cs_harvest
Post Reply
Quote
Re: cs_harvest
Posted by R_Yell on Fri Apr 15th at 4:21pm 2005


Hi, this is a general map overview:

http://usuarios.lycos.es/gpumania/downloads/cs_harvest0077.jpg
http://usuarios.lycos.es/gpumania/downloads/cs_harvest0078.jpg
http://usuarios.lycos.es/gpumania/downloads/cs_harvest0079.jpg
http://usuarios.lycos.es/gpumania/downloads/cs_harvest0080.jpg
http://usuarios.lycos.es/gpumania/downloads/cs_harvest0081.jpg
http://usuarios.lycos.es/gpumania/downloads/cs_harvest0082.jpg
http://usuarios.lycos.es/gpumania/downloads/cs_harvest0083.jpg
http://usuarios.lycos.es/gpumania/downloads/cs_harvest0084.jpg
http://usuarios.lycos.es/gpumania/downloads/cs_harvest0085.jpg
http://usuarios.lycos.es/gpumania/downloads/cs_harvest0086.jpg
http://usuarios.lycos.es/gpumania/downloads/cs_harvest0087.jpg
http://usuarios.lycos.es/gpumania/downloads/cs_harvest0088.jpg

There are 4 main zones: the barn, the corn field, the harvested field and the house (and sorrounding area).

Objetive: hostages are in the farm's house, CTs must take them to the barn.

About performance, it depends on cl_detaildist settings (sprites LOD). By default -1600- almost all zones are over 60 FPS (without other players or bots). 3000-4000 is recomended for high end processors.My system is an athlon 2800+ (barton core) with 1GB ddr400 and geforce 6800 gt.

It will be out soon, just remain small details (adding more realism to rocks, finish interiors, adding some cover where needed, etc.)




Quote
Re: cs_harvest
Posted by Ferret on Fri Apr 15th at 4:49pm 2005


terrain is very uninspired, flat, until you get to random rocks in the ground. Nothing like a real world would look like. You need blending layers on the ground in more random areas to break up the repetition. Your decorations layer with shrubery needs more variation. Corn stalks could also use some repeptition but since they're harvested that way you can get away with that. The house looks pretty good. Good idea for the hay barrels things but maybe awkward placement as they wouldn't raendmoly be infront of thehouse haphhazardly like that. Nice job keep it coming.




Quote
Re: cs_harvest
Posted by R_Yell on Fri Apr 15th at 5:03pm 2005


I agree, when the main things will be finished I'll concentrate on final look. More work is needed with displacement tool.






Quote
Re: cs_harvest
Posted by RA7 on Mon Apr 18th at 9:35am 2005


I like the setting, but it's true that the terrian is a bit empty.




Quote
Re: cs_harvest
Posted by SpiKeRs on Mon Apr 18th at 12:56pm 2005


Really like the look of this, gj, only crit wud be that certain areas look little flat




Quote
Re: cs_harvest
Posted by The_6th_monkey on Tue Apr 19th at 10:43am 2005


looks very cool can't wait to play this smiley [addsig]



Quote
Re: cs_harvest
Posted by Orpheus on Tue Apr 19th at 11:00am 2005


? quoting Ferret
terrain is very uninspired, flat, until you get to random rocks in the ground. Nothing like a real world would look like.

Don't get out much do you master ferret

Farmers spend their entire lives getting rocks out of those annoying random places.

Forgetting terrain for the moment, (which i think is perfectly adequate for this map) you need some more fundamental items.

fences to keep animals away from crops.
water troughs..
grain silo's.
smaller stock pens, for say pigs and chickens..
refuse piles..
broken trucks and tractors..
farm fuel tanks..
ponds..

put some of these in and post some new screens.

[addsig]




Quote
Re: cs_harvest
Posted by R_Yell on Tue Apr 19th at 3:19pm 2005


Thx orpheus for your suggestions:


fences to keep animals away from crops -> included, I think they appear in some shots, but not in final position

water troughs.. -> will be near windmill

grain silo's -> I'm making one in XSI, I plan to put 2 or 3

smaller stock pens, for say pigs and chickens -> will not be an animals farm

refuse piles -> could be added, but I'm thinking in fertilizer bags like cover. I'll try to model that

broken trucks and tractors -> someone offered me help to model, if I can get one of those vehicles will be nice (edit: I was thinking in the tractor, but there is a broken truck, with the green skin)

farm fuel tanks -> there is one

ponds -> there is one






Quote
Re: cs_harvest
Posted by habboi on Tue Apr 19th at 3:42pm 2005


Yeah I noticed the pond, fuel tanks in the older pictures.
When I first saw this I exploded with joy and now it has buildings I love you :P

Uhh just finish it soon and I will do anything ANYTHING!

[addsig]




Quote
Re: cs_harvest
Posted by R_Yell on Tue Apr 19th at 4:01pm 2005


? quote:
Yeah I noticed the pond, fuel tanks in the older pictures.
When I first saw this I exploded with joy and now it has buildings I love you

Uhh just finish it soon and I will do anything ANYTHING!



he he I 'll try to finish soon, but don't want to rush. When all be where it should, the map will be released.





Quote
Re: cs_harvest
Posted by Joss on Wed Apr 20th at 1:42am 2005


Hey R_Yell, how does the pic with all the clumps of grass (pic 0055) process? Framerate-wise(?)

Just wanted to get an idea of how the engine handles more of a tighter grass count.




Quote
Re: cs_harvest
Posted by R_Yell on Wed Apr 20th at 8:49am 2005


? quote:
Hey R_Yell, how does the pic with all the clumps of grass (pic 0055) process? Framerate-wise(?)

Just wanted to get an idea of how the engine handles more of a tighter grass count.


grass taxes CPU a lot, is not usable in big quantities except in non combat zones like that (it's a spawn point). I did some research here:

http://www.gpumania.com/foro/viewtopic.php?t=3012

Only top end athlon64 system can get 60+ FPS in that zone when the cl_detaildist (controls vegetation LOD) is set to 5000. But take in consideration that default cl_detaildist is only 1600 units, that's the reason I'm using detail sprites everywhere, every system can handle differently.




Quote
Re: cs_harvest
Posted by Joss on Wed Apr 20th at 11:52pm 2005


Hmm. That's too bad; I thought it would handle it like the CryEngine, using a base model and then use clones of that to process an entire field of vegetation.

Oh well.




Quote
Re: cs_harvest
Posted by R_Yell on Thu Apr 21st at 3:08pm 2005


well, I think this is the same process, but far cry uses something called geometry instancing to clone those sprites in the video card (without CPU intervention), I hope Valve implements it in a near future.




Quote
Re: cs_harvest
Posted by Dark|Killer on Thu Apr 21st at 3:12pm 2005


Did you insert each plant |one by one| into the map ?! O.o

[addsig]



Quote
Re: cs_harvest
Posted by omegaslayer on Thu Apr 21st at 3:37pm 2005


IMO the map looks good right now. What I like is your using custom models. Im just worried about cover (gameplay). To me this is a sniper map (which is fine). But it looks to me like a Terrorist could buy an AWP or scout (camp in the barn) and reign head shot after head shot on the CTs. Maybe provide more vegitation for a ct to sneak up on the barn, or a network of hills/trenches that the CT can hide in.

[addsig]




Quote
Re: cs_harvest
Posted by R_Yell on Fri Apr 22nd at 9:24am 2005


> Did you insert each plant |one by one| into the map ?! O.o


Oh no I used custom detail vegetation definitions applied to custom blended materials. In the case of corn plants they are "planted" by hand (copy special in fact) because those are not detail veg.

> Im just worried about cover (gameplay). To me this is a sniper map (which is fine).

Yes, I aware of this, don't want to make a sniper map. But the gameplay is different what you think, the barn is the rescue zone and CTs had the adventage to control it (they get there soon than Ts). Ts must defend the house, there are 3 ways to go there. Center route is where barn is placed. The other 2 routes are sorrounding. I'm planning to make 3 different aproachs, the first route will be "awp like", the center route will have some mix shorter/mid distances, and the last one (the corn field and such) will be a "pistol/short guns" route.




Quote
Re: cs_harvest
Posted by G4MER on Mon Apr 25th at 10:13pm 2005


I like it, it looks very nice. Now the problems..

This map would be an AWP fest. Its way to open for a CS:S map.

Most CS:S players would not play this map.

[addsig]




Quote
Re: cs_harvest
Posted by Addicted to Morphine on Mon Apr 25th at 10:42pm 2005


I haven't played your map but if you somehow added a route to the hostages that caters specifically to close quarter combat then this could balance out the openness. If the only way to the hostages is easily covered by a sniper with an AWM, then this map might not be too fun. But then again, I feel like de_aztec caters to snipers and it is insanely popular.
[addsig]




Quote
Re: cs_harvest
Posted by Cassius on Mon Apr 25th at 11:09pm 2005


I second most of the comments put forth in this thread, but man, I have to say, I love the general theme/look of this one. It's so serene.

Maybe I'm just a sucker for terrain maps.






Post Reply