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Posted (edited)

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

l3IjvtJ.png

 

Screenshots

Bombsite A

XyIWsMf.jpg

Bombsite A below

KB8qLSU.jpg

Bombsite B above

Um9tCrP.jpg

Bombsite B below

I2Ee6my.jpg

Tspawn

ly5Z6Lu.jpg

CT side mid stairwell

GXK2fu2.jpg

T side mid

bpHoFaV.jpg

Mid

bpHoFaV.jpg

 

 

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.
Edited by Scoots1m
Posted

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 >.>

  • 1 month later...
Posted

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

Posted

You can get really creative with area portals. Look for strange areas that could benefit from them that aren't just doorways. You can stretch them across stairwells or across corridors. Maybe try and block more vis on mid and area portal each side of it for instance.

Posted

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.

Posted

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.

sometimes adding portals can help with the optimization, goal always is to reduce the visibility of what you actually cannot see :)

Have you optimized your models too?

Posted

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 ;)

Posted

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 ;)

what I meant was that you can make use of normal maps etc to optimize models in both size and performances, if I'm not making any mistakes :)

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