Breakship


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unrated
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5399 views
2006 downloads
Game: Counter Strike Source
Added Wed Nov 16th 2005

Map Description

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A map with two breakable and sinkable wooden galleons in a close range cannon fight.


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Discussion
0 starsPosted by jockrock on Thu Sep 8th 2005 at 5:41pm

What a great map. I have a suggestion.......movable cannons <img src=" SRC="images/smiles/icon_smile.gif">

What do you think?

0 starsPosted by smidsy on Thu Aug 18th 2005 at 12:28pm

i played on this map on the net buy chance i found it and other breakfloor maps aswell there quite fun tbh i liked this one aswell specially the cannons one prob tho i kept gettin spawn killed when spawning in the crows nest...that was the only downside..
0 starsPosted by LionO on Thu Aug 18th 2005 at 9:06am

I love this map, but can you please, please, please convert it for use in
the HL2 mod, Battle Grounds 2. (http://www.bgmod.com/) It would be absolutely perfect. You need not change anything, although you could put flag entities somewhere.

Thanks, -Lion-O
0 starsPosted by im.thatoneguy on Sun Jul 24th 2005 at 4:51am

Glad to hear it.

Myrk this is how I rate generations since there is no clear cutoff mark.

[Gen 1]

Software and Hardware rendered graphics. Vertex shaded.

Quake
Quake II
Half Life
UT etc.

[Gen 2]

Hardware T&L required. Pixel Shaders Come into Maturity. Still mostly vertex shaded.
UT2k3-4
FarCry 1.0
Half Life 2 (lost coast starts to cross over)

[Gen 3]

True Per Pixel shaders such as Phong. 64-128bit color.

Unreal 3 engine
Many NextGen Console games.

[Gen 4]

SSS, Caustics, Area Shadows, Radiosity. Ray Traced reflections and refractions.

Really good looking games in the year 2008

[author]
Posted by Supa on Sat Jul 23rd 2005 at 1:49pm

? quote:
So.... your map is always going to be running on Mat_fullbright 1! PLEASE say I misunderstood what you just said. I


Clearly you did. On the breakship map that I sucked it up and made entirely out of brushes already, the func_breakables have cast and recieve shadows off. That means they are lit by the world direct and ambient light with no shadows from other objects. That is not mat_fullbright.

If you look at the new ship model in game pic it is not full bright. It is vertex lit which IMO looks better with the curves of the ship and sails. Since models can't cast shadows onto themselves, the net effect is the same as the previous map.
0 starsPosted by Myrk- on Sat Jul 23rd 2005 at 11:13am

Lol HL2.5, plz, HL2 is half way between Gen 1 and 2 in my books. Theres not even real time shadows of models with respect to light fixtures, or proper scope renditions. Compare HL2 engine to Farcry- thats alot more advanced.
0 starsPosted by im.thatoneguy on Sat Jul 23rd 2005 at 8:14am

? quote:
As for lighting, i had to disable all shadow casting and recieving for the brush version anyway to try and improve performance on older machines.

So.... your map is always going to be running on Mat_fullbright 1! PLEASE say I misunderstood what you just said. I don't know about you, but most users have been expecting at least basic light/shadows since Quake 1. Even Doom had basic lighting, This is the last of the 2nd generation of Video Game engines. We're just starting to do really cool s**t before Unreal 3/Crytek/Half Life 2.5 blows the doors clean open. And you're not planning on having lights!

If I understand you correctly, you need to stop and think about the growth potential for your map. The idea of a ship is really cool (and UT 1 had a great pirate ship.), but you're going to have to suck it up and make it out of brushes, or obscene amounts of baked on texture work.

[author]
Posted by Supa on Fri Jul 22nd 2005 at 6:27pm


0 starsPosted by im.thatoneguy on Fri Jul 22nd 2005 at 4:53am

Just be aware that you can't use lightmaps/shadows on a model. You *could* bake on textures , but that would significantly increase texture memory requirements. Just speaking from experience, if at all possible, ignore large scale props, they're nothing but trouble.
0 starsPosted by keved on Thu Jul 21st 2005 at 3:16pm

If most/all of the traversable floor space will be set on the ship you might also want to think about breaking up the ship model into smaller pieces and bringing them into Hammer as individual prop_statics, in order to help performance.

i.e., you'll be able to block visibility with brushwork as Myrk suggests and use occluders so that the masts and such are not being rendered by players below deck, etc.

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