Dartagnan replied to the thread CS:S | de_honor | Map creation process by D'artagnan.
Thank you very much. Yes, it was quite a bit of trial and error to see which hint nodes or areaportals helped, and to use "mat_wireframe 1" in the game console to check if the engine was still drawing the entire map from any point. Personally, the most problematic areas were the exteriors. Eventually, I ended up sealing off the entire central area of the map and the areas with doors using areaportals, until the performance improved. I kept repeating the process until I was satisfied with the…
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to MetinSaygin’s post in the thread CS:S | de_honor | Map creation process by D'artagnan.
Dartagnan replied to the thread CS:S | de_honor | Map creation process by D'artagnan.
2. Map boundaries and "anti-troll"
Being a map located on the upper floors of a large building, its rooftop and balconies, I obviously had two options: players could either fall or jump into the void, or they couldn't fall into the void at all. I ended up choosing the second option, since a major problem with players falling was the bomb. If it fell into the void, all the bots would fall in a line, or in matches, it could give trolls an opening to ruin a round. Therefore, I sealed off the…
Dartagnan posted the thread CS:S | de_honor | Map creation process by D'artagnan.
How are you all? I hope you're doing well!!
I'm back after almost three months of development, and I present to you "de_honor," my latest work. To be honest, it's the first time I've ventured into making a larger map in the bomb defusal mode.
A wallpaper I made from one of the images I took in spectator mode (no AI was used in its creation)
A larger, more detailed map presented a significant optimization challenge. I've learned several new things from this experience and I'm very pleased…