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[WIP] de_meat [Looking for gameplay feedback]

  • Tyker
  • August 31, 2015 at 12:29 AM
  • Tyker
    • November 22, 2015 at 12:25 AM
    • #61

    Thanks for the feedback! I've now fixed all of those things apart from the unnatural spiral.

    Do you mean something more smooth would look better, like this? It's not a final texture of course, but the general shape would be like this.

  • jakuza
    • November 22, 2015 at 2:09 AM
    • #62

    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.

  • Tyker
    • November 22, 2015 at 10:36 PM
    • #63
    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 tomm

    not 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!

  • Overdoziz
    • November 23, 2015 at 4:31 AM
    • #64

    8|

  • Pampers
    • November 23, 2015 at 8:46 AM
    • #65

    why not just go with stairs? what purpose does that ramp serve?

  • Tyker
    • November 23, 2015 at 12:39 PM
    • #66
    Quote from Pampers

    why not just go with stairs? what purpose does that ramp serve?

    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!

  • Vaya
    • November 23, 2015 at 1:05 PM
    • #67

    just add a non-accessible lift. I think the problem here is you're going too realism heavy and the gameplay is suffering.

  • Pampers
    • November 23, 2015 at 3:32 PM
    • #68

    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 :P

  • Bodd Jonar
    • November 23, 2015 at 10:54 PM
    • #69
    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.

  • Tyker
    • November 27, 2015 at 6:10 PM
    • #70

    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.

  • Tyker
    • November 28, 2015 at 10:15 PM
    • #71

    I hope this doesn't break anything. Tell me if it does!

  • Tyker
    • December 2, 2015 at 9:16 PM
    • #72

    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:

  • Bodd Jonar
    • December 2, 2015 at 9:43 PM
    • #73
    Quote from Tyker


    I'll put it on the workshop as soon as I've had it checked by some other machines for custom content.

    An open question. What is the difference between the blue and the red lines? They render differently?

  • Squad
    • December 2, 2015 at 10:24 PM
    • #74

    Blue = models

    Red = brushes

    Green = displacements

  • Bodd Jonar
    • December 2, 2015 at 11:00 PM
    • #75
    Quote from Squad

    Blue = models

    Red = brushes

    Green = displacements

    Which one requires the most and the least computing power? If a wall is a model (like a door) or a brush or displacement.

  • ElectroSheep
    • December 3, 2015 at 9:55 AM
    • #76

    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.

  • Overdoziz
    • December 3, 2015 at 9:17 PM
    • #77

  • resident91
    • December 4, 2015 at 11:44 AM
    • #78
    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?

  • Tyker
    • December 4, 2015 at 7:35 PM
    • #79
    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.

  • Tyker
    • December 6, 2015 at 8:58 PM
    • #80

    I've just made B site a bit easier to defend. The toilets are a bit longer now, and the stairs are replaced with a dropdown. Also, A site no longer has a dropdown from mid


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