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[WIP] de_spice (playtest tonight at 9pm CET)

  • NihiL
  • May 29, 2015 at 7:45 PM
  • Vaya
    • June 17, 2015 at 10:59 AM
    • #41

    okay after a run about last night:

    - optimisation is terrible. Was getting 60-90 frames in some locations. Doesn't look like you've func_detailed all stairs etc. Vis seems to start a good 32-64 units under the map too which is a little concerning. Are your areas properly sealed in regards to area_portals and hints?

    - Theme wise- not sure where the map is meant to be set...not sure if you do either. I suggest you look at areas in the north of africa - Algeria/Mauritania/libya etc and use references of these places to build a stronger identity for your map. the map is such clashes on texture sets - Middle east/Mirage-style africa/European internals/industral/wartorn areas which actually hampers believability and path finding. I would suggest simplifying and making the map make sense thematically. There are some areas where it feels you're in a totally different map.

  • jackophant
    • June 17, 2015 at 11:33 AM
    • #42

    You shouldn't need Vaya to point out which textures are off. You need to find some solid real world references for the area you want your map to be based in. If the stock assets don't cover it, you might want to change your theme.

    When you have those reference pictures, look at them and your map and see what differs. Always work from a reference. As is the case with art, draw what you see, not what you think it looks like.

  • NihiL
    • June 17, 2015 at 12:48 PM
    • #43

    Thanks @Vaya for taking a look.

    #1 Optimization: I don't worry about until I'm basically done with the actual map. Apart from func_details (if you played the most recent version there shouldn't have been any stairs/arches that weren't func_details tho) I have NOT used hint/skip brushes yet at all. Comes later in my workcycle. Having said that, I'm currently trying to investigate and solve a VERY weird issue where suddenly my vvis takes WAY less time then it used to even when I'm doing a normal full vvis in expert mode. I have ~3.5k portals and it used to take ~1.5 hours for vvis alone, now it does it in 10 minutes and I have no idea why. And that's where most of the FPS drops are coming from, the map USED to run much better when vvis took the full 1.5 hours. No idea currently, might open a thread in the 3d section of this forum to ask for help.


    #2 Setting: As I said in my original post, one of the issues I'm aware of with this map is the lack of distinct setting. It's supposed to be Middle East. Since it's simply too late to change the setting of the entire map, I was asking for those places where it sticks out the most, so I can fix these at least. Maybe I'm just really bad at it, but as far as textures go, how do you tell the difference between, quote, Middle East and Mirage-style Africa for example? I don't see that. And about the office area, what makes that Office 'un-Middle-Eastern'? I'm trying to understand what I'm looking for here. To me it looks like an Office that could literally be anywhere in the world? The thought that everything has to be run-down and, well, shitty and third-world-country-like just because it's in the Middle East seems a bit... wrong? So my question is: what makes it look European?


    One of the biggest things I've learned from the map so far is to go with more references, as you say, @jackophant. Again, it's just simply too late to change the overall feel right now, so I'm trying to do whatever I can to 'hack' in and fix the style where it stands out as 'mixed' or wrong the most.

  • jackophant
    • June 17, 2015 at 1:06 PM
    • #44

    It's never too late

    Quote

    We all want progress, but if you're on the wrong road, progress means doing an about-turn and walking back to the right road; in that case, the man who turns back soonest is the most progressive

    - CS Lewis

  • Vaya
    • June 17, 2015 at 1:32 PM
    • #45
    Quote

    he thought that everything has to be run-down and, well, shitty and third-world-country-like just because it's in the Middle East seems a bit... wrong?

    you literally have burnt out jeeps feet away from the office. you need to be setting a consistent tone..

    I'll post about texturing later and try and explain better, no time just now.

  • NihiL
    • June 17, 2015 at 1:46 PM
    • #46

    Ah okay, that I understand, the warehouse (B bombsite) should probably look universally nicer. I can do that!

    Thanks, please do make that texturing post, I'm very interested!

  • NihiL
    • June 30, 2015 at 4:23 PM
    • #47

    @Vaya Had any luck writing up that texturing post you promised me? :P

    So, tonight at 9pm CET de_spice will be playtested! I'm looking forward to it. I recently ran into serious and frustrating optimization issues BUT have managed to relieve the largest offenders already and will continue to improve the FPS. It did mean I finally had to sit down and REALLY learn EVERYTHING about optimization, including how to best place hint/skip brushes and all - so I've definitely learned a lot, as previously I would just optimize by choosing between world and detail brushes.

  • P1g3oN
    • June 30, 2015 at 4:25 PM
    • #48

    Before you optimized the map i had 60 fps on it. I have usually 200+ fps

  • NihiL
    • June 30, 2015 at 4:30 PM
    • #49

    Yeah I know, it was crazy. Especially around T spawn. I've done everything I could in the limited time I had before the playtest to get the FPS up as much as possible. Hopefully it's enough for the playtest tonight!

  • P1g3oN
    • June 30, 2015 at 4:40 PM
    • #50
    Quote from NihiL

    Yeah I know, it was crazy. Especially around T spawn. I've done everything I could in the limited time I had before the playtest to get the FPS up as much as possible. Hopefully it's enough for the playtest tonight

    Where can i find info of the playtesting because i really want to join because this is definately my favorite map in this competition so far.

  • NihiL
    • June 30, 2015 at 4:42 PM
    • #51

    This is the thread with all the information, P1g3oN: https://migrationtest.mapcore.org/topic/17116-ma…ting-40/?page=1

    And thanks, wow, that really means a lot to me! I personally see countless other maps before Spice but the fact that you like it very much is motivating! :)

  • Vaya
    • June 30, 2015 at 4:54 PM
    • #52
    Quote from NihiL

    @Vaya Had any luck writing up that texturing post you promised me?

    haha not at all- I was having real trouble putting it into words.. I'll try to explain during the playtest tonight if you're on. Might be able to get some sort of consensus if I'm right/wrong about it too

  • NihiL
    • June 30, 2015 at 5:00 PM
    • #53

    Cool sounds great, I'll definitely be there! Thanks!

  • P1g3oN
    • June 30, 2015 at 5:09 PM
    • #54

    About optimization, add areaportals to everywhere where you go through a building. Like aps, bombsite B and so on. I tested de_spice_v16 and i'm pretty sure there were no areaportals used. Unless i'm stupid and i used the wrong command.

  • NihiL
    • June 30, 2015 at 5:14 PM
    • #55

    No you're right, I'm still working on the first step, to add hint-skip everywhere it's needed. Then I'll add area portals as well of course!

  • Lolko123
    • June 30, 2015 at 5:29 PM
    • #56

    Can I join to playtest?

  • NihiL
    • June 30, 2015 at 5:31 PM
    • #57

    It's the normal Mapcore playtest, I think it's public. Everybody can join! :) Check out the link I posted a couple of posts above for more information!

  • laminutederire
    • June 30, 2015 at 5:42 PM
    • #58

    Do not see fps like the more the better, but see it as the potential to add details. It just gives you room to improve your map, and if it runs at 60 fps with setting maxed out and on a 720p monitor on a good Gpu then you don't have to do much more :)

    What time is it? I'll try to be there early enough to have a slot :)

  • NihiL
    • June 30, 2015 at 5:43 PM
    • #59

    Hm well I target ~150 FPS @ 1080p minimally because people do have 144 Hz monitors nowadays hehe.

    It's 9pm CET (Berlin time)!

  • P1g3oN
    • June 30, 2015 at 5:51 PM
    • #60
    Quote from NihiL

    No you're right, I'm still working on the first step, to add hint-skip everywhere it's needed. Then I'll add area portals as well of course!

    I think hint and skips are only needed around mid to bombsite connectors and t spawn. A aps can just use areaportals on most of the door ways.

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