WIP cs_divide (old IrishTown) update

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WIP cs_divide (old IrishTown) update

Postby Fink on Sun Feb 20, 2005 7:59 am

After the large amount of effort some people put into giving me feedback (thanks Jest@) and help I basically pulled the map appart and started many sections completely from scratch. It is still only back to roughly the 60% mark, but here is an update if anyone is still interested. Changes from the old IrishTown (new name is cs_divide for now....) map are:
* Road made thinner (it is basically to scale now)
* Rail track chasm more shallow
* Play-ground removed and replaced with building
* road marks removed to new hostage point
* completely removed water are, replaced with courtyard (wip).
* May factory area rotated 90 and facing into cliff
* Cliff/rock area completely re-done - larger, and encroaches over rail (for optimisation really)
* Re-built most of pub - inc building outside wall. Will likely convert to two-story building if optimisation is not good enough.
* Have placed numerouse hint faces, replaced many brushes with func_detail, and placed area-portals where possible#
* Tunnels have been re-vamped and polished a bit. The second tunell has been off-set from the first - you can't see down one into the other now.
* Played with sky-box and light settings to give it a better feel.
* Removed many of the dark areas.
* Re-did smoke out of smoke stack (still not happy with colour)
* Implemented hanging (with physics) lights. (shoot and move etc...)

Still have to:
* Complete optimizations
* Finish court-yard
* Tidy some of the wires up (left over from last major version).
* Do hostage area again (this time inside main complex - still activated via switch).
* Need to add env-cupe thingywhats - not quite sure how to do these effectively.
* Redo bus-stop....

# biggested issue is still with optimization. The basic map design may be at fault here - but this may be a show-stopper. I can't really change much more of the outside area without killing the basic map layout/idea.

More in a month:
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Postby Serever on Sun Feb 20, 2005 8:08 am

wow, that looks way better! nice job!
wats the average framerate now?
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Postby Cr4ig on Sun Feb 20, 2005 12:37 pm

Nice improvement :)
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Postby Fink on Sun Feb 20, 2005 11:50 pm

Serever wrote:wow, that looks way better! nice job!
wats the average framerate now?



Anything from 20-120.
I believe that hint brushes do not make a difference on a fast compile. I have a laptop crunching away on full compile. It has been at it for over a week now - so I can't really say how much more optimised it will be until its finished.

If the completed compile ends up with low fps as well then I will likely scrap the map altogether. Having said that - I may keep it for our local LAN's...
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Postby mike-o on Mon Feb 21, 2005 7:40 pm

It still does not look like an old irish town. At all. And i would know, i lived in an old irish town last summer.

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Thats about as big as an irish town gets.
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Postby Serever on Mon Feb 21, 2005 9:16 pm

you obviously werent here for the story :P

it was originally for 1.6 (i think) and it originally was an irish town, but then when he made it for source he just kept the design and called it irish town, whilst having nothing to do with irish towns.
and now its _divide, which sounds pretty cool imo
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Postby Fink on Mon Feb 21, 2005 9:53 pm

Serever wrote:you obviously werent here for the story :P

it was originally for 1.6 (i think) and it originally was an irish town, but then when he made it for source he just kept the design and called it irish town, whilst having nothing to do with irish towns.
and now its _divide, which sounds pretty cool imo


Thanks Serever - it is amazing how many times someone has written ".. but it doesn't look anything like an IrishTown..." - when I have said - it has nothing to do with IrishTown. Yes - it was based on a map I built some years ago for a quake III mod - but that is its only connection to an Irish Town.

(Maybe its an Aussie thing :D )
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