[map] Unbroken
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Re: [map] Unbroken
Posted by Mr.INSANE on Thu Nov 9th at 5:33am 2006



This is a a discussion topic for the map "Unbroken" by Mr.INSANE which can be found here

Map description:

I set out to build my friends a map for possible high octane awp wars. I was tired of all the s**tty one plane maps and wanted something that had some gameplay in it.

The End result is a smallish map based on three levels each serving up a plate of combat in many ways. This is a sort of serious map and i think so far its doing pretty well

Comments/Criticism appreciated

Map screenshots:

Screenshots for: Unbroken




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Re: [map] Unbroken
Posted by Orpheus on Thu Nov 9th at 11:12am 2006


Turn your R_Speeds on. I am curious. <br>I have played very few CS maps, but I'd imagine that a semi-arena map wouldn't be very popular. Excuse my ignorance if I err.



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Re: [map] Unbroken
Posted by Mr.INSANE on Fri Nov 10th at 2:13am 2006


R_speeds <br> <br>Are Wpoly = 1300 Peak (not bad) <br>and Epoly = 0 (non Func_ed Yet) <br> <br>I have alot of null textures being used aswell



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Re: [map] Unbroken
Posted by Orpheus on Fri Nov 10th at 11:54am 2006


Careful. 1300 empty and full sometimes do not match. You need to fill it with players then check for lag. <br> <br>A map of that design, will more than likely lag bigtime. <br> <br>You really need to get it under 800 so that you will have a buffer.



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Re: [map] Unbroken
Posted by Mr.INSANE on Fri Nov 10th at 7:48pm 2006


I plan on doing more optimization work on the stairs and doing alot of null texturing that should drop it 100 or so <br> <br>all other objects are going to be func so i think it will probally drop a little but not much



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Re: [map] Unbroken
Posted by Orpheus on Sat Nov 11th at 9:25pm 2006


Func_walls can actually increase R's if used improperly. You but need to make the contact point func's. In other words, where the solids meet one of them needs to be a func to reduce cutting into smaller pieces. <br> <br>Pedestals for instance of a pillar.




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