There is now two servers running my level if you are interested in playing online : -)
de_aqueduct new level in need of feedback BAD!
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Another one (patch that is)
http://steamcommunity.com/sharedfiles/fi…s/?id=600728667
Patch notes:
- Deathmatch spawnpoints that were reported to put players inside of things are fixed
- Func_detailed to the cap that Hammer allows
- Optimized the level a bit but it will continue to be optimized (Looking into how Aztec was optimized which gave me a lot of ideas), I personally went from 19 FPS in some areas to 120+ constant
- Improved the Aqueducts graphics and personality
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/365157185044029124/0735311F04A40BD458B2BAF21D8FBC777BF5A7EE/][Blocked Image: http://images.akamai.steamusercontent.com/ugc/365157185044030105/CA876A0E6CCA89E2ACF0E7BF778D9C512989254A/][Blocked Image: http://images.akamai.steamusercontent.com/ugc/365157185044031047/3333D2DDEC6B4658BA107567E7FDF41AA1FEEF9A/]
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I heavily suggest you to read will2k's optimization paper which Squad linked in the other thread. I just had a short walk around your map and used r_drawfuncdetail 0. It really looks like you func_detailed brushes without really knowing when you should do that and when not. A lot vis blocking brushes were set to func_detail and a lot which should be, weren't. Optimization is still mediocre on your map. Usually i get 240fps+ on fully detailed maps (using fps_max 241) and on your map i have only 120fps very often. There is plenty to do

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Quote from El_Exodus
I heavily suggest you to read will2k's optimization paper which Squad linked in the other thread. I just had a short walk around your map and used r_drawfuncdetail 0. It really looks like you func_detailed brushes without really knowing when you should do that and when not. A lot vis blocking brushes were set to func_detail and a lot which should be, weren't. Optimization is still mediocre on your map. Usually i get 240fps+ on fully detailed maps (using fps_max 241) and on your map i have only 120fps very often. There is plenty to do

I agree : -)! Optimization is a new field for me and I am leaning new cool things, I am getting through will2ks documentation piece by piece
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http://steamcommunity.com/sharedfiles/fi…s/?id=600728667
Changes:
[*]Still trying to fix the portalissue I have with the weird leak[*]Moving towards a more consistent theme[*]More optimization has been done[*]Added the helicopter at the CT spawn[/list][Blocked Image: http://images.akamai.steamusercontent.com/ugc/365157185056417361/21462220BE06BD3EC2DC46199854663D5004023D/][Blocked Image: http://images.akamai.steamusercontent.com/ugc/365157185056420482/46432D039A5BBDEDC99910A5A6DCA85D9D073336/]
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/365157185056417087/D4121DB4F3918F62BC17CDBF289BBAF061B8B3A4/]
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its looking better every time you post it. I'll provide more specific feedback of what I think you should change soon
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Feedback from last nights reddit playtest. The map has potential but the layout is a bit like an overdesigned dust2 and needs much work.
- Yellow - Start off simple - you have 3 squeaky doors! that's way too many for most maps. I would keep the alley one- I quite like this area for some reason, it feels unique- and rework the other 2 chokes (more on that below)
- Red - Middle is a mess. There's so many mini angles and spots that can be played that makes it horrible to hold for CTs. The window at purple creates lots of off angles and is not fun to play around. The blue container jump at CT side should be removed completely as it just makes another spot to play. I would be looking to removing the current design of middle and simplifying massively- no window and no blue container selfboost.
- Brown - A site needs a rework in term of space. I'd remove the fork like and make the site larger. It's too tight in places and is too small overall
- Orange - The entrances to B are too parallel and boring. I would suggest moving the site slightly inwards and have the outside path coming in from another angle (maybe from the left?). Reworking the upper squeaky into something more fun to play would help dramatically.
- reduce the amount of props at the bombsites/in general. People in my lobby we complaining about performance hits.
I guess the crux of the issue is that you're still doing a bit too much of everything when you could do better with less.
Add me on steam if you want to discuss further
[Blocked Image: http://i.imgur.com/NLif0sb.png]
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Quote from Vaya
Feedback from last nights reddit playtest. The map has potential but the layout is a bit like an overdesigned dust2 and needs much work.
- Yellow - Start off simple - you have 3 squeaky doors! that's way too many for most maps. I would keep the alley one- I quite like this area for some reason, it feels unique- and rework the other 2 chokes (more on that below)
- Red - Middle is a mess. There's so many mini angles and spots that can be played that makes it horrible to hold for CTs. The window at purple creates lots of off angles and is not fun to play around. The blue container jump at CT side should be removed completely as it just makes another spot to play. I would be looking to removing the current design of middle and simplifying massively- no window and no blue container selfboost.
- Brown - A site needs a rework in term of space. I'd remove the fork like and make the site larger. It's too tight in places and is too small overall
- Orange - The entrances to B are too parallel and boring. I would suggest moving the site slightly inwards and have the outside path coming in from another angle (maybe from the left?). Reworking the upper squeaky into something more fun to play would help dramatically.
- reduce the amount of props at the bombsites/in general. People in my lobby we complaining about performance hits.
I guess the crux of the issue is that you're still doing a bit too much of everything when you could do better with less.
Add me on steam if you want to discuss further
Thanks for the feedback will add you : -)!
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