Re: dm_defenestrate
Posted by lamellama on Sat Nov 4th at 10:24am 2006
3 hours, 52 minutes, 39 seconds elapsed
Thanks guys you were right, I had overlooked quite a lot of stuff which could be function detail. This will save a lot of time.
Also I have figured out the water problem, I have blocked the view of much of the water to improve the ingame performance and it has made a big difference, it did require a big redesign but it was worth it.
lamellama
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Re: dm_defenestrate
Posted by Orpheus on Sat Nov 4th at 1:25pm 2006
? quoting lamellama
Thanks guys you were right, I had overlooked quite a lot of stuff which could be function detail.
This site has a roster of about 95% pricks who collectively know just about everything there is to know about level editing for HL. (the other 5% know something about HL as well, but being pussies... well their only 5% so I guess every site needs a bit of pussy)
A point in your favor is that you finally did what you were instructed to do. Most will remember this and help you again someday.

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Re: dm_defenestrate
Posted by Captain P on Thu Jan 4th at 7:19pm 2007
I ran through it for a while, and it looks nice. More 'happy', sunny, compared to the HL2 highway 17 levels.
<br>
<br>Performance wasn't super though, I got 20fps on average, with 15fps as a minimum. I don't know how that behaves when put on a server, but it's on the edge I think.
<br>
<br>Gameplay-wise, I haven't tested it against others, but it felt very linear to me. The map doesn't look very balanced either with the RPG placed on a high, easy-to-defend spot. Of course, the crossbow can be found on the other side, but that one is pretty inaccurate on long distances, and besides the houses there's virtually no cover against the RPG.
<br>The houses provide some variation with their close-quarter combat, but I think you should've added more of them to outbalance the RPG, and made their entrances less narrow and remove the doors, because these slow down movement a lot.
<br>
<br>All in all, looks nice, but I'm not so sure about how it'll play.

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Re: dm_defenestrate
Posted by lamellama on Sun Dec 31st at 1:00pm 2006
Thankyou Skyrider, the map is now on filefront.
lamellama
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Re: dm_defenestrate
Posted by Captain P on Thu Jan 4th at 7:19pm 2007
I ran through it for a while, and it looks nice. More 'happy', sunny, compared to the HL2 highway 17 levels.
<br>
<br>Performance wasn't super though, I got 20fps on average, with 15fps as a minimum. I don't know how that behaves when put on a server, but it's on the edge I think.
<br>
<br>Gameplay-wise, I haven't tested it against others, but it felt very linear to me. The map doesn't look very balanced either with the RPG placed on a high, easy-to-defend spot. Of course, the crossbow can be found on the other side, but that one is pretty inaccurate on long distances, and besides the houses there's virtually no cover against the RPG.
<br>The houses provide some variation with their close-quarter combat, but I think you should've added more of them to outbalance the RPG, and made their entrances less narrow and remove the doors, because these slow down movement a lot.
<br>
<br>All in all, looks nice, but I'm not so sure about how it'll play.

Captain P
member
1370 posts
247 snarkmarks
Registered: Nov 6th 2003
Location: Netherlands
Occupation: Game-programmer