before exploding! where are the zombies? :S
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Post by motanum on Feb 22, 2010 13:42:19 GMT
Its an online map, so zombies are human things, emmm the guns dont collide, and the office door is actually prooven to be alright, because before was a 10 minute waiting and it didnt give enough time for slower players to catch up. the glados door is meant to be broken with other people. It takes 2 full rounds of ammo from M249 and about 3-4 shots from deagle. Well, Glados does say "This is it, I am done reasoning with you " Thanks for looking at it, but what did you think of the detail, the feeling and what frames did you get?
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Post by Zeph on Feb 22, 2010 16:12:43 GMT
FPS is hard to judge since i have a quite powerful computer and Vsync enabled. I'd be a better help if i had the vmf to look at / optimize. You'd be my 5th person to do this this year. If your compile takes longer than 3 minutes (for a VERY large map), i'd recommend to use my services... Totally up to you though.
The pipe-rooms were looked the best (nice dark lighting), but quite straight forward. The falling parts were annoying, but if you shoot them first you can see whats safe. The portals were cheap but nicely done. Is everyone a individual texture? Or do you have a clever way of using cube maps or something to generate them? I didn't think to drop my pistol to pick up the cake/cube... However i did find the secret entrance to them. Hold off the zombies for 60 seconds - also known as "sit there and wait for the door to open" right after spending minutes knifing her door..." "Glados is about to explode, take cov.... *boom*" "err, yeah thanx for the warning..."
There seems to be no puzzles: just jump around and climb cube-towers, jump into portals and end up at your destination. For example the platforms on poles and portals... you go in one and come out at the end without doing anything else. It's like, what was the point? A great clone from the game but minus the fun/challenge/puzzle.
I've not played any ZE maps, so i may be greatly missing something. Also i have nothing to compare it too, so i'm comparing it to Portal itself. A hell-of-a-lot to live up too there! These could explain why i'm not really the best person to test in game!
... anyone else tried? or just me sounding like an old grumpy?
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Post by motanum on Feb 22, 2010 17:44:40 GMT
Well, I think it matters if you have not played Ze games, here is the link to the server where it was tested and if you look from moment to moment you might see it there, or nominate it and get people to rtv 81.19.223.106 The thing is that you escape from human zombies, and it is a multiplayer map, so playing it alone would be to see detail and searching for bugs. The portals are all just simple pictures on them, Ie i had to go in game, take a pic, crop it, make a texture of it, paste it in hammer and made it fit. Once you get used to the sequence you get to do it for 20 portals fairly quickly Why arent there any puzzles is because if there is something I have learned from multiplayer games as a mapper is 2 things --First, people will exploit your map in every possible way --Second, People is very retarded. Believe it or not, people fail to crouch to pass the sphere, jump into the platform and even manage to fail the platform/portal part. So i had to make it easy for noobs so they can ejnoy it too. People manage to be slow as F*ck in the pipe-rooms, like if they can't seem to understand jump and crouch. So that why I had to place arrows to show which direction. Thanks for your offer into looking at it. My compile for vvis in normal was of 15 minutes, annoying but bearable. For vrad was of 2:15 mins. I dont think I will be making a new update soon so it is not imperative for you to optimize it. Although I will post the vmf so you can look at it and give me feedback on what can be done to optimize even further Also, the waiting for 60 minutes at the end, its when you try to survive from a horde of zombies (players) so in isngle player it would be quite boring, but its a challenge online! Maybe Ill see you on the ]HeLL[ server, feel free to add me on steam Motanum and I could tell an admin to change the map so you dont have to rtv/nominate which can be quite hard to get people to do
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Post by motanum on Feb 22, 2010 17:48:04 GMT
Here is the vmf, although note that you will probably have missing textures and missing models, cuz I had to make them because CSS doesnt have any portal look alike models and textures www.mediafire.com/?owjj2wrej1zAlso, to test for frames.. compare it to what you get in de_dust2 For example, i get 70 fps in de_dust2, and on my map i get about 100-130 fps
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Post by Zeph on Feb 22, 2010 23:09:54 GMT
That's a completely different map ? Or did i miss a hell of a lot of it I strongly recommend that you read up about Func_Detail. ubermicro.proboards.com/index.cgi?board=tutorials&action=display&thread=1973optimization.interlopers.net/index.php?chapter=func_detailAre great places to start! Each of those "rooms" should be a single VisLeaf. All the 'detail' brushes inside the room break the room into many many VisLeafs because they are World Brushes. This is bad, for the computer has to calculate which of those many VisLeafs can see which other, constantly! Anything that 'adds a complication to an otherwise simple 6-walled room' should be func_detail. Here are some piccies: Unoptimized. Selected World Brushes need to become Func_Details. Optimized - Empty Room! (Func_Details have been hidden by the use of the VisGroup menu on the right hand side of teh Hammer Window). Unoptimized. This will create CRAZY VisLeafs!!! Optimized. When making the crazy walls into Func_Details, a hole appears in the walls to the outside world. I've filled these holes in with nodraw world brushes to re-seal the map. They are further out than the inside of the Func_Details, so that they are not 'seen' with the details in place. Etc etc. Do this to every 'room' and 'corridor'. To hide things, check out: ubermicro.proboards.com/index.cgi?board=tutorials&action=display&thread=1634
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Post by motanum on Feb 22, 2010 23:49:51 GMT
OMG, IM SUCH A RETARD! It was completely the wrong map, they share the same location which is why i got confused. Sorry for that www.mediafire.com/?nwtfdldt2kw Thats the real map, should be ze_aperturescience_b7 Thanks for the func detail, I only used it on some places only and mainly for small brushes. But should I grab as many brushes in a room and make them all one func_detail, or should I select them invidually? So far I think select as many as I can so I dont run out of the entity limit, but I might be wrong
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Post by Zeph on Feb 23, 2010 0:55:46 GMT
group 'bits' together to make them func detail.
EG: The 4 brushes making up the "tube entrance" in the first pic (close to camera) should be func_Detail together. (only really the bit that stick into the room, the rest should stay as a world brush -> ie cutoff the 'lip' into the room). Large brushes like platforms should be singularly func_detailed. The room on the platform could be all one func_Detail. Each thing on the wall could be a group func_detail. The spiral-corridor thing could all be one func_Detail.
Basically think about "if i click this to move it, what do i want to move with it?", and group them together as one func_Detail. Don't worry about the limit, its like 60,000 (for L4D)! lol.
Will look at ur map soon.
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Post by motanum on Feb 23, 2010 9:29:30 GMT
Ok thanks, I do kinda worry about limits, in some of my maps I went over the entity limit, before I knew static didnt count as entity and I had many static as prop_dynamic and swap them. But thanks for the info!
I will be waiting ^^
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Post by Zeph on Feb 26, 2010 0:40:56 GMT
General stuff: Texturing is mostly good. It's a shame you cant see through NoDraw in CS:S hammer. Func_Detailing has missed bits. See many picture below. Entities can pass through brushes, they don't have to have their own rooms made for them. These get VisLeafed when a player can't get to them. EG: Doors, moving platform, etc. Instead of a empty room, replace with a single brush with black visible faces. See below. On the right the door has it's own "room", with black textures inside. On the left is a single brush with one side having the black texture. Can do the same with the moving platform; just a single brush it moves through which contains the entities (including path track and the platform at any point). Doing these backwards: With the above: The glass does not work on it's own as a platform. The side 'white' textures do not show from the "inside" if looking through the glass. Instead, create walls to every glass sheet similar to the windows, so that even when looking through the glass you can see the sides. With the above and below: There is a LOT of these, i've only shown a few. For the above: The platform in the lower left needs to be split, and only the lip sticking out into the room should be func_detail. With the above: All your windows have thinner glass than the frame, this causes extra visleafs to be made either side of the glass. Either make the glass flush with the frame, or make all the glass (optional: and frames) func_detail. With the above: All ladder brushes should be func_Detail. They are only there for show anyway . "LADDER" texture brushes (not shown) should also be func_detail if they aren't func_ladder - they will still be climbable due to the texture! For the above: All elevators could have these 'wings' set to func_detail to reduce visleafs. Again, the doors do not need their own "rooms" to move into. A single brush with a black surface will suffice. I STRONGLY recommend reading and doing this repeatedly. It's basically all i have done! ubermicro.proboards.com/index.cgi?board=tutorials&action=display&thread=1634
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