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Greeb

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  1. Like
    Greeb reacted to will2k in Source Engine Optimization roadmap   
    What is this?
        This is a simple roadmap of my optimization papers/articles for any newcomers to Source optimization or for folks who would like to further strengthen their knowledge about the subject. The goal eventually is to produce solid, well optimized maps.
    I keep seeing some simple questions being asked such as “what’s a hint brush and what does it do? Where do I place an areaportal? I also see many confusion and misconceptions about Source optimization on topics such as visleaves and PVS. Many folks contact me saying “hey, I read your paper/article X but I missed/wasn’t aware of your paper Y, Z, U, V…which is an additional reason of having this roadmap in one place for people to use for navigation through the different hoops of Source optimization.
    The roadmap
    Think of this roadmap as a course syllabus depicting the various topics and logical progression of the course, in this case, Source optimization.
    1- Man vs Engine
    This is a comprehensive paper covering the process of optimization in the Source engine and providing a systematic approach to be used for winning your optimization battles.
    This paper should be the first step in your optimization course and it shouldn’t take you more than an hour on a slow evening to finish the read. It is a good idea to keep the Valve developer community wiki open if you need to look up the definitions of any terms that you come across in the paper (to be on the safe side, read the entry related to visibility optimization which contains all the keywords definition like hints, areaportals, etc…).
    2- Optimization Testing in Source Engine
    It’s a technical paper tackling the issue of methodically testing the frame rate and optimization system in the Source engine.
    This should be the second read after Man Vs Engine to get a solid grasp of map performance testing.
    Practical work: test the average fps using the timedemo technique on a map of yours (or a stock map if you do not have a finished map yet). Practice all the testing console commands that I gave in the paper to become familiar with them. 3- Demystifying Source Engine Visleaves
    This is an article in which I explain Source visleaves in layman's terms to allow beginners and veterans alike to understand the cornerstone of source optimization.
    After the first 2 papers being more hands-on and practical, this 3rd read in the roadmap is more on the theoretical side to allow one to fully understand the inner workings on Source’s BSP and visleaves systems.
    4- Source Engine PVS - A Closer Look
    This is an in-depth technical article where I delve into more details about the PVS creation and visibility calculation and their implication on optimization in the Source engine.
    This 4th read is a natural follow up to the previous article and will cement your intimate knowledge of Source engine.
    5- Common Misconceptions in Source Engine Optimization
    It’s an article in which I identify common misconceptions in Source engine optimization process to help demystify some optimization “myths” and bust them once and for all, thus allowing designers to avoid the costly pitfalls that could hinder their maps’ optimization setup.
    This 5th step in the roadmap should come as an easy read once you understood the previous 2 steps (visleaves and PVS)
    6- Hints about Hints - Practical guide on hint brushes placement
    This is a technical article in which I showcase how I think about and approach hints placement in Source engine and how I systematically proceed with hint brushes with practical examples.
    With the theoretical side taken care of in the 3 previous steps, it’s now time to dive into the technicalities of using hint brushes properly and efficiently, and this article will amply show that.
    Practical work: make a small test map where you can test the different hinting techniques that I showcased in the article. Make a version with hints and one without and test in-game using mat_leafvis and mat_wireframe console commands to see hints live in action. 7- Practical guide on areaportals placement
    It’s a technical article that deals with the systematic placement of areaportals in the Source optimization process. This is the 2nd article in the "practical placement guide" series.
    As with the previous step, this one dives deeply into proper areaportal placement with solid examples.
    Practical work: make a small test map where you can test the different areaportals techniques/locations that I showcased in the article. Make a version with areaportals and one without and test in-game using r_drawportals, mat_leafvis, and mat_wireframe console commands to see areaportals live in action. 8- Practical guide on occluders placement
    It’s a technical article that tackles the systematic placement of occluders in the Source optimization process. This is the 3rd and final article in the "practical placement guide" series.
    Occluders have always been a grey area and a big question mark for a lot of designers, and this article will clearly showcase how to practically proceed with them in your map, if needed.
    Practical work: make a small test map where you can test the different occluders techniques/locations that I showcased in the article. Make a version with occluders and one without and test in-game using r_visocclusion, r_occlusion, and mat_wireframe console commands to see occluders live in action. 9- Comparative fps study in Source Engine Optimization System
    This is an in-depth article where I showcase the clear difference between having a solid optimization system and not having one in a Source engine map. The article will have plenty of numbers, for a complete comparative study that shows the frame rate variation with and without the optimization system in place.
    If you have read and followed this roadmap closely, then you are now ready to witness and understand the importance of a good optimization system and the consequences of not having an effective one on the overall frame rate.
    Practical work: In one of your maps, uncheck the visgroups of hints/areaportals/occluders in Hammer and save it under a different name. Compile it on final settings then compare the fps with the original version that had all the visgroups enabled to see the difference. 10- Source FPS Cost of Cheap and Expensive Assets
    It’s a short technical article that compares the frame rate cost of cheap vs. expensive assets in Source engine optimization.
    In the same spirit of the previous step, this one shines the spotlight on the cost of expensive assets so one doesn’t go wild while using them in their map, at the risk of considerably affecting frame rate.
    11- Displacement Vs. Func_detail - A comparative fps study
    It’s a short technical article that aims at comparing the frame rate of func_detail vs. displacement in the context of the Source engine and the repercussion on their usage in maps.
    12- Optimizing An Open Map in Source Engine
    This is a technical article that showcases how to tackle optimizing open maps in Source engine.
     
    Conclusion
    The roadmap presented above should cover “optimization 101” through “501” courses and cater for a broad range of Source engine users. There are no more reasons for one to feel confused and “not sure where to start/look” when it comes to Source optimization.
    If after reading and experimenting with all the above you still have some questions about optimization, then feel free to post here and I’ll try my best to help.
    Once you finish all the reading with all practical work, please pass by my office so I can schedule your final exams.
    Happy reading
     
  2. Like
    Greeb reacted to Serialmapper in WIP in WIP, post your level screenshots!   
    Testing the new assets on my de_island remake 

  3. Like
    Greeb reacted to 2REK in The random model thread!   
    Star Wars rifle model I did not so long ago 😜



  4. Like
    Greeb reacted to BARS in Karrida [Wingman]   
    In the city there is a spectacle, a bullfight! All the residents of the small town are on it now. At this time, the terrorists quietly planted dangerous substances in the city! Do not let the terrorists detonate chem
    https://steamcommunity.com/sharedfiles/filedetails/?id=2411829911

     


  5. Like
    Greeb reacted to aikthunder in de_marca [My first CS:GO map]   
    Hello everyone.
    I hope you are doing great.
     
    I wanted to show you my first map: https://steamcommunity.com/sharedfiles/filedetails/?id=2459189885
    Of course I have to thank and mention Yanzl for the huge help of the open breach props and textures. Also I used a lot of new nuke's props and textures too (very mainstream, I know haha)
    I tried to make a map fun to play, with 2 bombsites but not big, with many kz jumps and plays (mostly in A bombsite) and balanced between CTs and Ts.
     
    I hope you like it, and I'll be reading your comments and opinions.
     
    Thanks for your time!
     
    Have a nice day.



  6. Like
    Greeb reacted to MadsenFK in [CS:GO] Extraction (Wingman & 5v5)   
    "Get to the choppa!"
    A man is being held hostage in his mansion located in the Swedish skerries.
    Secure him and bring him to one of the TWO rescue zones to call in the chopper.
    Keep the landing zone clear and extract the hostage!
    Made for the 2020 Source Engine Discord Wingman Contest
    TEAM
    Fnugz | Gameplay
    MadsenFK | Art
    Andi | Models

    SHOUTOUTS
    Yanzl | Mapping hotline
    ZooL | Grand vscript wizard
    Terri | ❤️ 
    The People of Mapcore.

    Additional Credits
    Yanzl | Making and sharing the majority of the assets used
    Skybex | A few assets

    WORKSHOP LINK





     
    MOOD BOARD

  7. Like
    Greeb reacted to filipum in CS:GO de_lily [Classic 5v5]   
    Thank you a lot!
    This is my first map, and I happen to be quite a perfectionist, I wanted to make a map and in order to test it I didn't want to just make some walls and give the players to test, I wanted a map for the players to test and feel what the map was going to be. 
  8. Like
    Greeb reacted to The_Virus in Dungeon Props   
  9. Like
    Greeb got a reaction from wazeecha in [CS:GO] cs_Lakehouse hostage rescue map   
    Hello!
    I just published an update on my first real map for CSGO: cs_Lakehouse. It's a hostage rescue map set in a house by a peaceful lake, but with a tunnel going from the daylight basement of the home to the garage to allow for a secondary approach. This map is inspired by cs_Militia and my home.
    Still working on implementing more high res textures for the house + exteriors and changes to make the transitions of the skybox from the tree cards to skybox geometry/props better.
    I think this summer I will take a new batch of panoramic photos and re-do the tree card textures that ring the lake as these tree card photos are from mid winter and a spring/summer vibe is more along the lines of what I'm going for  
    Steam Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2374788522 
    IMGUR Album of screenshots: https://imgur.com/a/fZzacyM
    Thank you for your time in looking at this post!




  10. Like
    Greeb reacted to Roald in Boulder   
    I worked on the feedback from last playtest and the biggest point of feedback is B being too hard to hold and too hard to retake, so I did a major update on this bombsite and fixes some smaller issues all over the map.
    Album: https://imgur.com/a/xuV9bOw

  11. Like
    Greeb got a reaction from RA7 in [CS:GO] cs_Lakehouse hostage rescue map   
    Hello!
    I just published an update on my first real map for CSGO: cs_Lakehouse. It's a hostage rescue map set in a house by a peaceful lake, but with a tunnel going from the daylight basement of the home to the garage to allow for a secondary approach. This map is inspired by cs_Militia and my home.
    Still working on implementing more high res textures for the house + exteriors and changes to make the transitions of the skybox from the tree cards to skybox geometry/props better.
    I think this summer I will take a new batch of panoramic photos and re-do the tree card textures that ring the lake as these tree card photos are from mid winter and a spring/summer vibe is more along the lines of what I'm going for  
    Steam Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2374788522 
    IMGUR Album of screenshots: https://imgur.com/a/fZzacyM
    Thank you for your time in looking at this post!




  12. Like
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  14. Like
    Greeb reacted to Serialmapper in de_iarna   
    I made in blender new cliffs to create variation. I like the sculpting capabilities of this software.

  15. Like
    Greeb reacted to Serialmapper in de_iarna   
    I made a wingman map, inspired by 3DMike's maps de_survivor and de_recon . For now it doesn't have too much details given my layziness and given the fact that in the future i would like to extend it to a fully fledged defuse map.😁
    It can be downloaded from good old Gamebanana: HERE
    WORKSHOP
    Credits to @Yanzl for the awsome spruce models
    some pics





     
  16. Like
    Greeb reacted to JimFKennedy in Battery   
    G'day.
     
    I've been recently working on a classic 5v5 csgo map named Battery.
    This map takes place in and around an old WW2 bunker, converted into a gun running factory in Estonia during the early spring thaw.
     

    Bombsite B was the main focus for the map, (it was originally a wingman map) and went through about 23(?) iterations.

    What would be considered Middle, goes through an old dilapidated and collapsed WW2 bunker, it takes heavy inspiration from Nacht Der Untoten.

    Bombsite A used to have a "nuclear bomb" sitting in the middle of the site, however I removed it because I couldn't be bothered modelling it.

     
    Aiming for an early June release date, but considering the pace of things, probably even May.
    But feel free to have a walk around the map, it's always changing and is slowly reaching more towards being finished.
    https://steamcommunity.com/sharedfiles/filedetails/?id=2401850892
  17. Like
    Greeb reacted to The_Virus in Dungeon Props   
  18. Like
    Greeb reacted to Serialmapper in The random model thread!   
    I made curved/spiral stairs, d2 like 😁

     
  19. Like
    Greeb reacted to dux in The random model thread!   
    Dumbass continues to learn Blender.

  20. Like
    Greeb reacted to ThunderKeil in Natural History Museum, London   
    This is a mostly complete 1:1 recreation of the London Natural History Museum, sans the more recently built extensions and not including any of the real exhibitions.
    This has been my ''lockdown activity'', of sorts. All mesh created inside the hammer editor, and using near-exclusively custom textures ( 125+ ! ) all edited by hand.
    Currently only compiled for cs:go, but I intend to port it to at least gmod as well, maybe it could work as scavange/survival in l4d2? Would love to see it in HL:A too, but I don't yet own VR so if anyone's interested to port it for me - or in contributing in any other way, please do contact me. If you've got a good idea for props to fill the exhibition spaces with, that'd be cool too - I was gonna do a half life theme but pretty quickly ran short of actual suitable models, at least that I could find.
    Files;
    24/08/2020 (first public release): https://drive.google.com/file/d/1ojDYBtpS4X-zJDpcqMHTeegJjI7Up8_1/view 02/09/2020 (improved east hallway, 24 spawnpoints): https://drive.google.com/file/d/1PKLII33cFCqnOnBOmLTD8dFUealSDCbY/view 18/09/2020 (all around improvements/additions, fixed cubemaps): https://drive.google.com/file/d/1YkZuPrQqfLiIxi3H_QLo2N1lZ7pFuFRc/view 15/11/2020 (added exterior, increased model quality, general polish) https://drive.google.com/file/d/1veuRpy29IGv8cxBl3OuQWsuoTmAy5TBe/view ( look through posts below for more detail on the changes )

     
  21. Like
    Greeb got a reaction from wazeecha in [CS:GO] de_Cloister - work in progress map   
    Hello everybody!
    So this is my first time posting a thread here on Mapcore, hopefully this follows the right kind of template/outline for sharing my work in progress map for CS:GO
    I am working on a defusal map for CS:GO that I've titled de_Cloister. I always loved that word since I learned it playing Diablo 2. After seeing some cathedrals and other inspiring architecture during my youth, I wanted to try and weave some of that imagery into a CSGO map all these years later.
    Here is my steam workshop link for this map: https://steamcommunity.com/sharedfiles/filedetails/?id=2404099402 All of the screenshots on my workshop page ought to be current including the radar too!  
    I just updated the map last night with a new area that's based on a roman bath house to replacing a narrow tunnel that wasn't very interesting before. Attached a screenshot of that area on here. It's a first shot at this new room, so it probably could use some work. Also added an underground passage from CT spawn to get to that bathhouse area as an alternative route... During my first playtest a couple of weeks ago one criticism was that the B site felt bad to play as CT... I am optimistic that this new area may help address that!
    So far most of the textures in use in this map I have generated from different items in Substance Suite, for instance playing with the options of Medieval_castle_Wall to get most of the wall textures in the level.
    I am also planning to start working on some more interesting stained glass textures as well to hopefully depict some different figures like you might see in the stained glass at most cathedrals. I'm thinking about trying for Gordon Freeman and the G-man for starters.
    I would love any feedback and constructive criticism! I sure need it
    Thanks!
    Greeb





  22. Like
    Greeb reacted to seedee in [CS1.6] Dust 2 2020   
    I've made too many changes to count, but I've finally released the map today and exactly 20 years after the release of the original. Notable features include a model for visuals beyond the playable area and breakable awnings which respawn every round. I've sacrificed the dumb hallways for the sake of more rooftop access. You can get to most areas in this map, expect to get killed from the stupidest camping spots ever. There is also a map designed for competitive play which should mostly be the same to the original layout.
    https://gamebanana.com/maps/215430

  23. Like
    Greeb reacted to Serialmapper in de_iarna   
    I had updated the layout after a few testings with real players. At bombsite B the Ct had some overpowering positions.  Workshop

  24. Like
    Greeb reacted to seedee in [CS1.6] Dust 2 2020   
    Hello again,
    I've made some more progress on the map. There is a new connector to the doors at the top of middle coming out of T spawn. The second door leading to outside B tunnels has been closed. I've also closed one of the windows on A for balancing purposes. Here's an overview of the map so far. Old routes are marked in red, new routes are marked in cyan:

    AllocBlock is 51/64, so I'd say it's about 80% completed. I want to pack in as much detail as possible before I finish optimizing visiblility. Here are some pics:














  25. Like
    Greeb reacted to Roald in Boulder   
    Boulder is a bomb defusal map based around the Meteora Monasteries in Greece
    https://www.trekhunt.com/blog/en/meteora-greece-monastery-map-itinerary-images-hotel/



     
    Here is a album with some WIP pictures and a overview: https://imgur.com/a/y7RdFTg
    And the workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2325218920 
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