WIP IrishTown?

Reveal what you have made so far and get feedback on development.

Postby Jest@ on Sat Jan 29, 2005 1:23 am

Jest@ wrote:having said that, it doesnt look bad at all.

woah, WOAH, WOAH! I take that back a bit.

Pause. Take a deep breath, Fink. Ok, carry on.

I just played this.

this map is not 90% finished, it's more like 50%.


------LIGHTING------


Image


I'm in a completely dark room. First of all, completely dark rooms suck to play in. mor e on that later. second of all, i didnt paint my nails or my knife with glow-in-the-dark paint.



Image

Another example.

Image

Same again. I'm looking down the stairs into a darkened room....and the rails are glowing all the way down.

Image

Staircase from below.

I suspect you have very few cubemaps around, right? Source needs them to calculate the reflections. Otherwise it uses some kind of default cubemap that reflects the skybox. Hence the blue glow. You can tell something's wrong with it even in the daylight:

Image
Image

Look at the difference between the windows as they normally are, and the one i recklessly shot.

Image

And even on a hossie's glasses. looks like he's wearing joke glasses.




-----DESIGN AND TEXTURING-----



Image

ewww...bad texture scale mismatch


Image

BAD texture repeating.


Image


same again. that floor looks bland, quick and basic. Not to mention the random barrel!looks really out of place


Image

UTTERLY DULL AND EMPTY. That reminds me of a reeeealy basic, quickly-made CS 1.6 map.


Image

Similar.


Image

Plain, boring to look at and unrealistic. Since when have roads just....dissappeared into rising ground? At least change the road markings.


Image

some basic rectangles with unrealistic, unconvincing, repeating texturing.


Image

texture scale way too high. looks pretty nasty.


Image


looks a bit out of place and dull. Have some pipes cropping out there or something instead.

Image

ooookay. First of all, just above the highlighted bit to the right there's a big concrete lump sticking out of a building. Why? I know it's the hossie room, but it looks crap from outside. And it means the wall to the left of it is just...a big, long, pointless wall. Maybe lower it, so you can see the lake from up on the road, add some buttresse and sewage pipes etc...take the HL2 water levels for examples. currently looks like a big, unfinished lump. not pretty.

Furthermore, the shadows under it (the circled bit) told me what it was i found wierd about your lighting....it points straight down. That only ever happens at the equator at mid-day. And it makes everything in the map look a bit wierd and unnatural

The second blob shows some bad texture-repeating. All in all, the displacement round this little lake is pretty good. But the two walls either side are big, bland, flat blocks.


Image

So is this fence.


Image

Really basic brushwork, looks way too CS-1.6.


Image

Boring, plain. Bad texture repeating in background.


Image

What, no door? no doorframe?


Image

That's one bigass, oversized bar. and pretty bland.


Image

big box with roof and a few windows cut into it. Since when have you seen buildings that look like that?. It's like the difference between these two:
ImageImage

Also, bad texturing on the wedge between wall and roof (circled) looks uuuugggglleeeeee.


Right. ok, that's the ranting bit over. First of all, let me say that despite all my harsh-sounding comments, i do actually quite like this map. but it's got a long way to go. I sound like i'm flaming, but that's just cos i'm being brief (okay, maybe i was flaming a little :) but its for your own benefit!!)


Basically, it's just all a little plain. it's just big, textured rectangles. You need more detail, realism, visual flow, architectural touches. Some of its poor visual look is probably down to having vis and rad on 'fast' (fair enough for a WIP test distribution) but there are some basic lighting issues to be adressed as well as 'achitectural' considerations


-------SPEED/PERFORMANCE-------

Man, he wasn't kidding when he said this was for high-spec machines. i have never - repeat NEVER - got average FPS as low as this while playing a source game. It's reeeeeeealy bad FPS-wise. 2 reasons.

1) Everything's oversized. It's a common mapping error, we saw it a lot in CS 1.6.....it's a similar problem to what I have when i try and draw stuff. I invariably get stuck into drawing little details, mentally increasing their scale, so when i sit back and take the overview, the proportions are all wrong and a small A6 sketch ends up taking up most of the page. This means if you try and build a road with buildings either side, you end up with, like, twice the surface area you should.

Everything in this is just a bit too..BIG. The road's too wide, the fall to the railway track is enormous, the corridoors and doorways are made for 'the larger man'. There's too much plain expanse. Visually this makes stuff look pretty repetitive and dull, as i ranted on about, but performance-wise it means you've simply got more stuff to render than you need!

2) This is the big problem. Do not skip this. this is why your FPS is so unbelievably low: Type "mat_wireframe 1" in console, with cheats enabled. Tell me, what do you see? ALMOST EVERYTHING!!!!!!!!! At any one place in the map, the engine is considering almost every triangle in the map- including the relatively expensive water, steam, smoke and displacements - for rendering. No wonder its got low FPS!!!!

you NEEEEEEEEEEEEEEEED to read up about vis optimisation. Hint brushes, areaportals and detail brushes, dude.......otherwise you'll reeealy kill people's gameplay. Have you got a single detail brush in there??? I'm guessing this is your first major mapping project, right?



-------GAMEPLAY------

Running around this on my own, i think the gameplay might be pretty good. In fact, I think it could be very good. but.....i played with bots.......and every single game i played, the bots did exactly the same thing, and CTs won every time. I was CT and i was running around looking at shit, not actually 'playing'...so it was effectively 2CTs vs 3 Ts, and the won every time!!! and they won in exactly the same place every time!!!! This may be due to a poor navigation set - i know u said that wasn't completed - but it may mean the bots are taking the quickest route to the enemy.,...which means that one of your choke points is substantially faster to reach than the others.

Every single time, the T bots camped at the top of the staircase that leads to the COMPLETELY DARK bit. If they got the chance, they moved down to the bottom of those stairs. Theoretically the darkness gives thaem an advantage, but the CTS can easily pick them off as soon as they fire a shot, cos the gun flash shows them up. Also, the CTs can easily grenade them And when you're flashed in that small space, you're fucked. And the CTs only have to hold them around that staircase for a little bit, while a teammate goes round the other rout (over the road bridge, through the building by the power substation thing, and pick off the Ts from behind.

Also, once you've got the Hostage room unlocked...they're only a stones-throw from the rescue point. consider making them a bit further away? atm, if the CTs get to the hostages, they've pretty much rescued them. Or somehow add some kind of notification that they've unlocked the hossies (like a game message if possible? or a siren and flashing lights??) then everyone would know the hossies were rescuable, and they'd all head for that area...could be fun!!



Right, here's a summary:

-Scale major features down a bit to avoid repetition and dullness.

-Correct your texture scaling/variation

-Correct your lighting direction, ambient light, and add cubemaps

-Add more architectural realism and detail

-Learn about VIS optimisation, and USE IT!!! trust me, your FPS should be at least 3-4 times higher, it's easily done with hint brushes, detail brushes, areaportals and use of "mat_wireframe 1" and "mat_leafvis1 "

-Check timings between choke points are even.

-Lighten up that darkened bit!! it's terrible to play in.

-Improve waybointing/bot navigation (but you knew that :)



dude, please go away, read up on stuff carefully, go through your map, polish, polish, polish it....i'd love to see this finished off.

and please don't think i'm flaming!! i know i'm being a little harsh, but let's call it tough love :)


EDIT: Longest. Post. Everrr.
Highlight to read:
It was earth all along
User avatar
Jest@
Veteran
Veteran
 
Joined: Mon Nov 22, 2004 1:50 am
Location: London UK

Postby YokaI on Sat Jan 29, 2005 4:49 am

Im from ireland and erm... no that does not look anything like dublin or anything...

I suggest you do research before you do this stuff!

im 100% irish baby!!! YEAH!
YokaI
Forum Goer Elite™
Forum Goer Elite™
 
Joined: Fri Dec 03, 2004 12:38 am

Postby Serever on Sat Jan 29, 2005 6:42 am

jest@, you are most definnitely the most helpful and thorough bastard i have ever ever ever ever ever ever seen. give that man a ham and a medal.
"Hey Scott. It's Dougal. Can I have my hair from the 1980's back?"
User avatar
Serever
Senior Member
Senior Member
 
Joined: Tue Nov 23, 2004 9:23 pm
Location: NSW, Australia

Postby holy_cheese on Sat Jan 29, 2005 7:43 am

blimey, more hlep than you can poke a stick at.
but i must say i agree with everything jest said. in particular, and something that can happen to a lot of maps is that the brushwork seems too big and bulky, usually due to stretching out the textures.
-teh shit
User avatar
holy_cheese
Pheropod
Pheropod
 
Joined: Thu Dec 02, 2004 3:54 am
Location: Kiwi Land

Postby Jest@ on Sat Jan 29, 2005 6:34 pm

Serever wrote:give that man a ham and a medal.


screw the medal, just give me extra ham. and fries.

I think my rant should be made sticky, for showing some of the common mapping pitfalls. It really isn't a bad map, just needs a lot of work.
Highlight to read:
It was earth all along
User avatar
Jest@
Veteran
Veteran
 
Joined: Mon Nov 22, 2004 1:50 am
Location: London UK

Postby Fink on Sun Jan 30, 2005 2:15 am

Jest@ wrote:
Serever wrote:give that man a ham and a medal.


screw the medal, just give me extra ham. and fries.

I think my rant should be made sticky, for showing some of the common mapping pitfalls. It really isn't a bad map, just needs a lot of work.


Thanks Jest@.

I take on board your comments and thank you for your time in looking at the map in such detail. I do think many of you focus too much on the finer details of mapping at a stage where really the focus is on how the map plays out, as opposed to looks. I appreciate your criticisms - and it is constructive. I needed really to confirm that the basic layout will work. By this I mean, does the map size work, choke-points enough - at the right spots, not too many sniper points - but enough to satisfy the AWP fanatics, etc,etc. My focus has very much been on this, not so much look and feel. I played the map last night for the first time with around 12 others and got some constructive feedback there as well. Now that I am reasonably happy with the basic layout I can concentrate on many of the things you have pointed out. I have attached more screen-shots if (by some miracle) anyone else is still interested.

The map has changed some more since my first post. There is now a train that moves through the divide, hostages work better and some other minor changes.

As far as comments about above are concerned, I will look at each.

For the record, we had heaps of fun on this map. Warts and all. This has given me enough of a push to implement many of the recommendations above. I really don't have much time to do this sort of thing - so it will take me some time to finish this off - esp since its only really 50% complete.

I have removed the download from my ftp site for now. And if I have one more person tell me it doesn't look anything like any Irish Town - PLEASE READ MY ORIGINAL POST!

Well, time to look after kids again. Just need more hrs in the day...

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image
Fink
Member
Member
 
Joined: Fri Jan 14, 2005 11:48 pm
Location: Tasmania, Australia

Postby holy_cheese on Sun Jan 30, 2005 5:12 am

it looks nice, good to see you're adding smaller details now.
but whats with the 2nd to last screenshot?
-teh shit
User avatar
holy_cheese
Pheropod
Pheropod
 
Joined: Thu Dec 02, 2004 3:54 am
Location: Kiwi Land

Postby Fink on Sun Jan 30, 2005 5:54 am

holy_cheese wrote:it looks nice, good to see you're adding smaller details now.
but whats with the 2nd to last screenshot?


Someone just got the tail-end of a flash-bang. In hindsight it was probably not a good choice to included here. Never mind.
Fink
Member
Member
 
Joined: Fri Jan 14, 2005 11:48 pm
Location: Tasmania, Australia

Postby Serever on Sun Jan 30, 2005 8:19 am

i like it. that last screenshot looks awesome.
"Hey Scott. It's Dougal. Can I have my hair from the 1980's back?"
User avatar
Serever
Senior Member
Senior Member
 
Joined: Tue Nov 23, 2004 9:23 pm
Location: NSW, Australia

Postby Fink on Sun Jan 30, 2005 8:58 am

After much input from here and others, here is the plan:
* Will narrow roads a little - it is more or less to scale, so I don't want to narrow too much (done already)
* I can't bring the divide up without a lot of re-work. I will have a look but it might need to stay as is.
* Will replace playground with building and remove access to divide by butting new building against pub. Will put door at back of pub to access ramp/stairs to rail-track. This will force players to go through the pub (hence I will now invest more time at making the inside of the pub more realistic).
* Will move overall light-source angle. I played with this early in the design and chose straight-down because otherwise I introduce a lot of dark areas' around the train track divide. But I agree with above comments, it does make the rest of the map look odd.
* I will move the hostage rescue "box" into the main compound, and light it more (already done for in more recent build).
* Will lift water area so one can not go completely under - it does not work well in the game.
* Will focus on external lighting issues, beef it up a bit.
* I will then focus on every part of the map that needs more texture details. (yes - including door-frames etc...)
* Will fix smoke-stack smoke.

I know nothing about map optimisation. Will read some words of wisdom from the usual sources, but any help is appreciated here.

Thanks for assistance so far.
Fink
Member
Member
 
Joined: Fri Jan 14, 2005 11:48 pm
Location: Tasmania, Australia

Postby Cyberblast on Sun Jan 30, 2005 12:40 pm

optimalisation like putting nodraw textures on every face that's invisible for the player so the game won't render it. There's more you can do with areaportals and crap and you can read it here:
http://www.valve-erc.com/srcsdk/Levels/ ... ility.html

thank zombie@computer for that though, he looked it up for me ^^
User avatar
Cyberblast
Sir Post-a-lot
Sir Post-a-lot
 
Joined: Thu Jan 06, 2005 3:37 am
Location: The Netherlands - Eindhoven

Postby Fink on Mon Jan 31, 2005 10:30 am

Cyberblast wrote:optimalisation like putting nodraw textures on every face that's invisible for the player so the game won't render it. There's more you can do with areaportals and crap and you can read it here:
http://www.valve-erc.com/srcsdk/Levels/ ... ility.html

thank zombie@computer for that though, he looked it up for me ^^


Thanks to you both.
Fink
Member
Member
 
Joined: Fri Jan 14, 2005 11:48 pm
Location: Tasmania, Australia

Postby Blink on Mon Jan 31, 2005 11:05 am

Jesus, best post ever in a map feedback thread, well played Jest@
User avatar
Blink
Cool 'n that
Cool 'n that
 
Joined: Fri Oct 08, 2004 4:16 pm
Location: UK

Postby holy_cheese on Mon Jan 31, 2005 11:11 am

you should give him a medal.
-teh shit
User avatar
holy_cheese
Pheropod
Pheropod
 
Joined: Thu Dec 02, 2004 3:54 am
Location: Kiwi Land

Postby Cyberblast on Mon Jan 31, 2005 11:13 am

don't forget the ham!
User avatar
Cyberblast
Sir Post-a-lot
Sir Post-a-lot
 
Joined: Thu Jan 06, 2005 3:37 am
Location: The Netherlands - Eindhoven
PreviousNext

Return to Under Construction

Who is online

Users browsing this forum: No registered users

cron