dm_stonepark_b1
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Re: dm_stonepark_b1
Posted by Orpheus on Mon Apr 9th at 10:09am 2007


? quoting CombineX
?

ill try to remember that in my English test"!

That made me pee a little bit. Good one Combine.

You're quite welcome Juim. Lemme know when/if I can do it again. I liked most of what I saw. Haven't been this excited since your Klingon_dm.

[EDIT] You know I was thinking about that elevator shaft. You could add a broken elevator that stuck mostly on a floor below where you could walk on its roof and climb the ladder.

You could add some depth by doing that as people would be able to see the supposed next floor below.

As for the rest of the map, if you could increase the detail in the bland places that cannot be seen from topside, you would better this map without hazarding more frame rate losses from above. You have distinct areas some detailed, some barren. Having a distinction thats just being empty isn't one I'd care for in a map.

It would help a lot just to have some planters in your areas with benches and phones.

Keep plugging at it. It looks nice so far. Lets make it look fantastic.





The best things in life, aren't things.



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Re: dm_stonepark_b1
Posted by Juim on Sun Apr 15th at 2:23am 2007


OK I am kind of in a rush to get out the door but I wanted to post the first beta of dm_stonepark. I have made almost all of the changes suggested by Orph, the [FF] clan and others. I feel it's down to some visual tidbits and weapon placement. I am also in the market for some free optimization advice fromany one of you professor types out there. How to hint such a layout, and maybe a skip brush tut(???).

No screens tonight, I will update them tomorrow. Now the download:

http://gamersdiner.com/downloads/dm_stonepark_b1.zip

Thanks in advance for looking and commenting and stuff.




Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead



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Re: dm_stonepark_b1
Posted by Le Chief on Sun Apr 15th at 12:26pm 2007


Some of the Screen Shots Kinda look like the architucture from the Halo Foreunner levels.





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Re: dm_stonepark_b1
Posted by Orpheus on Sun Apr 15th at 12:33pm 2007


/Methinks I'll allow another to do any major critiquing. I'd hate to steal all the glory. <img src=" SRC="images/smiles/heee.gif">

I do however have a small bit to add.

StonePark_B1 Critique.

My only bit of unavoidable advice Juim. You have one of the biggest machines of anyone I know about online. You might be getting a distorted view of this map. If you have a smaller machine available, try loading this map in it and getting a different perspective on its problems.

I don't mean that in any harsh way. What I am saying is, you might question things, if you knew exactly where to ask them. A smaller PC would help you ask.





The best things in life, aren't things.



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Re: dm_stonepark_b1
Posted by Juim on Sun Apr 15th at 1:53pm 2007


Thanks Orph. I can appreciate the reasoning behind the fps issue. Thats why I would love a good helping hand with some optimization. I dont know if you discovered the teleporters placed around the map. The one screen shot you showed of the street actually has one just behind you which teleports you back up to the top of the structure inside the park. Also behind the art pieces outside theres a teleporter to a snipe walkway on top of the buildings, and from there you can teleport beack inside the main structure. I also added the ladder between the water pools.

Even though my rig is nice, its by far not the best ,and the lowest I can seem to get is 60fps anywhere inside the map. I'll focus the final betas on fps issues for lower spec machines. My laptop keeps it in about the 30-35 fps range and that;s a Go6400 graphics card. I will figure it out though I promise.





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Re: dm_stonepark_b1
Posted by Orpheus on Sun Apr 15th at 2:13pm 2007


I like the new teleporters. At least the smokey ones I found. If there are others that look differently, I didn't notice them. I was really just wandering around looking at the frame rates. My machine stuttered a few times when it dropped below 20.

Perhaps I need to look for some other drivers or something cause I saw a lot of high teens. If you are staying above 30fps, I might need to do so.





The best things in life, aren't things.



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Re: dm_stonepark_b1
Posted by Stadric on Sun Apr 15th at 7:50pm 2007


I saw this last night, but I haven't played it yet. I will however make a brief tutorial explaining skip brushes today. So just wait a few hours and I'll upload it.


Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying



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Re: dm_stonepark_b1
Posted by FatStrings on Mon Apr 16th at 1:52pm 2007


i checked out the alpha4 and it looked really good, i'm downloading this now and will check it out after school



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Re: dm_stonepark_b1
Posted by reaper47 on Mon Apr 16th at 4:13pm 2007


? quote:
Some of the Screen Shots Kinda look like the architucture from the Halo Foreunner levels.


lol, I bet you'd see something Halo-related even in a Rorschach inkblot test. <img src=" SRC="images/smiles/icon_wink.gif">

I'll check out beta1 this evening. I didn't have any specific complaints for the last alpha already, so don't expect a flood of feedback.

Maybe I can give you a simple tip for hinting, but I'm afraid it's mainly the very open layout + the water which causes the slowdown. Get rid of the water or use simple cubemap shaders and you'll get a 40% speed increase easily. But it will also look bad.

I'll have a look.






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Re: dm_stonepark_b1
Posted by Juim on Mon Apr 16th at 6:53pm 2007


I think I may get rid of the water. It's more important to me to have a playable map than to have a few small pools of water. I'll make them empty tanks or fill them in with displacement earth and flowers or something.


Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead



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Re: dm_stonepark_b1
Posted by FatStrings on Tue Apr 17th at 7:26pm 2007


image

you've got some missing polygons on your cylinder here




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Re: dm_stonepark_b1
Posted by reaper47 on Tue Apr 17th at 10:30pm 2007


Juim, I think you could fill the pools with a simple cubemap-reflecting water-shader. The fog could stay and doesn't do much in terms of performance ect. No need to get rid of them completely. If you need help on writing a custom, low-cost shader, that's a matter of 5 minutes. I can help you out with it.

Otherwise, this map is a pure joy. I love seeing feedback turning a good map into something awesome which is clearly the case here. The subtle changes in this version are very powerful.






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Re: dm_stonepark_b1
Posted by Juim on Wed Apr 18th at 3:54pm 2007


Hey Reaper, thanks tons for the compliment. I have experimented with cheaper water textures and lo and behold the framerates have gone up almost 80% in the widest view. From 60-ish to 100plus!. Very cool. I also got rid of the central tunnel, as Orph pointed out it was quite long and seemed redundant. So I plugged it. Also gone is the ticket booth. Just removed all the glass and door brushes, the structure is still basically there. I also raised the skybox so you cant throw objects into the ceiling anymore, (except gravnades which fly a great distance).

This weekend I am going to work on soundscapes for the map. I am still throwing around the 3d skybox idea, but I just may let that go until the next map. Look for what I hope will be the final beta this weekend.





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Re: dm_stonepark_b1
Posted by Juim on Sat Apr 21st at 9:43pm 2007


Here it is the final beta. I am most interested in performance numbers on this one. My previous post explains most of the changes. I am getting fps in the low hundreds in the widest views, and usually much higher. I added a few more touches. The only thing that will change between this and the final will be some minor window dressing and maybe some weapon/ammo tweaking, or of course any errors I may have missed.

the download:

http://gamersdiner.com/downloads/dm_stonepark_b2.zip

I will also be running a dedicated server today and tomorrow for playtesting if anyone is interested. I'll post the IP in a few.

server IP is 76.169.13.17:27015

It is running now.




Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead



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Re: dm_stonepark_b1
Posted by Orpheus on Sat Apr 21st at 9:56pm 2007


*sighs*

You spelled my name wrong in the readme.





The best things in life, aren't things.



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Re: dm_stonepark_b1
Posted by Juim on Sat Apr 21st at 10:36pm 2007


Sorry Orf . I intended to put a more detailed thank you in the final text file. You will be appropriately acknowledged for you excellent contribution and time spent.

PS servers up as I mentioned .

(whispers)

76.169.13.17:27015





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Re: dm_stonepark_b1
Posted by Orpheus on Sat Apr 21st at 10:42pm 2007


Sorry but I am in a really bad mood presently. Even in spite of my good fortune in getting my new place.

My f**king ex daughter-in-law.

I just took it out on you.

Ignore me, for a while...





The best things in life, aren't things.



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Re: dm_stonepark_b1
Posted by Juim on Sun Apr 22nd at 12:36am 2007


Understood,completely. PM me about loser relations. We could write a book together I'm sure.

Now about that map.........





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Re: dm_stonepark_b1
Posted by Orpheus on Sun Apr 22nd at 12:52am 2007


I think this map needs other eyes than mine for the last bits and bobs. Right now, it needs peeps with an eye for optimization and its practical uses.

Not that I'm bailing out on you but in all fairness, my HL2 skills are sorely behind the pack.

The fact that this map has come so far is a testament to your willingness to alter your view, in favor of what needs to be.

I will try to load the new version just to get some FPS information for you since you have already optimized since I saw it last.





The best things in life, aren't things.



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Re: dm_stonepark_b1
Posted by Orpheus on Tue Apr 24th at 12:48am 2007


A marked increase in frame rates. Good job Juim. <img src=" SRC="images/smiles/clap.gif">

My only thing: Put a vent in the place of the steam sprite I posted. The steam is coming through the wall without any passage.

Stonepark_b2





The best things in life, aren't things.




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