[WIP] de_meat [Looking for gameplay feedback]
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If you want a ramp to look correct, you have to justify it being there. In this case, it's so steep that it becomes implausible. If you're set on using a ramp, look up how and why ramps are used instead of stairs.
That slope certainly looks cool, but abstract shapes don't cut it for believable levels nowadays.
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Quote from jakuza
If you want a ramp to look correct, you have to justify it being there. In this case, it's so steep that it becomes implausible. If you're set on using a ramp, look up how and why ramps are used instead of stairs.
That slope certainly looks cool, but abstract shapes don't cut it for believable levels nowadays.
I've tried the realistic ramps, but then the amount of space becomes huge, like this:
[Blocked Image: http://i.imgur.com/wJ69bbq.jpg]
[Blocked Image: http://i.imgur.com/y5fxXd8.jpg]
[Blocked Image: http://i.imgur.com/Tuod3rj.jpg]
Which works for a realistic setting, but gameplay wise might be a bit too spacious. But if the unrealistic ramp is too noticeable, I might have to stick with this realistic ramp that isn't very gameplay friendly.
Quote from tommnot being sarcastic, I felt like the map was rather clean overall.. which could be a good or bad thing, some people prefer cleanliness in maps.
You know, it could always be worse...

(Slight gore warning)Quote
[Blocked Image: http://i.imgur.com/gGjZdO8.jpg]Aftermath of a horses' nosebleed!
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why not just go with stairs? what purpose does that ramp serve?
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just add a non-accessible lift. I think the problem here is you're going too realism heavy and the gameplay is suffering.
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You would never put potential heavy cargo down a steep ramp like that, especially with a u-turn! having it in a different floor in general also make little sense logic wise, and if so, a cargo elevator would be better suited

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Quote from Tyker
Because there are carts throughout the level. If there are stairs there, then how are the carts going down to the freezer? Maybe I could find a different solution to that instead, somehow!
In a realistic level you would have elevators for this kind of stuff. Why would people drag/push carts with meat that can weigh 30-40kgs?
In the slaughterhouse I work in during the summers there are indeed several levels, and everything is moved using elevators, there are no ramps. For short cuts etc there are stairs everywhere, but you would never move meat there. Stairs are used to move workers around quickly.
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Thank you all very much for your feedback!
The stairs are now back, and an elevator texture was added.
On top of that, the optimization has been improved incredibly. My laptop has moved from a minimal 120 FPS in the last version to a minimal 170 FPS in the latest version of this map!
I'll put it on the workshop as soon as I've had it checked by some other machines for custom content. -
I hope this doesn't break anything. Tell me if it does!
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To all those who had FPS issues in the last playtest: This should be fixed now!
Please let me know if you still have any problems, and if so, at which location.Here's a bonus webm because I can't post any visual improvements apart from my FPS counter:
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Blue = models
Red = brushes
Green = displacements
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Less red is better, models are cheaper and more easy to deal with with fade distance and occluder. Displacement are like a bit more expensive than brush but overall you have less porblem with them than normal brushes.
But the best things to know what is computing the most is to check +showbudget with multi-core rendering off.
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Quote from Tyker
Aaaah, I see that's de_aztec_d, a decompiled version. I was using the regular vmf file in the CSGO files. I'll decompile the latest version and take a look there, thanks!
Edit: I checked it out, and there aren't any differences in settings. No input or output either. Still no clue why the particles appear and disappear randomly for random players between rounds.

Did you solve your problems with the fog that is generated differently for each player?
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Quote from aprats
Did you solve your problems with the fog that is generated differently for each player?
Nope! I've tried a bunch of things but nothing seems to work.
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