JoshuaC Posted September 2, 2008 Report Posted September 2, 2008 A medium sized arena map featuring some vertical gameplay. Download. http://www.fpsbanana.com/maps/64978 I'd love to hear what you guys think about it. Quote
Psy Posted September 2, 2008 Report Posted September 2, 2008 My only criticism is the cliffs which ring around the entirety of the map. It looks repetitive and breaking them up would definitely bring the visual quality up a notch. Quote
Freak Posted September 2, 2008 Report Posted September 2, 2008 i agree with psycho, and another thing, what is the red-white tower doing on that wooden house looks weird Quote
e-freak Posted September 2, 2008 Report Posted September 2, 2008 i like it ofc you could split up the cliffs a bit and maybe rethink the tower on the house but it's nice as it is already! Quote
JoshuaC Posted September 2, 2008 Author Report Posted September 2, 2008 Before I added the radio tower the main building was a little boring looking. I really don't know what else I could of added to make it look better but I was pretty happy with the way it looked. I'll definitely be redoing the upper cliffs for the next release. Does anyone have any tips for optimizing a open map like this? I've done the usual nodraw everything that isn't seen and func_detail alot of the details but you can still see quite a bit of the static models when they're covered up by certain things. Quote
Psy Posted September 2, 2008 Report Posted September 2, 2008 I don't think you need to worry about optimisation considering how small the map. Quote
MJ Posted September 3, 2008 Report Posted September 3, 2008 YA THE TOWER ON TOP OF THE HOUSE SEEMS A LITTLE WIERD.. Quote
Deh0lise Posted September 3, 2008 Report Posted September 3, 2008 Looks good judging by the screens but if you are releasing another version make those trees in a different height/angle so it doesn't look so artificial, that tree lines are killing me xD Good job ^_- Quote
Cybris Posted September 16, 2008 Report Posted September 16, 2008 Does anyone have any tips for optimizing a open map like this? I've done the usual nodraw everything that isn't seen and func_detail alot of the details but you can still see quite a bit of the static models when they're covered up by certain things. Tweak the fade distances on the models und use some func_occluder entities. Not much else you can do on a map this open, neither areaportals nor hints will get you much more performance. Quote
#1 Duck Posted September 25, 2008 Report Posted September 25, 2008 How deep is that water? can it put out ignited players? Quote
-HP- Posted September 27, 2008 Report Posted September 27, 2008 How deep is that water? can it put out ignited players? Nope Quote
Grinwhrl Posted February 19, 2009 Report Posted February 19, 2009 WoW, GRATZ dude!! in getting your/this map in the TF2 Scout Release pack! http://www.shacknews.com/onearticle.x/57303 Quote
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