Posted by G4MER on Mon Mar 27th at 3:31am 2006
Posted by MisterBister on Fri Apr 7th at 12:22pm 2006
I planned to release a Beta this weekend but during a last minute test with some friends i quickly realized that i have to brighten the map up. Everyone with CRT monitors had a real hard time playing the map because of the darkness. Ill focus on improving the lighting and release a beta next weekend.
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Posted by Captain P on Fri Apr 7th at 1:12pm 2006
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Posted by Orpheus on Wed Apr 12th at 7:36pm 2006
I planned to release a Beta this weekend but during a last minute test with some friends i quickly realized that i have to brighten the map up. Everyone with CRT monitors had a real hard time playing the map because of the darkness. Ill focus on improving the lighting and release a beta next weekend.
Hammer used to have "Minimum light level" setting in the properties. Can you not quickly set this instead of trying to brighten up the entire map by hand?
I imagine a little experimentation could give you the desired minimum levels you desire without ruining the effect you crave.
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Posted by MisterBister on Wed Apr 12th at 8:05pm 2006
I planned to release a Beta this weekend but during a last minute test with some friends i quickly realized that i have to brighten the map up. Everyone with CRT monitors had a real hard time playing the map because of the darkness. Ill focus on improving the lighting and release a beta next weekend.
Hammer used to have "Minimum light level" setting in the properties. Can you not quickly set this instead of trying to brighten up the entire map by hand?
I imagine a little experimentation could give you the desired minimum levels you desire without ruining the effect you crave.
Hrrm, never seen that option. However ive brighten it all up by hand now anyways. It didnt take that long.
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Posted by Orpheus on Wed Apr 12th at 8:18pm 2006
It was there I assure you.
Is the download link current? I'd like to see this thing, but I cannot afford to download an older file with my 56k connection.
I could be persuaded to do a critique, with a bit of slobbering on your part. " SRC="images/smiles/heee.gif">
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Posted by Captain P on Wed Apr 12th at 9:51pm 2006
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Posted by Orpheus on Wed Apr 12th at 9:55pm 2006
So, are you confirming that you saw the "Minimum light level" thingy I mentioned, or are you just adding an alternative option?
I never used it, but I saw it... I think. 
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Posted by MisterBister on Fri Apr 14th at 2:09pm 2006
Orph:
The current downloadable version is an early alpha release.
Download size will be around 18megs im afraid. Hope your 56k can take that =/.
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Posted by G4MER on Fri Apr 14th at 10:56pm 2006
Posted by Orpheus on Fri Apr 14th at 11:06pm 2006
Downloading. And yes 18 megs is a steep climb but I'll manage.
Problem is, my download says "5.02 megs"
Whats up with that????
18 megs isn't to much, as long as I don't have to do it but once more for the finished map. Hopefully, I won't find anything that calls for a total rebuild. 
yeah, as if.
[EDIT]
I do have one bit of advice. If you forget, even for a moment to add the proper and full credits into your readme... You're not likely to get much more help on any future projects. Don't laugh, its happened before.
/me looks at map now.

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Posted by MisterBister on Sun Apr 16th at 9:00pm 2006
Some images in this post have been automatically down-sized, click on them to view the full sized versions:
Some images in this post have been automatically down-sized, click on them to view the full sized versions:
Some images in this post have been automatically down-sized, click on them to view the full sized versions:
Some images in this post have been automatically down-sized, click on them to view the full sized versions:
Some images in this post have been automatically down-sized, click on them to view the full sized versions:
Some images in this post have been automatically down-sized, click on them to view the full sized versions:
Some images in this post have been automatically down-sized, click on them to view the full sized versions:
Orpheus:I havent released the BETA until now..
I managed to make the whole package into 12 megs, just for you.
I never forget to add proper credits. Just check my last map, the credits list houses around 50 people and personal comments for everyone.
I have now tested the beta with some friends and made sure that it works as it should.
You can download it here:
http://www.home.no/misterbister/maps/dm_cloudcityBETA.rar
The fundamental layout of the map will not be changed very much at this point, however im open to all crits you can give me.
Please test the map with some friends if you can and tell me what you think. I would greatly appreciate that.
Heres a list of things that i WILL change/add with the final version:
Sounds (Ambients and stuff, everywhere)
Throwable objects
Materials (Ill replace some of the materials, aswell as make new ones)
3D-sky (will probably remade quite alot)
Weapons (Probably change their position aswell as add some where they are needed)
Teamplay (Ill add specific spawnpoints for teamplay)
Ads (Ill completely remake all the ads)
Here's some images of Dm_cloudcity BETA:
Again, the map can be downloaded here:
http://www.home.no/misterbister/maps/dm_cloudcityBETA.rar
Feedback is appreciated.
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Posted by Orpheus on Sun Apr 16th at 9:12pm 2006
I wasn't accusing, just covering all bases. I cannot leave anything to chance.
You can't blame me, after all you told me to shut up as both Orpheus and Underdog.
/me downloads now. Thanx for accommodating my needs. " SRC="images/smiles/icon_smile.gif">
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Posted by Loco on Sun Apr 16th at 10:07pm 2006
Posted by G4MER on Sun Apr 16th at 11:06pm 2006
Posted by Orpheus on Mon Apr 17th at 2:04am 2006
I could spend sentences patting you on the back for what you have accomplished but, I do not really think thats what you're after. The map, architecturally speaking, is superb. It taxed my machine a bit, but no where so badly that I couldn't run it. The map has much to see, but is strangely barren. Its architecture is great, but the attention to the small stuff is missing. The crate situation is... It leaves something to be desired. I love the textures on them, but, there are simply to many. The lighting is my chief complaint. As I said in the critique, its more than likely due to my settings. There is a sever lack of sounds for a map so large and a metal theme. (which you plan already)
The map had connectivity out the butt, but, being mostly metal, there were no distinguishing landmarks. One could be in a constant state of "Being lost"
The map, isn't ready for release but, its damned close. Put in a bit of time into the little things and you'll do fine.
I feel that my critique covered a large portion of the things that need addressed, but I would feel much more comfortable if more people put in some time for more critiques. A map this size needs more eyes.
I might be encouraged to do one more critique before release, but.. We'll see.
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Posted by snowforskate on Mon Apr 17th at 3:19am 2006
http://img80.imageshack.us/my.php?image=dmcloudcitya7400007nv.jpg
http://img80.imageshack.us/my.php?image=dmcloudcitya7400019ba.jpg
the one of the blank wall with 30 fps is just me moved over to the right of the other screenshoot, the fps are still about the same tho. From my experence this fps loss is caused from not wraping the skybox enough, and/or having a realy long/wide skybox wall. If you can wrap your skybox to the outside walls more and use more world brush to seal your map instead of skybox brush I bet you would double your framerates on those spots.Thats whats I've experenced. Hope this helps. Its a very nice map and I would host it on my server if the fps were better.
Posted by mazemaster on Mon Apr 17th at 4:05am 2006
http://www.snarkpit.net/pits/orpheus/critiques/cloudcity/photos/photo22.html
This might be what Orph was getting at, but you could really make the hallway look good by adding "trim" to the floor. So like next to the wall the floor is metal, and then in the middle of the path its carpet.
Posted by Orpheus on Mon Apr 17th at 11:34am 2006
You're pissing about 30 FPS? Then you post a 180k image? ![]()
Has it occurred to you that 30 FPS is excellent?
Has it occurred to you that it might be your machine?
I have a 9800 pro and the worse I could locate was 27 FPS (still great) for a long distance shot at medium/high settings?
If the framerates dropped to 15 or so, I'd bitch but to cry about 30 is bulls**t.
If I were you, I'd look into why my much older video card is giving much better results than yours is.
My machine specs:
3500+ @ 2.2 ghz
1.5 gigs ram
9800 pro 256 megs video
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Posted by reaper47 on Mon Apr 17th at 11:50am 2006
Here's what I noticed on a first look:
You stated that this map is made to "push the limits" so I won't spend too much time criticizing the FPS but you should know that people will complain about it running very slow on a full server. Also with some optimizing you could improve it a bit without much eyecandy lost.
[edit] I agree with Orpheus, I have a 9800 Pro and the map runs at 30+ FPS with 1280x960 and 2xAA. So it's not that bad.
I absolutely love the skybox. The cars flying around, the huge buildings in the distance, the perfect cloud effects... Also I like the advertisements, put more of them into the distance, too. Make sure the player wonders if there are similar places like the one you're running around in the distance. Connect it with the playing area more. It makes the setting more lively.
My biggest complaint is probably lighting. Everything seems to be covered in a constant brighness. There isn't any real contrast. My tip for this is usually to keep the ceilings darker by using spotlights. Maybe less different colors and especially "white" lights, more blues and yellows but not too close to each other. More like yellow for the inside and blue for the outside, for example.
Texture use is good at places but sometimes the mix is strange. The green floor tiles look too low tech for a place like this. To be honest I don't like the orange lines at all. A tip: Try to replace the orange texture by a white stripe of brightness. I think it could work! I don't really have a problem with the carpet texture. It makes the place look more like an actual city than a mechanical space station, that's something I like. It needs more borders and trims, though, like most floors in the map. Many grey textures are used, but different shades of grey (greenish, blueish then some absolutely neutral color in between). This makes the whole place look colorless although it already uses almost the whole spectrum. Try to define one main color for each area, like with lighting.
The only thing I don't like about the architecture is that there are too many, too long corridors. They mostly look the same and you feel like the detail is streched a bit, making it look bland at close range. This could be improved by slightly better aligned textures, a few borders maybe. Ideal would be some high detail models for the arches, but I know that's not easy
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