1
Re: [map] dm_fulford
Posted by haymaker on Sat Jul 19th at 5:45pm 2008
This is a a discussion topic for the map "dm_fulford" by haymaker which can be found here
Map description:
An experiment in performance management.
I wanted to squeeze as much fps out of a medium-complexity outdoor layout as possible. It's anti-detail, anti-fx, anti-lag. No displacements, no static props, no dynamic lights, no volumetric effects, very minimal entity work.
95%of textures are custom, heightmapping or specularity not present
Max virtual viewing sightline including 3dskybox geometry, 48 000 units
Max renderable sightline that includes geometry within map, 4640
Ugliness factor: Fair to middling
Map screenshots:
No images are available for: dm_fulford
Posted by haymaker on Sat Jul 19th at 5:45pm 2008
This is a a discussion topic for the map "dm_fulford" by haymaker which can be found here
Map description:
An experiment in performance management.
I wanted to squeeze as much fps out of a medium-complexity outdoor layout as possible. It's anti-detail, anti-fx, anti-lag. No displacements, no static props, no dynamic lights, no volumetric effects, very minimal entity work.
95%of textures are custom, heightmapping or specularity not present
Max virtual viewing sightline including 3dskybox geometry, 48 000 units
Max renderable sightline that includes geometry within map, 4640
Ugliness factor: Fair to middling
Map screenshots:
No images are available for: dm_fulford
Re: [map] dm_fulford
Posted by ReNo on Sun Jul 20th at 11:45pm 2008

ReNo
member
5457 posts
933 snarkmarks
Registered: Aug 22nd 2001
Location: Scotland
Occupation: Level Designer
Posted by ReNo on Sun Jul 20th at 11:45pm 2008
Wow, novel looking level! I like seeing people do stuff like this
As you yourself admit it isn't the best lookin thing to grace the engine, but it's eye catching and bold, and it's trying something different. Kudos.
<br>
<br>I think you could afford to take it a little further - given your intentions with the level it feels to me like you could push the vertical nature a little more. As it stands it looks like most of the roofs are inaccessible (at least from normal routes) while they could instead perhaps be a major part of the level. It feels like you'd want some tall towers that give commanding views for sniping, and agile routes of jumping across rooftops for skillful play. Maybe a little late a 99% for those suggestions, but just some thoughts 
ReNo
member
5457 posts
933 snarkmarks
Registered: Aug 22nd 2001
Location: Scotland
Occupation: Level Designer
Re: [map] dm_fulford
Posted by Le Chief on Mon Jul 21st at 5:15am 2008
Posted by Le Chief on Mon Jul 21st at 5:15am 2008
Image links work now
<br>
<br>Anyway, when I first started up the map, it was felt so surreal, I didn't know where I was.
<br>
<br>Anyway, I hope you learn't something from this experiment!
Re: [map] dm_fulford
Posted by reaper47 on Mon Jul 21st at 5:35pm 2008
Posted by reaper47 on Mon Jul 21st at 5:35pm 2008
Interesting. For the experiment I have to say, you can do more interesting shapes with the same polycount. Basically, any HL1 map has viewer polygons and some maps still have more variety.
<br>
<br>Looking at the brightly coloured custom textures, I have a suspicion this that this map is (at least subconciously) as much an experiment in style as in performance. I've probably seen too many (well, maybe 8 or 9) HL maps done in cell shading, so I probably am not quite as excited as I could be. Lots of interesting stuff to do, though. Try going even more abstract, or experiment with super-cheap solid-colour shaders to go all the way.
Re: [map] dm_fulford
Posted by haymaker on Mon Jul 21st at 11:09pm 2008
Posted by haymaker on Mon Jul 21st at 11:09pm 2008
Thanks for looking guys.
<br>
<br>One big thing this experiment has revealed is the impact of player models on map performance. 2 or 3 players sighted from the highest point ( all roofs are accessible ) knocks 25% off the frames compared to no players connected.
<br>
<br>Because of that, I am sure this map and others designs like it would gag to a crawl if standard architectural mapping standards are met.
<br>
<br>Stylistically it's the result of snapping everything to 128's and 45 degree cuts more than anything else I think! It's loosely based on the village I used to hang out in...
<br><a href="http://www.appleluscious.com/images/bestworst/fulford_harbour.jpg" target="_blank">http://www.appleluscious.com/images/bestworst/fulford_harbour.jpg</a>
<br><a href="http://picasaweb.google.com/gbaltzelle/SaltSpringIsland07/photo#5096075781052822322" target="_blank">http://picasaweb.google.com/gbaltzelle/SaltSpringIsland07/photo#5096075781052822322</a>
<br><a href="http://www.britishcolumbia.com/transport/details.asp?id=30" target="_blank">http://www.britishcolumbia.com/transport/details.asp?id=30</a>
1
© Snarkpit.net 2001 - 2023, about us, donate, contact
Snarkpit v6.1.0 created this page in 0.0116 seconds.

Snarkpit v6.1.0 created this page in 0.0116 seconds.




