returndm_defenestrate by lamellama


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Game: Half-Life 2: Deathmatch
Added Sun Dec 31st 2006

Map Description

This map has a discussion topic which can be visited here

Based on the single player coast levels.


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0 starsPosted by reaper47 on Tue Oct 31st 2006 at 11:53am

The compile log could revleal something! There MUST be something wrong. Maybe you better make a post in the editing forums!

28 hours? You're not rendering a Pixar movie <img src=" SRC="images/smiles/icon_biggrin.gif">
[author]
Posted by lamellama on Mon Oct 30th 2006 at 4:01pm

Oh that is strange then.
0 starsPosted by midkay on Mon Oct 30th 2006 at 3:37pm

Huh? No water, cheap water, and expensive water all don't affect compile time at all. Water will affect in-game performance, but it most definitely won't add more than half a second to your compile time.
[author]
Posted by lamellama on Mon Oct 30th 2006 at 1:18pm

The theme?

I used all the optimisation techniques with the exception of occluders and areaportals. The only thing is there is a lot of expensive water in the map, which goes against the multiplayer mapping code but it just doesnt look as good without it. Its also slowing down the compiling a lot but the performance is good, I only have a geforce 4 but have an average of 30 fps with settings on high.

I can't bring myself to change the water although it is obviously effecting the performance. I'll try compiling it with cheap water at least and see how much difference it makes.
0 starsPosted by reaper47 on Sun Oct 29th 2006 at 10:46am

Very respectable for a first map!

Compile time shouldn't take more than half an hour. For a full, final compile...

http://www.student.ru.nl/rvanhoorn/optimization.php try that tutorial and read it throughly. You've got some big optimization error here! This should also affect the map and probably makes it run worse for players, too!

Nice colors and brushwork, but try thinking of something a little more memorable for the theme!

A few general tips: Avoid dead ends (two or 3 ways out of every area), seperate larger parts from each other so the engine doesn't have to draw everything at once (performance!).

Good start! <img src=" SRC="images/smiles/icon_smile.gif">
[author]
Posted by lamellama on Sat Oct 28th 2006 at 11:59am

Thanks guys, its true about the top of the cliff but it should be out of site when actually playing as i was using noclip to take the screenie. The mojority of props are in the buildings, hopefully after throwing through the windows it can be turned into a wasteland image

I'll consider doing something to the roofs, I was going for efficiency when I did them but cant hurt that much.

Is it not under HL2? image oops
0 starsPosted by mazemaster on Sat Oct 28th 2006 at 6:35am

With a name like dm_defenestrate I was hoping for a huge window that you can toss people out of. )-:
0 starsPosted by G.Ballblue on Fri Oct 27th 2006 at 8:06pm

Also, some of those rooftops on the cabins could use a little reworking <img src=" SRC="images/smiles/icon_wink.gif"> They need to droop over the walls a bit.

But on the topic of garbage and junk: I think it's a breath of fresh air to not see an HL2 map that looks like a wasteland. Just my personal thoughts, though <img src=" SRC="images/smiles/icon_smile.gif">
0 starsPosted by French Toast on Fri Oct 27th 2006 at 4:38pm

Looking at the screens... it just lacks a certain 'junk' aspect that HL2 and CS have. There's just not enough crap scattered around imo.
0 starsPosted by G.Ballblue on Fri Oct 27th 2006 at 3:32pm

Only thing I would have suggested to you would have been to make the top of the cliff in screen2 much less flat. Looks like an anvil top to be honest :P

The river stuff in screen1 is impressive, particularly the bridge architecture. I also think the water shine is just perfect for that area.

And on a quick side note, I think you have the map file under the wrong category <img src=" SRC="images/smiles/heee.gif"> Methinks it should be HL2DM (?), not HL :P
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