de_munitions (v0.9 beta)

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de_munitions (v0.9 beta)

Postby daz* on Mon Dec 06, 2004 12:28 am

Hi,

This is release v0.9 Beta.
http://www.clansra.com/files/de_munitions.zip


Optimisations (VIS) to be done as well as any bug-fixes, tweaks and suggestions to be implemented fromt he player feedback (i.e you!).

Very kindly hosted by 'Igloo' (thx mate!)

Please try it (3.6mb zip file) and post in here all the comments/suggestions etc

http://img.villagephotos.com/p/2004-11/886844/5.jpg
http://img.villagephotos.com/p/2004-11/886844/10.jpg
http://img.villagephotos.com/p/2004-11/886844/6.jpg

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Postby Blink on Mon Dec 06, 2004 1:30 am

Looking very nice there, good work m8.
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Postby Ancalagon on Mon Dec 06, 2004 1:39 am

that seems to be the common response you give.
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Postby Blink on Mon Dec 06, 2004 1:47 am

At least I stay on topic, don't derail the thread.
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Postby Ancalagon on Mon Dec 06, 2004 2:38 am

a little touchy, but alright, i like the hallways
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Postby daz* on Mon Dec 06, 2004 9:12 am

thx.
what do u mean a little touchy?

cheers!

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Postby Spartan on Mon Dec 06, 2004 10:11 am

You are going to need to add a lot more detail and depth to your map but keep on working.
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Postby daz* on Mon Dec 06, 2004 12:57 pm

Thx spartan,

So your saying my level's a little bit.....spartan? :P

Seriously though, TECHNICAL problems such as VIS/FPS issues (which i know i've got) aside, which areas of the map need more detail and which bits did u like/dislike? anyone?

i released it to get playtest feedback of bits of the layout hat work/don't work so i can re-jig it if needed. Its not supposed to be a polished, fully-detailed level as yet.

If you and others can give specific feedback to make this a good level then that would help immeasureably.

Cheers

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Postby wiggle987 on Mon Dec 06, 2004 2:12 pm

you using cubemaps properly?
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Postby daz* on Mon Dec 06, 2004 2:56 pm

yeah wiggle, my cubemaps were placed and built in the engine.
They DO need some tweaking as the placemnt is always correct for the seams between textures etc, but the effects are ok.
Why u ask?
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Postby Signy on Mon Dec 06, 2004 4:10 pm

Right to help educe vis.

Turn every brush which isnt of structual importance into a func_detail like poles window frames etc. This will reduce vis greatly.

Vis portal you map.

Make sure unseen faces are covered in the no draw texture.

Clean up and brush work,by snapping to grid making sure brushs dnt overlap.

Basically just an overall tweak, if it can be a model make it so.

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Postby wiggle987 on Mon Dec 06, 2004 4:21 pm

daz* wrote:yeah wiggle, my cubemaps were placed and built in the engine.
They DO need some tweaking as the placemnt is always correct for the seams between textures etc, but the effects are ok.
Why u ask?

just wondering, thought it looked nice and cubemapped :D
btw those big ol' pipe things, make them cyliners with 32 sides, it doesnt look right with only 8, kinda degrades the map quality to hl1ish if you dont mind me saying
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Postby BaRRaKID on Mon Dec 06, 2004 4:24 pm

32 sides maybe a bit excesive :P 12 do the job nicelly, 24 is more then enough
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Postby wiggle987 on Mon Dec 06, 2004 4:25 pm

BaRRaKID wrote:32 sides maybe a bit excesive :P 12 do the job nicelly, 24 is more then enough


sorry i have a bad habit of going overkill (even if it does mean they dont save properly)
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Postby daz* on Mon Dec 06, 2004 4:35 pm

thx for the feedback - keep it coming!

Signy : thx. I havent started optimizing yet properly - just a first pass. I have started vis portaling (80% done) and all my non-seen faces are ALWAYS NODRAW anyway (its how i work). i always snap to grid as you can't make a map without doing that really (a good one anyway).
Detail brushes are on the way too. If I understand correctly, making it a detail brush means VIS disregards it right? so its not good for walls, ceilings and floors but prety much anything thats just there like window frames etc can be one right? Also would they still be solid if they were a detail brush? and would bullets still hit them? thx


i will hopefulyl have another version tonight which will focus on the fixes for the bugs encountered. Oh, a question - I know Valave say to use Prop_Multiplayer_physics instead of Prop_Physics in Cs:S. is this the case then, as I have used prop_Physics and i was getting some lag when testing last night on someones server with 'reasonable' pings? Should I make them all Prop_Multiplayer_Physics?

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