gm_highroad (S1M1S)

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gm_highroad (S1M1S)

Postby S1M1S on Fri Aug 13, 2010 4:04 am

Okay, heres for my not-very-long-awaited map, gm_Highroad! Yeah! :-D

I'm pretty much ready to release it but alas I am only a junior mapper, so I want to avoid silly mistakes. Any suggestions from you guys would be very much appreciated.

The ideology behind the map is pretty simple, I wanted to make a map with practically no lag on any system (I'm working off a mini HP laptop with a 1.66 ghz processor and 1 gig of ram) but still good for building in.

Here come the pictures!

Spawn:
Image
A main overview:
Image
The test track:
Image
Above the arena
Image

I'm just wondering though, is it possible to, like, clean a room by pressing a button? Like, deleting all of the explosion decals and stuff... so when you press a button the room changes from:
Image
to:
Image

Thanks for anybody's help in advance :)

The .bsp: http://www.mediafire.com/?be7dedcbbviwbh3
The .vmf: http://www.mediafire.com/?4q538q6uvvm5tfa
Attachments
arenaclean.jpg
Arena clean
(88.44 KiB) Not downloaded yet
arenadestroyed.jpg
Arena destroyed
(92.1 KiB) Not downloaded yet
abovearena.jpg
Above the arena
(86.22 KiB) Not downloaded yet
track.jpg
The test track
(86.8 KiB) Not downloaded yet
overview.jpg
Main overview
(97.4 KiB) Not downloaded yet
spawn.jpg
Spawn
(88.35 KiB) Not downloaded yet
Last edited by S1M1S on Fri Aug 13, 2010 1:29 pm, edited 2 times in total.
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Re: gm_highroad (S1M1S)

Postby CorporalAris on Fri Aug 13, 2010 6:54 am

Heh./
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Re: gm_highroad (S1M1S)

Postby S1M1S on Fri Aug 13, 2010 7:28 am

CorporalAris wrote:Heh./


I'm glad someone replied :P but it's not quite what I thought it would be...
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Re: gm_highroad (S1M1S)

Postby Jordash on Fri Aug 13, 2010 8:13 am

Please add lights, surely low end systems can still render lights!
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Re: gm_highroad (S1M1S)

Postby S1M1S on Fri Aug 13, 2010 8:32 am

Jordash wrote:Please add lights, surely low end systems can still render lights!


As in the light ent? Okay, I'll do that :-D
"But soft, what light through yonder window shines?"
"Umm... a lot, I guess..."
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Re: gm_highroad (S1M1S)

Postby S1M1S on Fri Aug 13, 2010 10:50 am

I'm still wondering though, is it possible to make a 'battle cleanup' button? To get rid of the explosion decals and stuff? Because the lag from the decals irritates me...
"But soft, what light through yonder window shines?"
"Umm... a lot, I guess..."
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Re: gm_highroad (S1M1S)

Postby Hollow on Fri Aug 13, 2010 11:18 am

erm, use a logic_timer or create a trigger so that it kills all the items when you want it to.

Apart from that, looks like you've achieved the look of a lag free map...make sure you are using all the optimization tools at hand in the SDK....but thats far from saying this is good, by any stretch. Not sure you will impress many people here visually, of course. But I don't play Gmod, so this prolly serves no purpose for me.

And for future reference, its better to use the '[Img/] [img]" codes to show images, I found it pretty tedious to click each image individually, having about 8 tabs open :/
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Re: gm_highroad (S1M1S)

Postby Plague on Fri Aug 13, 2010 12:44 pm

May i suggest you look into this guide to make sure you're map is optimized as much as possible.
http://optimization.interlopers.net/ind ... pter=intro
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Re: gm_highroad (S1M1S)

Postby S1M1S on Fri Aug 13, 2010 1:21 pm

Plague wrote:May i suggest you look into this guide to make sure you're map is optimized as much as possible.
http://optimization.interlopers.net/ind ... pter=intro


Well I did the nodrawing and I hinted and skipped - personally occluders and areaportals don't intrest me - and I believe that the map is very optimised. Is there another form of optimization apart from the ones I mentioned above?

The Hollow Night wrote:erm, use a logic_timer or create a trigger so that it kills all the items when you want it to.
Hey thanks :-D, I'll try it out.

The Hollow Night wrote:Apart from that, looks like you've achieved the look of a lag free map...make sure you are using all the optimization tools at hand in the SDK....but thats far from saying this is good, by any stretch. Not sure you will impress many people here visually, of course.
Yes, I never intended this to be a very good looking map, but are there ways to make it look much better without being detrimental to gameplay?

The Hollow Night wrote:And for future reference, its better to use the '[Img/] [img]" codes to show images
Ah, I'll keep this in mind :-D

Thanks a lot for commenting guys :-D I will try to do as many of these things as I can :-D
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"Umm... a lot, I guess..."
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Re: gm_highroad (S1M1S)

Postby Plague on Fri Aug 13, 2010 1:23 pm

You Func_Detailed non-sealing/complex geometry?
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Re: gm_highroad (S1M1S)

Postby S1M1S on Fri Aug 13, 2010 1:32 pm

Plague wrote:You Func_Detailed non-sealing/complex geometry?

You mean the cylinder? Or the track area?
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"Umm... a lot, I guess..."
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Re: gm_highroad (S1M1S)

Postby Furling on Fri Aug 13, 2010 2:52 pm

If you really don't need the decals, just make some custom textures with $nodecal 1
Than they won't appear in the first place

Although I strongly doubt that anyone would ever buy Gmod without expecting to be able to run at least HL2 without lag, meaning this over the top optimization is rather pointless. Still, it's your map, so do as you wish :P
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Re: gm_highroad (S1M1S)

Postby Plague on Fri Aug 13, 2010 3:32 pm

S1M1S wrote:
Plague wrote:You Func_Detailed non-sealing/complex geometry?

You mean the cylinder? Or the track area?


I meant any areas where it would be better to Func_Detail things, but it looks like you got optimization down pretty well.

I would encourage you to get into SP mapping, or Multiplayer mapping with this same optimization ethic.
Try making the most beautiful map for SP as you can, but make it extremely optimized.
Contact. The EU welcomes the pain free. That's emotional impact.
I actually think limitation is good for creativity. If we had an engine that could do everything, we would be in trouble. It gives us focus. ~~ Randy Lundeen
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Re: gm_highroad (S1M1S)

Postby S1M1S on Fri Aug 13, 2010 10:36 pm

Furling wrote:If you really don't need the decals, just make some custom textures with $nodecal 1
Than they won't appear in the first place

Ooh, thanks for the tip! I'll see how it works :-D

Furling wrote:Although I strongly doubt that anyone would ever buy Gmod without expecting to be able to run at least HL2 without lag

I would :smt045

Plague wrote:I would encourage you to get into SP mapping, or Multiplayer mapping with this same optimization ethic.
Try making the most beautiful map for SP as you can, but make it extremely optimized.

I only have episode 1, and I only got it so I could play GMod... When you say MP, do you mean for Deathmatch?
Last edited by S1M1S on Fri Aug 13, 2010 10:55 pm, edited 1 time in total.
"But soft, what light through yonder window shines?"
"Umm... a lot, I guess..."
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Re: gm_highroad (S1M1S)

Postby city14 on Fri Aug 13, 2010 10:42 pm

Deathmatch, Tf2, css, multiplayer games!
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