Tyker Posted November 22, 2015 Author Report Posted November 22, 2015 Thanks for the feedback! I've now fixed all of those things apart from the unnatural spiral.Do you mean something more smooth would look better, like this? It's not a final texture of course, but the general shape would be like this. Quote
jakuza Posted November 22, 2015 Report Posted November 22, 2015 If you want a ramp to look correct, you have to justify it being there. In this case, it's so steep that it becomes implausible. If you're set on using a ramp, look up how and why ramps are used instead of stairs.That slope certainly looks cool, but abstract shapes don't cut it for believable levels nowadays. jackophant 1 Quote
Tyker Posted November 22, 2015 Author Report Posted November 22, 2015 (edited) If you want a ramp to look correct, you have to justify it being there. In this case, it's so steep that it becomes implausible. If you're set on using a ramp, look up how and why ramps are used instead of stairs.That slope certainly looks cool, but abstract shapes don't cut it for believable levels nowadays.I've tried the realistic ramps, but then the amount of space becomes huge, like this:Which works for a realistic setting, but gameplay wise might be a bit too spacious. But if the unrealistic ramp is too noticeable, I might have to stick with this realistic ramp that isn't very gameplay friendly.not being sarcastic, I felt like the map was rather clean overall.. which could be a good or bad thing, some people prefer cleanliness in maps.You know, it could always be worse... (Slight gore warning)Aftermath of a horses' nosebleed! Edited November 22, 2015 by Tyker Quote
Pampers Posted November 23, 2015 Report Posted November 23, 2015 why not just go with stairs? what purpose does that ramp serve? Quote
Tyker Posted November 23, 2015 Author Report Posted November 23, 2015 why not just go with stairs? what purpose does that ramp serve?Because there are carts throughout the level. If there are stairs there, then how are the carts going down to the freezer? Maybe I could find a different solution to that instead, somehow! Bodd Jonar 1 Quote
Vaya Posted November 23, 2015 Report Posted November 23, 2015 just add a non-accessible lift. I think the problem here is you're going too realism heavy and the gameplay is suffering. clankill3r, Klems, jackophant and 4 others 7 Quote
Pampers Posted November 23, 2015 Report Posted November 23, 2015 You would never put potential heavy cargo down a steep ramp like that, especially with a u-turn! having it in a different floor in general also make little sense logic wise, and if so, a cargo elevator would be better suited Codename22, Tyker, Vaya and 2 others 5 Quote
Bodd Jonar Posted November 23, 2015 Report Posted November 23, 2015 (edited) Because there are carts throughout the level. If there are stairs there, then how are the carts going down to the freezer? Maybe I could find a different solution to that instead, somehow!In a realistic level you would have elevators for this kind of stuff. Why would people drag/push carts with meat that can weigh 30-40kgs? In the slaughterhouse I work in during the summers there are indeed several levels, and everything is moved using elevators, there are no ramps. For short cuts etc there are stairs everywhere, but you would never move meat there. Stairs are used to move workers around quickly. Edited November 23, 2015 by Bodd Jonar Codename22 and Tyker 2 Quote
Tyker Posted November 27, 2015 Author Report Posted November 27, 2015 (edited) Thank you all very much for your feedback!The stairs are now back, and an elevator texture was added.On top of that, the optimization has been improved incredibly. My laptop has moved from a minimal 120 FPS in the last version to a minimal 170 FPS in the latest version of this map! I'll put it on the workshop as soon as I've had it checked by some other machines for custom content. Edited November 27, 2015 by Tyker Codename22, Squad and Vaya 3 Quote
Tyker Posted November 28, 2015 Author Report Posted November 28, 2015 (edited) I hope this doesn't break anything. Tell me if it does! Edited November 28, 2015 by Tyker swst.turn, Squad, FMPONE and 5 others 8 Quote
Tyker Posted December 2, 2015 Author Report Posted December 2, 2015 To all those who had FPS issues in the last playtest: This should be fixed now! Please let me know if you still have any problems, and if so, at which location.Here's a bonus webm because I can't post any visual improvements apart from my FPS counter: Codename22 and Bodd Jonar 2 Quote
Bodd Jonar Posted December 2, 2015 Report Posted December 2, 2015 I'll put it on the workshop as soon as I've had it checked by some other machines for custom content. An open question. What is the difference between the blue and the red lines? They render differently? Quote
Squad Posted December 2, 2015 Report Posted December 2, 2015 Blue = modelsRed = brushesGreen = displacements Vaya, Fnugz, Tyker and 1 other 4 Quote
Bodd Jonar Posted December 2, 2015 Report Posted December 2, 2015 (edited) Blue = modelsRed = brushesGreen = displacementsWhich one requires the most and the least computing power? If a wall is a model (like a door) or a brush or displacement. Edited December 2, 2015 by Bodd Jonar Quote
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