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Posted (edited)

I made this map while learning hammer, it does still need some clean up and more detail work. Also other then some friends and a few others in the early stages this map hasn't really had much playtesting so that is why I am posting here.The theme is really basic (middle eastern town on the ocean), I did try to put in lots of curves circles etc to keep it from being a minecraft map. I do feel like this map has some potential but If it sucks for comp play then at least I learned something making it.

 

http://steamcommunity.com/sharedfiles/filedetails/?id=501608594

 

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Edited by FFG
Posted

You have got to change the color palette somehow, mix it up! In the second picture everything is the same color, changing the texture of one wall and changing one crate to one that stands out would make a huge difference if done right.

 

Google "house", you see how every house has another "texture" around the wall? I don't know how to explain this very good in English, but you have  only made blocks in one texture, houses in real life are not built like that. Most houses in Sweden are red, but the corners are white. Google "Swedish house" and you will understand what I am talking about. 

Posted (edited)

You have got to change the color palette somehow, mix it up! In the second picture everything is the same color, changing the texture of one wall and changing one crate to one that stands out would make a huge difference if done right.

 

Google "house", you see how every house has another "texture" around the wall? I don't know how to explain this very good in English, but you have  only made blocks in one texture, houses in real life are not built like that. Most houses in Sweden are red, but the corners are white. Google "Swedish house" and you will understand what I am talking about. 

Totally agree its pretty bland at the moment, since that is more of a temple area I want to do something like this. Problem is its going to be a big time commitment so its a good idea to make sure the site isn't going to change but for now I added some better looking textures. Also by white corners I think you mean trim board very common in america too.

 

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Edited by FFG
Posted (edited)

I have been optimizing the map and fleshed out mid and t spawn as well as added some more variety to the B site. The map seems to be taking shape, but the end is still very far away. Middle might look ct sided from the pics but it can be fully smoked off really easy and if the ct team falls back or is killed B will be an easy take from the back. Texture and detail wise it's still kind of a mess; I haven't gotten any feedback on the current layout so not a good idea to over-commit to that. After work tomorrow I am going to go in and try to clean everything up though. 

 

 

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Edited by FFG
Posted

I have been working hard on this map the last few days and reworked almost everything. The most notable things are that a site is now an underground facility and new connector to b that fits with the map much better. 

Going to set it to compile go to bed and will post pictures and update workshop file tomorrow AM.

Posted

I have been working hard on this map the last few days and reworked almost everything. The most notable things are that a site is now an underground facility and new connector to b that fits with the map much better. 

Going to set it to compile go to bed and will post pictures and update workshop file tomorrow AM.

How long does it take to compile for you? :|

Posted (edited)

yeah I was using normal settings... sounds like a good idea to switch

Edit damn that was quick only took 2 mins thanks

 

 

Edited by FFG
Posted

You'd want to use final compile for your release, not normal, but long compile times may be indicative of poor map optimisation.

Loading up the map "portal file" in hammer will show you a lot of blue boxes where the engine has drawn visleafs. You want as few of these as possible. Things like func_detail are ignored which is one way to improve optimisation.

Posted

@FFG how long did portalflow take?

That's one indicator of optimization, if it takes forever it is sign that you need to optimize your map to simplify visleaves for them to follow the basic geometry of the level. You also can use func_viscluster in large areas to tell the compiler that every visleaves see the others in that area, it can reduce drastically compile time, but doesn't help with fps.

For the radiosity part, the only significant optimization for compile time I found was to no-draw as much faces as possible, since these faces will get ignore during the compile :)

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