dm_powersurge by Atrocity

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Map Description

This is my contest submission. It is now done, but I have only released beta8. the final version was sent to VALVe and shortly after my computer had to be reformatted. SO VALVe should be the only people to have it.

Discussion

Posted by ReNo on Thu Jan 20th 2005 at 6:32pm

Over 300kb per image? Thats why you never use gif's for screenshots :razz:
Also, use either [*url] or [*image] (without the asterisks) to post links
or images respectively - figured you'd know all of these things by now
to be honest!

Screenshots don't look bad, but I really dislike the fog. In my opinion
it just makes everything look really washed out. The spotlights in the
second shot don't look to originate from the actual lights either.
Posted by Atrocity on Thu Jan 20th 2005 at 2:31pm
[Author]

Well it's finished and submitted. Here are 2 pictures of the final version.

http://atrocity.vertexninjas.com/mappics/dm_powersurgefinal0001.gif
http://atrocity.vertexninjas.com/mappics/dm_powersurgefinal0005.gif

Hope you guys like it, before you rip it apart =/
Posted by Atrocity on Mon Dec 20th 2004 at 3:33am
[Author]

atrocity.vertexninjas.com/pictars/dm_powersurge_preview.rar
Posted by IshKaBibble on Wed Dec 15th 2004 at 3:02am

i think i get it now, cs map = better if open for snipers n realism n sutch, dm maps = need to be close so u can run into someone around the corner and blow head off!!!!!
Posted by ReNo on Sun Dec 12th 2004 at 5:38pm

Go to the official SDK and read up on them. Its not the best documentation in the world but it covers the basics.

http://www.valve-erc.com/srcsdk/Levels/performance_and_visibility.html
Posted by Night-Wolf on Sun Dec 12th 2004 at 11:17am

<DIV class=quote style="WIDTH: 87.51%; HEIGHT: 131px">
<DIV class=quotetitle>? quoting RabidMonkey777</DIV>
<DIV class=quotetext>Fluctuation?

It's just taking a while. To quicken your VIS time, use some hint brushes, areaportals, occluders, or even just func_detail some things to reduce splitting and leaf creation.</DIV></DIV>
Monkey can you explain What all of these do and how to use them. Would appreciate it:)
Posted by Atrocity on Sun Dec 12th 2004 at 7:52am
[Author]

yeah I didn't now what word I was going for..... sorry. But I'll need to read up on how occluders, and area portals work unless some oen has somethign they can copy paste into here.
Posted by RabidMonkey777 on Sun Dec 12th 2004 at 5:43am

Fluctuation?

It's just taking a while. To quicken your VIS time, use some hint brushes, areaportals, occluders, or even just func_detail some things to reduce splitting and leaf creation.
Posted by Atrocity on Sun Dec 12th 2004 at 5:32am
[Author]

I've been compiling this map for a while, it takes a while to get to the final stages of vis its been on 9... fir a while, I still see flucuation or what ever word im looking for,in my cpu useage, did it freeze or is it taking forever?
Posted by ReNo on Sat Dec 11th 2004 at 7:49pm

Looks not bad so far. Obviously as others said the lighting needs some
serious work, and it would help if you modified the outside cliffs to
stop them being, essentially, the sides of a box. Vary their height in
particular.