Posted by Orpheus on Mon Jan 17th 2005 at 7:32pm
sometime after valve is done perhaps?
[addsig]
Posted by Inflatable on Mon Jan 17th 2005 at 3:54pm
Map looks awesome.. But I hope the fps-performance is ok aswell.. <br> <br>ETA on release?
Posted by Tracer Bullet on Fri Jan 14th 2005 at 3:28am
Nothing big here since I think everyone has already done a pretty through job.

I bet you never though your map could be this ugly! Welcome to my computer.

Besides being slow, this is way too long of a sight line for the confined space. I think that even if you make the pipes big enough to run through, you still ought to put an occluding model or something to make these places less exposed.

Brush overlap.
I agree with everyone else's assessment. All that duck-jumping and stuff got very annoying. the pink shadows were weird, but I honestly might not have noticed if it hadn't already been pointed out. There really isn't much left to be said.
Good Job!
[addsig]Thanks guys. Well the good news is that most of those dodgy bits, like the pipes and things, are easily fixed, so they'll be done for the public release, along with the fixed up weapon placement to correspond with the changes. Hopefully that'll make the entire map the same high standard.
I don't know what was going on with the water Grobachev, but I noticed it too. It only does it from a few places and only on that water. I'll look into it, along with the poofy pink shadows
Thanks for the helpful comments, with them it shouldn't take too long to get the map ship shape. If any of you have maps you want me to check out I'd be more than happy to return the favour.
[addsig]
Posted by Gorbachev on Thu Jan 13th 2005 at 6:13am
I got the map to crash.
[edit] I'll throw in a few things I found.
For the record, this is my system:
-Barton 2500+ at 3200+ speeds
-1GB RAM
-128MB 9800 Pro
Video Settings in-game:

Only this area and angle did this...water's okay here...

Step forward a touch, and it fogs up and gets almost flickery.

Lowest fps I could get in the corner was 36fps. Could be worse, could be better.

The cement brush is overlapping a few feet above the pipe there.

Perhaps use the bent piece of fence model on the left there to add a bit more connectivity?

The decal is getting cut-off here, maybe switch it with a thin one somewhere else, a trade-up.

This problem is evident in most places...the stairs are all repeating the same texture and alignment, mix it up with slight variations to make it look natural.

[addsig]
Posted by Yak_Fighter on Thu Jan 13th 2005 at 4:43am
I am astounded at how well this map runs. Granted I can get FPS lows of 35 in a couple of areas, but for the sheer size, openness, and detail of the map this is just something else.
I agree with much of what Reno and Orph have said, but I would add that I think there may be too little cover in the waterway area, especially when compared to the ground level of the under-construction area. Although perhaps diversity is a good thing. All the duck jumping and crawling gets very annoying, and really isn't conducive to good DM flow. There were too many long pipes to crawl through in my opinion, especially for the RPG (given that there's one in the waterway in the cargo container that's easily gotten). They are deathtraps, and in a game with more players they will probably be completely avoided, which could hurt the connectivity you're going for. I would try to make the pipes big enough to walk through (except for the RPG one, where it makes sense to have something that dissuades players from constantly going after it). The connectivity is both strong and weak. It's easy enough to get to most areas of the map, but then there are sections like the piping and the topside of the construction area that can become chores to move through. If I were playing in a game I would deliberately want to avoid using certain passages because I would know I would die without any real chance of returning fire. That may be what you're going for though, so its up to you.
I would say this map has sections of utter brilliance (the ground level close to the cliffside), some decent areas (waterway), and some really annoying areas (the whole pipe section). The map is really let down by these weaker sections, but it's impossible to ignore the awesome sections and the gameplay potential they provide.
[addsig]
Posted by Mouse on Thu Jan 13th 2005 at 3:30am
I was thinking about that possibility, so I threw the VMF file on the CD, also. Map looks real nice, can't wait to download. All these quality maps that have been released or announced in the last week are really a step up from some of the earlier maps. The Valve contest is a great way to step up the quality level.
And yet killbox is still on 20 different servers.

