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Posted by fraggard on Thu Oct 28th at 2:51am 2004
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Posted by Orpheus on Thu Oct 28th at 2:56am 2004
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Posted by Ferret on Thu Oct 28th at 6:00am 2004
Posted by Tracer Bullet on Thu Oct 28th at 6:30am 2004
It's official. if this wasn't an Internet forum GB would now be a bloody pulp lying on the floor...
... Anyhow I don't think we are going to rehash this subject just for you GB, so give the forums a search for "r_speeds" and I think you'll understand better the kind of land mine you just put your foot on.
*irrelevant chemistry thought*
Hey GB's initials are the designation for Sarin nerve gas!
[addsig]Tracer Bullet
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Posted by Agent Smith on Thu Oct 28th at 10:11am 2004
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Posted by Yak_Fighter on Thu Oct 28th at 10:33am 2004
Even more important is that if you don't have r_speeds lower than 800 people using software won't be able to play your map. It's important to make maps that can appeal to the largest userbase possible in order to have the best chance of somebody actually playing it.
Completely unrelated: Did you know I can play CS:S with a 3 year old laptop using a geforce2? The wonders of the source engine!
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Posted by MisterBister on Thu Oct 28th at 11:42am 2004
That was the absolute best and most detailed critics (how does that spell?) Ive ever heard in my entire life!
Im deeply impressed, and thankful =), that you took your time to download the map and take screenies and tell me what was wrong with it.
many of my friends says "the map is good but theres something missing" and nothing more.
Thanks to you , and all others who has commented it
I didnt think about it much before but as you said theres just too many lights and too little shadows.
As for the R_speeds i wanted to make something more detailed than i use to do and i know that 1800 is very high
But as you said the fpsdrop wasnt so bad and on my computer (which isnt a nasa computer by any means) it worked just fine so i didnt care about it.
But ill think i can tweak it down a little bit.
Thanks for all the comments. You inspired me to continue this work and actually make it even better.
Hugs and kisses.
/MisterBister
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Posted by Orpheus on Thu Oct 28th at 11:55am 2004
| ? quoting MisterBister |
| tracer bullet: That was the absolute best and most detailed critics (how does that spell?) Ive ever heard in my entire life! Im deeply impressed, and thankful =), that you took your time to download the map and take screenies and tell me what was wrong with it. |
its confirmed TB, you are a success 
[addsig]
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Posted by BlisTer on Thu Oct 28th at 2:50pm 2004
| ? quoting Orpheus | ||
its confirmed TB, you are a success |
i agree, the Armada review was v good too
Posted by Orpheus on Thu Oct 28th at 3:20pm 2004
| ? quoting BlisTer |
|
i agree, the Armada review was v good too |
i was being slightly facetious.
TB's critiques are very well done..
[addsig]Orpheus
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Posted by MisterBister on Thu Oct 28th at 4:38pm 2004
I have ripped the lightning completely out of the map and started all over again.
Ive been compiling, changed the lights a bit, compiling, changes the lights a bit, in about 3-4 hours now =).
The result is actually very satisfying though far from complete.
at this state i actually dare to say that the lightning is about twice as good as it was before =).
I think I will have time post some screenies tomorrow about the progress.
The outdoor area is currently unchanged but i think ill start to work on that too.
Depends on how good it fits with the rest of the maps lightning.
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Posted by Tracer Bullet on Thu Oct 28th at 5:48pm 2004
Glad I could help. It's always an uncertain thing offering critcism because many people don't take it well. It's nice to see that you are not one of those people. The real master of crits around here is Orph, but I don't think he had HL installed anymore... Be that as it may, there are two material ways you can pay me back for my effort. The first you've already done by reacting so well, the second is to pass on the favor to someone else down the road. There are all too few of us who bother anymore, and judging by the general quality of your map, you ought to be well up to the task.
My point about the r_speeds is mostly this: it would be pretty simple to fix. You don't have to drop detail, all you have to do is put a kink in that corridor I was in and your peak should drop to ~12-1300, which is still high but quite accepatable by today's stnadards.
[addsig]Tracer Bullet
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Posted by Orpheus on Thu Oct 28th at 5:54pm 2004
| ? quoting Tracer Bullet |
|
, but I don't think he had HL installed anymore... |
sadly, no.
i gave my gaming PC to my youngest son.. he is not as fond of HL as i am and uninstalled it while i was away for surgery (during my 3 month hiatus)
i could reinstall it i suppose, but HL2 is so close, and everyone else does a fantastic job at crits now.. *shrugs*
its about time i stepped down from HL1 critiques.
[addsig]Orpheus
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Posted by MisterBister on Thu Oct 28th at 6:12pm 2004
The first you've already done by reacting so well, the second is to pass on the favor to someone else down the road. There are all too few of us who bother anymore, and judging by the general quality of your map, you ought to be well up to the task.
You don't have to drop detail, all you have to do is put a kink in that corridor I was in and your peak should drop to ~12-1300, which is still high but quite accepatable by today's stnadards.
I will do my best to contribute as much as i can to this site since it really rocks =).
The reason why i havent joined this site until now is because the community i was hanging on called "www.leveldesign.nu" has gone down due to lack of sponsors. But hopefully it will be up again some day..
I have to ask you this a bit embarrassing question, since in american grades i have A in english, what the hell does "kink" mean?
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Posted by Orpheus on Thu Oct 28th at 6:16pm 2004
| ? quoting MisterBister |
|
I have to ask you this a bit embarrassing question, since in american grades i have A in english, what the hell does "kink" mean? |
bend it around.. make it less straight.
[addsig]Orpheus
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Posted by Dred_furst on Thu Oct 28th at 9:41pm 2004
Posted by Tracer Bullet on Thu Oct 28th at 10:33pm 2004
| ? quoting Orpheus | ||
bend it around.. make it less straight. |
Well, your english is very good but that is sort of an uncommon word. Orph is perfectly correct, but here is a bit more depth on what I'm talking about:
The blue arrow illustrates the problem. You have a very long sight-line, practically all the way across the map. In order to fix this you need to change the layout in some way. Obviously that's up to you, but the one I have suggested seems easiest to me. By wrapping that hallway around as I have shown you eliminate the very long line of sight.
[addsig]Tracer Bullet
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Posted by Cassius on Fri Oct 29th at 1:05am 2004
| ? quoting G.Ballblue |
|
You do realise there are maps out there where the r_speeds sore into the 2500's, and there isn't one bit of lag? |
Posted by MisterBister on Fri Oct 29th at 7:02pm 2004
Sorry i dont have had the time today. Ill throw up the pics tomorrow.
Stay tuned
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Posted by MisterBister on Sat Oct 30th at 2:08pm 2004
Finally i had time upload the images to my ftp. Well heres what i have done so far:
Note that the pictures are a bit darker than they really are ingame.
I thought that this room is one of the main areas and therefore making this room better would improve the overall impression of the map pretty much.
So i decided to remove lots of the white lights and strengthen the red lites seen to the right which i think made it look much more scary and not so "black and white" anymore.
In this corridor (seen to the left of the pic) I have removed a few lights making the small stair very dark and put some small lights at the sides just to break the darkness a little bit and creating a relly nice atmosphere.
Earlier today i had some time to improve the outdoor area. During the gametests i realized that this place was a bit too dark to be able to spot the enemy. So i increased the strength of the small lights and decreased the light_enviroment to create some nice shadows aswell. Im not really done with this part just yet.
This room gives me a real headache. The lightning just doesnt want to get right.
I have done some adjustments here and there which made it a little better but im still not happy... Suggestions are very appreciated.
Thanks to Tracer bullet who highlighted this problem i chose to make something cool with the holes in the ceiling by removing all the lights around it and putting a strong white light_spot do simulate the light from the hole. This makes it feel a little bit like a lighthouse in the darkness or something like that ^_^. I like the effect pretty much actually and i have done almost the same thing at the other place.
Heres another view of the "main" room. On the right you can see the other lightpool i mentioned above. Here you can see a signifiant differnece in the lightning of this area.
Ive removed almost all the lights in this "corridor" and let the lights from the main room light it up instead to make it look more scary and "atmospheric".
Finally i have taken a picture of the overview to show you the difference of the lightning compared to what i had before.
Other notes:
Because of the removal of so many lights, the compile time has cut down to half (from 1hour and 20 minutes to about 40 minutes). Which is a great thing.
I have also decreased the "bounce" option from 2 to 1 to make more sharp shadows.
Another great thing is that the map looks better than ever before ^_^.
I have uploaded the map to my ftp also so you can download it and take a look at it in its current state.
I have not yet started to fix the r_speeds problem but i have figured out a very simple and clean solution that will not affect the gameplay much at all and doesnt take much time to change either.
Download the map: http://home.no/misterbister/maps/DmCore.zip
Comments on the current pictures are very much appreciated.
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