My 2 FireArms maps
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Re: My 2 FireArms maps
Posted by Atrocity on Mon Sep 1st at 8:33pm 2003


my 2 firearms maps are in my profile, check em out if you want, leave some feedback?



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Re: My 2 FireArms maps
Posted by wacokid on Tue Sep 2nd at 10:07am 2003


rotate that truck about 45 degrees.





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Re: My 2 FireArms maps
Posted by Finger on Tue Sep 2nd at 1:36pm 2003


I have some issues with your debris.

 

area 1. -  It looks like the room was full of concrete, and someone knocked the wall off.  If this is supposed to be debris from, say, the roof caving in, that huge concrete brush isn't very convincing.  Try making a couple of fallen rafters, and some smaller chunks of debris on the floor of the room, instead of one solid block.

area 2. - This looks funny for a couple of reasons.  If that is supposed to be the wall that fell from the building above it, it looks way too thick, and the way it's skewed isn't doint it any justice.  The texturing is also throwing me off there.  That concrete texture just doesn't make any sense on the side of that brush.  I would break it (not literally)  into maybe 3 medium size brushes, texture it completely with the brick texture, and make them about 16 units thick.

Other than those obvious oddities, the screenies looked really nice.





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Re: My 2 FireArms maps
Posted by Finger on Tue Sep 2nd at 4:45pm 2003


I was bored, so I did a paintover to Illustrate what I was talking about with the debris.

 





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Re: My 2 FireArms maps
Posted by Atrocity on Tue Sep 2nd at 5:32pm 2003


o thank you for replies yeah i do suppose that all makes sense and i should prob take it intoconsideration, nice painting btw.



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Re: My 2 FireArms maps
Posted by Ferret on Tue Sep 2nd at 7:05pm 2003


hahah fingers



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Re: My 2 FireArms maps
Posted by Finger on Tue Sep 2nd at 7:26pm 2003


teehee.. I'll do makeover's for anyone else, if they like.



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Re: My 2 FireArms maps
Posted by Orpheus on Tue Sep 2nd at 7:30pm 2003


? posted by Finger
teehee.. I'll do makeover's for anyone else, if they like.

apparently, you ain't seen my ugly puss yet.. ask gollum.. it would take skills far beyond anyone at SP

[addsig]




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Re: My 2 FireArms maps
Posted by Atrocity on Wed Sep 3rd at 3:23am 2003


lol, well actually i migdo some mroe editing i liek the big chunk more to hide behind n stuff. im not e what exactly ill do. i think im gonna start an outdoors map for the mod JungleMist for HL2 soon so no more poly limits and i got awesome ideas for it. so who knows. [addsig]



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Re: My 2 FireArms maps
Posted by Finger on Wed Sep 3rd at 12:24pm 2003


Well, you can still have a big chunk leaning against the wall for cover - just don't make it so thick.



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Re: My 2 FireArms maps
Posted by Quasar on Wed Sep 3rd at 3:52pm 2003


ATROCITY!!!!!!111!!!11!!OENOEN!!11!!!

How ya been? Great maps btw





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Re: My 2 FireArms maps
Posted by Myrk- on Thu Sep 4th at 2:44am 2003


Gotta love the way people think:

 HL2!?! OMGAWD NO POLY LIMIT!

There most certainly is, HL2 is only HL1 with stuff chunked on top, model lods, distance brush loading with fog and skillfull brushwork make the levels in HL2 look good.

[addsig]




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Re: My 2 FireArms maps
Posted by Atrocity on Fri Sep 5th at 4:11am 2003


yeah, well i know that if i take my time and map s**t right then i wont have to worry about r_speeds cause i know how to use good vis blocks n s**t and HL2 is built better. Quasar hows it goin? thanks for compliment, ive been working on skies and maps latly not alot other than that.



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Re: My 2 FireArms maps
Posted by wckd on Thu Sep 11th at 9:06pm 2003


im using those same textures as a CS map.



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Re: My 2 FireArms maps
Posted by KungFuSquirrel on Thu Sep 11th at 9:13pm 2003


? quote:

?HL2!?! OMGAWD NO POLY LIMIT!


Technically, there isn't. HL2's limits are performance and framerate-based, not solid poly-based. I recall seeing that there's an included option to check complexity, something similar to the UnrealEd depth/complexity option - though obviously without seeing it I can't say for certain. [addsig]




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Re: My 2 FireArms maps
Posted by ReNo on Thu Sep 11th at 9:29pm 2003


Oh you are pedantic aren't you andrew

But you are correct, it was certainly stated by some valve folks that the r_speeds facility has been scrapped in favour of a more in-depth performance related scale. I'd say this is a good way of doing things, as lately I've found r_speeds to be a pretty unclear indicator. Take my level Seneca for example - w_poly hits 1600+ and yet I witnessed far less slowdown than I've had on maps with lower counts.

[addsig]




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Re: My 2 FireArms maps
Posted by Sinner_D on Fri Sep 12th at 1:31am 2003


i know lep could use a makeover...MUAHAHA

*runs and hides*

[addsig]




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Re: My 2 FireArms maps
Posted by Myrk- on Fri Sep 12th at 2:03am 2003


Well I read in an interview with Gabe that r_speeds do indeed still exist, it's the same engine still. Basically he said about how r_speeds have been altered to give a better indication of the maps speed or somat and it shows you problem areas, I can't remember exatly. [addsig]



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Re: My 2 FireArms maps
Posted by fraggard on Fri Sep 12th at 2:31am 2003


Erm, he said they have a new system that shows areas in maps where performance for a certain system config slows down. I don't think they're retaining the r_speeds. It's more like the netgraph system, I would say.



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Re: My 2 FireArms maps
Posted by ReNo on Fri Sep 12th at 11:04am 2003


"R_speeds" are just essentially various counts of the number of polygons on screen (and the time taken to render them), so technically they will always exist. The r_speeds command however, seems to have been dropped, in favour of a performance indicator that people have compared to the current netgraph tool, as Fraggard said. It will still take into account the number of polygons on screen, but thats not the sole indicator as in HL1.

[addsig]





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