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Scoots1m

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Everything posted by Scoots1m

  1. de_stadium or de_fastline, i loved the CZ maps
  2. Cheers for the link Tyker, I hadn't found his site before but I've seen a few of those individual tutorials on youtube. I'm aware the map is very rough at the moment, as I've really only focused on the layout so far before i start anything else. Thanks also to everyone for the playtest and feedback on Sunday, I've had a good look through everything and updated the map accordingly, here's whats changed: Mid window is gone, it was OP and smoking it off was a pain unless you knew exactly how to throw the smoke (impossible as I've got no skybox markers in right now!)Added in a second path to bombsite A and changed the other path.Long A is added, less risk to get to the site via here, but its slower.Short A is more or less the same as before, but you reach site quicker and which gives CTs have less time to set up, the trade off is its a bit more risky as you have to show yourself in mid.The roof on bombsite A is smaller so its easier to smoke site from above now.Added a small platform in the water below the Mid connector to A, this makes smoking this window off much easier.Moved CT spawn slightly to adjust for new timings on A.Swapped the door on the bedroom from CT to Mid, controlling this gives faster rotations between sites for either team.Removed all the round doorways that led into important areas, replaced with wider doors.Widened a number of corridors, much more room for multiple players to rush now.Reworked Long B pavilion, both teams reach either end at the same time, its easier to smoke safely, and its not just a spot for awpers to duel anymore.Water clipping is more clear now.Wall banging across the whole map from Long B to bombsite A now impossible Latest Radar: Here's a few screenshots of the amended areas: http://imgur.com/a/9QAtp Latest version: https://www.dropbox.com/sh/cpuk1am3z0vuikm/AAA6vb81HEpkbsDjf1CCWuuMa?dl=0 I'd still appreciate any further feedback before i start making the map for real.
  3. Cheers for the feedback Logic! I hadn't actually got round to amending the lighting, so it was just using default values, I've boosted it a bit so its not so dark for testing. I've removed access to the water, as you mentioned its just too hard to spot CTs in it. The stones and such will be purely detail now! For mid I've added in a crouch spot from the safe zone just before you head into A, it should help T's rotate between sites quickly as well as giving a different route into mid. I've also closed off one set of stairs to the mid window, so now Ts have an easier time predicting what side someone will be at early in the round. Its also much easier to smoke as the smoke tends not to bounce out again. You also cant access the rooftop, its was a bit mental that you could be on both sites in seconds. As for A, I've reduced the amount of spots to check by widening the gap between the two doors and adding a thin wall, so now if CTs want to hide inside the site Ts can spot them easier as they only need to check the one angle instead of 2. I added in some walls on the bridges make it less AWP friendly, but i left a gap near the mid connector as this does allow a CT playing there to help defend the site, as if Ts have rushed the site they are safe as soon as they get onsite. I also didn't like the giant corridor that the bridges and A site had created, as a CT could easily AWP the end of it and cover the site entrance with little risk, so i broke it up, on a plus side it will help with optimization later on latest version: https://www.dropbox.com/sh/7maoaragyql5ndh/AAAG1bMy2_53gwKtWG0gkdmMa?dl=0
  4. Here's a few overview screenshots: http://imgur.com/a/lL6Vq
  5. Aye, just realised i left the key info out...oops! Dropbox Link: https://www.dropbox.com/sh/7maoaragyql5ndh/AAAG1bMy2_53gwKtWG0gkdmMa?dl=0 Not got any screenshots yet, its all dev textures atm so doesn't look any good.
  6. Hi All! de_siheyuan is a bomb defusal map where terrorists will attempt to destroy a Chinese cultural heritage site. It's still in its early stages and as such I'm looking for some feedback on layout while its easy to make changes. Timings CTs spawn just behind bombsite B, so its a situation similar to Overpass where I've timed the more important choke points rather than the bombsite rush. ACT: 10sT:13sMidCT: 7sT: 8sLong BCT: 8sT 7sSite rotationsVia CT: 12sVia Mid: 15sVia T: 20sHere's a map of the paths with timings on them(blue dash is upstairs of B, overlooks mid): A few things I'm unsure of is if i should give players access to the water, and if i need to add another route from Long B into the site, possibly via a boost or crouch spot from the house on the east. Any feedback is welcome before i start fleshing out the map! Edit: Screenshots and link added: http://imgur.com/a/lL6Vq Dropbox Link: https://www.dropbox.com/sh/7maoaragyql5ndh/AAAG1bMy2_53gwKtWG0gkdmMa?dl=0
  7. I've set up my Blender grid to be equal to 8 hammer units, there's also a perfectly scaled image of a 128x128 square, its helped me create accurately sized models for use in the source engine. Here's the empty template i use for new models: https://www.dropbox.com/sh/m1n93vjrdhn3wfg/AABbjTjRqNeGHoN09ADc6Wj9a?dl=0 Hope its of some use.
  8. I added in a hidden solid wall across the lower level of the center of the map, and added an area portal between that wall and the next. Its greatly helped as if your on the lower section of mid it now blocks off the other half of the map. In order to sort the upper section of mid i've added a load of hints at angles around the world brushes that make up the mid ledges, this has helped by removing a good chunk of the detailing. Compile times are through the roof, but its hopefully worth it for the FPS drop. I could use some FPS feedback on the latest build: https://www.dropbox.com/sh/n9ct02d8dsq3jm1/AACl9gYOBPwz-IMPPkD9hO3Ra?dl=0 I'm hoping to submit this build for a playtest unless someone happens to have FPS issues with it again.
  9. The models are all propper models, as i had the intention of replacing them later with more detailed ones made in Blender. I've been quite thorough with them though as i wanted to keep the filesize to a minimum. Not sure if replacing them is a good idea now, might end up making things worse
  10. 1431 according to my latest logs. Reckon its worth adding some more hints? I've actually added area portals in the spaces between the top and bottom floors of mid, it does a great job hiding the models not on your floor. I'll have to see if i can fit in any more.
  11. Aye, I've been working on optimizing the map over the past few days, the main aim being to increase FPS across the map. I've added in some hints to hide off sections of the map from each other, and area portals to the main entrances to the middle of the map. Its worked wonders for the side wings, but the middle is still a bit of a drain on the FPS (albeit its MUCH better than it was before). The issue is that the middle is so open and i used so many models which are all visible. I was planning on reducing the number of models i used by combining all of the individual models on the stairs into a handful of larger ones, (there are some 50+ per stairwell). As well as doing the same with the green handrails. Am I correct in saying that one larger model is better than multiple smaller ones? In each situation the models will be part of the same visgroup as i cant split them up in any way. Here's the latest build, its a bit unpolished though as i reworked the roof and haven't tided a few things up yet: https://www.dropbox.com/s/n3meubqhog63q0h/de_venue_1-0-5_TEST.bsp?dl=0
  12. First post edited with the workshop link
  13. Decided on the new name, gone with de_venue instead of de_gallery. I've also done a full compile overnight and have a map ready for testing, I'd appreciate any feedback: BSP: https://www.dropbox.com/s/hdbz6a8pfzft9wo/de_venue.bsp?dl=0 Nav (if you want to kill bots): https://www.dropbox.com/s/hghqc0dt1zpdq1e/de_venue.nav?dl=0 Excuse the orange wood beams, i left a dev texture on the curtain blocks and its made everything orange >.>
  14. So there is, I'll have to have a re-think of the name then as mine is not primarily an art gallery like the project you linked.
  15. Finished the T side Skybox - doesn't look as nice as the CT side but i lacked the time to put the same detail into the buildings. Screenshots below.
  16. This thread will be my entry to the mapcore contest, de_venue. Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=510127153 Map Setting de_venue is a bomb defuse map themed around an art exhibition in London. The terrorists are looking to blow up the millions of £ worth of artwork before the venue opens to the public. The map is aesthetically split into 3 to help players locate what side of the map they are on, with a different colour scheme for each bombsite. The bombsites themselves contain the art on display. Radar Screenshots Bombsite A Bombsite A below Bombsite B above Bombsite B below Tspawn CT side mid stairwell T side mid Mid I didn't manage to finish everything I was aiming for in time for the deadline as I didn't discover the competition until late, however this should still be a great opportunity for any feedback as I still plan on completing the map at a later date Here's what I've got planned... Short term plans Add decals leading to and from each bombsite to help new players find their way.Add detailing on the floor and rafters.Replace dev textures with artwork (the popup stands).Replace the ugly green tents with a more eye pleasing alternative.Optimization - adding area portals and hints.Long term plans Replace the curtain brushes with actual curtain models, then open up a couple sides of the rooms to display detailing inside.Replace the pillars in lower that are models with brushes, which will improve the lighting effect.Add some more art displays in the smaller rooms below.Improve CT spawn side skybox.Replace 2D skybox with a london themed horizon, showing london landmarks.Replace the bus at T spawn with a classic London red double Decker bus.Rebuild the radar, currently the roof rafters aren't showing so its lit up incorrectly.Replace the Propper models with some more detailed props designed in a 3D modeling program.
  17. Ok - I've moved the skybox out of the way for now into its own vmf, so i can focus on reducing some of the tjunctions in the playable part of the level. I tried experimenting with something, i compiled the map so i could note what % of waterindices I'd used, it was 70.1%: I then went into each of my instances and toggled off all the func_detail visgroups, then compiled it again. This gave me the 34.9% waterindices: I'm confused as to why the instances are even causing this to increase, as no T junctions are being created, as func details in the instances don't touch world brushes where they are situated in the level. I thought t junctions were only created when a func_detail touched(or overlapped) a world brush? Or are they created in other ways?
  18. I misunderstood what you meant in your previous post, but yes you're right about that. I'll be doing the shrinking and moving once I'm happy with how it looks, my concern was due to not having tested it in-game, as I'm sure I've got a couple changes to make once i see how it looks.
  19. I take it I would convert some of the touching brushes from func_detail into displacements? I've used displacements before, but only for its original use of deforming the brushes. I could hide/delete the skybox for now, but I'll have to come back to it eventually as its not solving the problem, just hiding it under the rug until i trip over it again later
  20. I've propper'ed the window frames in two of the buildings, but hadn't got around to doing it in the other two as i was considering just propper'ing the entire thing. The glass will have curtains and other props blocking player visibility, I'll then be adding some Nodraw world geometry behind them to add in some visleafs to help with performance. I'm aware there is still lots for me to do on the map, I've just not got that far yet due to the t junction issues
  21. The playable area does work, its mostly the skybox that causes the issues. Saying that, I could always change a few func_details to func_brushes in the playable area, but i think that's only going to give me a small % off the waterindices count compared to what the skybox is causing.
  22. @veya, I've considered using propper to convert the skybox buildings into props, that will help but i didn't want to bump the map size up with models that were only getting used once. @vilham, I'm happy that someones recognized it The layout isn't identical for the reason you stated, it wouldn't play well as the actual tobacco dock is gridlike. I loved the ironwork there, so i used that to style the map rather than just lifting the layout. @laminutederire, The top layer is, the lower layer is more complex, but it doesn't need a skybox as its all underground.
  23. I've taken a handful of screenshots, but I'm not sure how much sense you'll be able to make from them! http://imgur.com/a/1eBW5 One big cause is the CT side skybox http://imgur.com/a/1eBW5#10 . Anything beyond the small ledge (and horrible metal placeholder wall) you see in that screenshot is func_detail, it also wont be walked on by players. You can see by comparing it to the next screenshot that none of it touches a world brush http://imgur.com/a/1eBW5#11 , except the water and its floor, which I've moved one unit away from everything. I'm planning on moving it all to the skybox once i finish the T side skybox, but i cant even compile with it there to test for now.
  24. Hi All! I've hit the t-junction limit on my map and I'm struggling to understand why I'm anywhere near it. I was hoping someone might be able to shed some light on how to get past this! I know that a t-junction occurs when a func_detail brush touches a world brush, I've spent a vast amount of time optimising my map to avoid this, here's what I've tried so far: Moving func_detail brushes one unit away from any world brushes (used this a lot).Using func_brush instead of func_detail when i cant use the technique above for aesthetic purposes. (I don't like doing this, i know func_brush is more expensive)Use Propper to convert sections of your map into props. I've already used this heavily, I've converted a lot of my complex geometry into propper models.Increase the Lightmap Scale - Not sure why this works, or if it even does. I'm using a lot of temporary textures and everything is already at 128/256.Optimized my geometry where possible, e.g Used one brush where I've previously used multiple. I use a lot of instances in my map, most of which are models + a couple of func_detail brushes. I've tried compiling with only world brushes + instance vis groups toggled on the map, and that shows about 30% waterindices (as opposed to 0% without instances toggled on). However it should show 2-3% instead of 30%, as I've inspected the positioning of every single one of my instances and none of the func_detail brushes in the instances touch any world brushes. So I'm at a loss as to why any t junctions are even being created... I've func_detail'ed a huge chunk of the skybox on my map, none of which is touching a world brush, and that's still increased the number of t-junctions. This shouldn't be happening as its a floating batch of func_details nowhere near any world brushes. Does anyone have any experience with this? Thanks!
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