@Squad It is your duty to write such an article. I'm sure you have plenty of time seeing as you can't take part in this competition ![]()
de_zoo
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Was more looking for the dressing/architecture, not individual props. An article would be awesome.
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Quote from jackophant
@Squad It is your duty to write such an article. I'm sure you have plenty of time seeing as you can't take part in this competition

yeah, because I'm not working on anything atm

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yeah, mirage2 can totally wait
we need this article! -
A Tips & tricks video, but contains also some (probably) unintended boost spots and other stuff
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@Squad your level is kinda "open", with a lot of space only used for nades (windows etc ), what's your secret for its optimization ? It amazes me how smooth it runs, considering that fact!
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In a nutshell: hint brushes, areaportals, model draw distances and big lightmaps

It's generally a good idea to place large horizontal hint brushes in your map that cover the whole map and are 128 units from each other. Like the picture below.
[Blocked Image: https://developer.valvesoftware.com/w/images/7/70/Hint_example3.jpg]
If you want more information about that (and other techniques) you should read will2k's Man vs Engine, which is pretty much a must-read for everyone working with the Source engine. Grab it here!
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Quote from Squad
In a nutshell: hint brushes, areaportals, model draw distances and big lightmaps

It's generally a good idea to place large horizontal hint brushes in your map that cover the whole map and are 128 units from each other. Like the picture below.
[Blocked Image: https://developer.valvesoftware.com/w/images/7/70/Hint_example3.jpg]
If you want more information about that (and other techniques) you should read will2k's Man vs Engine, which is pretty much a must-read for everyone working with the Source engine. Grab it here!
Thanks I've already read that, but I suppose I'll re read it, because I must have missed some things. Thanks for the answer. By the way, does this also mean that everything above possible sightlines is func_detail? The only thing that will2k didn't covered, is how to optimize levels with curves, which can be a limit of the source engine..
On a side note, I do have to admit, that while I am trying to transform my map to be as realistic as yours in the sense that it wouldn't be just corridors etc, I realize that it requires a real talent. A talent you seem to have, being able to do it greatly in this map.
So.. yeah, impressive work
looking forward to the next one by the way! -
Quote from laminutederire
Thanks I've already read that, but I suppose I'll re read it, because I must have missed some things. Thanks for the answer. By the way, does this also mean that everything above possible sightlines is func_detail? The only thing that will2k didn't covered, is how to optimize levels with curves, which can be a limit of the source engine..
On a side note, I do have to admit, that while I am trying to transform my map to be as realistic as yours in the sense that it wouldn't be just corridors etc, I realize that it requires a real talent. A talent you seem to have, being able to do it greatly in this map.
So.. yeah, impressive work
looking forward to the next one by the way!Thanks for the compliment

If by "everything above possible sightlines" you mean whatever is above the highest horizontal hint brush, then yes, you can probably func_detail all of that. Basically, everything that doesn't act as a VIS blocker should be a func_detail or displacement (or model).
Curves should be either func_detail or models. Unless a curved/angled solid acts as a VIS blocker, but then you can either func_detail it and put a rectangular brush (with nodraw texture) inside it (pic 1) or (if that isn't possible) you can put a rectangular hint brush around it (pic 2).
I hope that makes any sense. If not, here are some examples from zoo that wil hopefully explain it better.
[Blocked Image: http://i.imgur.com/BGlsvEd.jpg]
[Blocked Image: http://i.imgur.com/iAHdxdA.jpg]
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@Squad I didn't think about no-draw brushes like that, that's clever! Because curves sometimes cannot be either func_detail or models because you'd want them to seal the map, but your method allow that, so thanks!
So far I tried to place hints to fit curves, sometimes it has the effects that it does not create any unwanted visleaves, thus simplifying a lot visibility calculation, but it does not work every time. If I learn the logic I'll share because it could be pretty useful

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brushes? hidden brushes are op http://imgur.com/OLnF4fE !
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Quote from hamilton5
brushes? hidden brushes are op http://imgur.com/OLnF4fE !
What?
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Quote from laminutederire
Because curves sometimes cannot be either func_detail or models because you'd want them to seal the map, but your method allow that, so thanks!
So far I tried to place hints to fit curves, sometimes it has the effects that it does not create any unwanted visleaves, thus simplifying a lot visibility calculation, but it does not work every time. If I learn the logic I'll share because it could be pretty useful

It's important to keep in mind which curves and part of the map are supposed to block visibility. This is on radiant, pink is the equivalent of nodraw for the Quake 3 engine.
[Blocked Image: http://image.noelshack.com/fichiers/2015/25/1434432443-visibility.jpg]
Without the brush highlighted in blue, the room a might be rendered from the room b, and vice-versa. Adding other brushes to fit the curve more closely is completely pointless in this case, only 1 brush is really needed. It's easier to think about sightlines, which part of the map can you see from somewhere, etc.
Almost all of your map should be either func_detail or nodraw/sky brushes. Textured brushes are for big/cube-shaped/straight buildings only.
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Map looks nice but I am not a fan of how narrow the paths are.
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Time to bring back another old thread...
Nice to have de_zoo back! ?
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Some serious necroposting here.
It's pretty dated since it was first released, especially compared to recent maps that keep pushing the bar higher. So the map is getting a visual update, as well as gameplay adjustments/improvements where possible/needed. Already wrote down a list for this, but I'm open for any feedback and suggestions.
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Is weird for Valve to add it so out of the blue, as I take it was a surprise for you too. You would imagine them considering such a move if you had been working on a graphics update already. Anyway, totally happy for you!
Is it on competitive list right away?
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I believe it was one of the most appreciated map from operations? Its unique setting and its ability to mix its gameplay and world building/architecture together makes it a memorable map. That's great news and even though there isn't as many operations as before, that's great stuff!
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Austria is out @Interfearance…
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Quote from blackdog
5 hours ago, blackdog said: Austria is out @Interfearance…
Fuck I am stupid thank you for the correction. I just miss subzero and hope they are actually working on it for the map pool instead of scrapping it...
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