Dungeon Death by Dark Tree

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Map Description

This single-player minmod is my first attempt at a HL1SP. There are a bunch of secrets....soo...whoppde frickn do.

There are a lot of gameplay bugs in this but oh well. If I ever polish this up for HL2 (unlikely) or HL:S (even more unlikely since I don't have it) then those would be fixed. If you get stuck, PM me and I will show you what to do, you idiot.

Funny looking back at a map you made some time ago and realizing how many things could be improved.

Screenshots are outdated...soo...to see actual in game screenshots then play it.

Also....the game plays better in WON...well..not really...but I took a lot of time to make menus and such for WON that don't show up in Steam, as the menus arent the same. Game runs fine in WON and Steam. Enjoy

Discussion

Posted by NotLagur2 on Tue Nov 2nd 2004 at 10:20pm

I like the concept. You should make this map for svencoop. AFTER improving it.
Posted by Dark Tree on Tue Nov 2nd 2004 at 10:17pm
[Author]

I'm sorry...but I do get a smooth 50+ fps on a 1.54 GHz machine....There should be no areas in the map where the map is unplayably slow
Posted by Orpheus on Tue Nov 2nd 2004 at 9:49pm

OK, then, thats what i thought.. now.. go dload my map Double_Trouble and post a screenshot of the castle area.. there are two or three each on those torches.. i think its three.. but i want to see your r_speeds..

i have a sissy comp and it runs smooth in there..

now if it runs smooth on yours too.. then i bet its a compiling issue..

while you are there, rate the map :biggrin:
Posted by Captain P on Tue Nov 2nd 2004 at 9:48pm

Perhaps 'animated light' is a better word here? Dunno...

I think it's all done during the RAD process. That would indicate why
you can't have more than 3 lightstyles on the same face, e.g. it would
become nearly impossible to calculate all possible lightmaps, let alone
what would happen in-game.
Posted by Tracer Bullet on Tue Nov 2nd 2004 at 9:44pm

Dynamic lights are um... lights that have dynamic settings :razz:

Any light that is set to "flicker" or some such causes this problem. You just can't have very many of them in one scene. I think what happens is that the compiler has to make a separate lightmap for each state of the light, so when you have flickering or fading light it has to continually load and reload the appropriate lightmaps. I.e. dark/in between/light. The other possibility as that the engine calculates the lighting values on the fly, and just adds them to the static lightmap that the compiler produces. Either way, you can see how you are going to take a major performance hit. In the first case it is a RAM issue, in the second, a CPU issue, and I'm not sure what actually happens.
Posted by Orpheus on Tue Nov 2nd 2004 at 9:36pm

ok, enlighten me, what are dynamic lights?
Posted by Orpheus on Tue Nov 2nd 2004 at 9:27pm

back when doc still acted white, i did a critique for him, the last time BTW, but to make a long story short, it was compiling issues that did it.. his construction was always a bit nasty, but you could tell it and over look it.. but that particular map had issues that were not explained easilly..

look at the numbers on this screen you posted.. the numbers do NOT support 11 fps.. that tells me there is an underlying issue, most likely compiling.. try it again, with gl_wireframe 1 and 2 on.. see what its seeing and maybe then..

i have played 1900+epolies before, i have played 5000+ epolies before with numbers higher in fps.. there is something else wrong than construction i bet.
Posted by Orpheus on Tue Nov 2nd 2004 at 9:02pm

Dammmn tracer, and you are one of our easiest to please types too..

musta been somethin..

/me awaits more comments.. :confused:
Posted by Orpheus on Tue Nov 2nd 2004 at 8:14pm

screens:

1) file size to big.. Xat is calling to you.
2) link broken
3) file size to big..
Xat is calling to you.
4)screen in fine
5) link broken


[edit]

screens of 800x600 are preferred, but 1024x768 is acceptable.
800x600 will reduce to around 50k
1024x768 will reduce to around 75k


anyone who is not getting these numbers is prolly not using XAT..
i have heard so many great things about so many other programs, and yet, the file sizes of them are close to double of XAT.. shrugs some people are just slow to catch on i reckon.


anywho's at least try to get the broken links up.. we can work on file sizes when you get a program that will suffice :smile:

[edit 2] i went ahead and made this really big, so it would not be continued overlooked..

i would hope that advice this good being overlooked is not indicative of how much attention a maps advice will be taken :sad: