dm_defenestrate by lamellama

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Map Info

Map Description

Based on the single player coast levels.

Discussion

Posted by Captain P on Thu Jan 4th 2007 at 7:19pm

I ran through it for a while, and it looks nice. More 'happy', sunny, compared to the HL2 highway 17 levels.

Performance wasn't super though, I got 20fps on average, with 15fps as a minimum. I don't know how that behaves when put on a server, but it's on the edge I think.

Gameplay-wise, I haven't tested it against others, but it felt very linear to me. The map doesn't look very balanced either with the RPG placed on a high, easy-to-defend spot. Of course, the crossbow can be found on the other side, but that one is pretty inaccurate on long distances, and besides the houses there's virtually no cover against the RPG.
The houses provide some variation with their close-quarter combat, but I think you should've added more of them to outbalance the RPG, and made their entrances less narrow and remove the doors, because these slow down movement a lot.

All in all, looks nice, but I'm not so sure about how it'll play.
Posted by Captain P on Thu Jan 4th 2007 at 7:19pm

I ran through it for a while, and it looks nice. More 'happy', sunny, compared to the HL2 highway 17 levels.

Performance wasn't super though, I got 20fps on average, with 15fps as a minimum. I don't know how that behaves when put on a server, but it's on the edge I think.

Gameplay-wise, I haven't tested it against others, but it felt very linear to me. The map doesn't look very balanced either with the RPG placed on a high, easy-to-defend spot. Of course, the crossbow can be found on the other side, but that one is pretty inaccurate on long distances, and besides the houses there's virtually no cover against the RPG.
The houses provide some variation with their close-quarter combat, but I think you should've added more of them to outbalance the RPG, and made their entrances less narrow and remove the doors, because these slow down movement a lot.

All in all, looks nice, but I'm not so sure about how it'll play.
Posted by lamellama on Sun Dec 31st 2006 at 1:00pm
[Author]

Thankyou Skyrider, the map is now on filefront.
Posted by lamellama on Sun Nov 5th 2006 at 12:33pm
[Author]

Nice tip, thanks
Posted by midkay on Sun Nov 5th 2006 at 2:46am

That must feel like a major relief - you can at least now compile overnight.

Even though you've eighthed (?.. :smile: ) your compile time there's still a lot more you can do to take that from easily overnight compiles to EASILY midday compiles. Keep at it, make sure you use glview, all that.

One more thing that might be useful is go into the Auto visgroups (Auto tab in a panel at the right) and uncheck the "Func_detail" checkbox under "world detail" and then it'll hide all the func_details in the map. This way you can see exactly what vvis is computing when it runs its portalflow phase. This is useful because now you can fly around the map and make sure you haven't forgotten anything. Look for anything really that's not a block (cylinders, cones, spheres - all those should definitely be func_detailed). You can uncheck all the props as well (even uncheck all the world detail) to see literally the bare bones brushes of the map that vvis will consider to block visiblity). Should help a lot.

So congrats, you really helped it a lot, but it's still way out there - keep at it and you'll get it way down.
Posted by Orpheus on Sat Nov 4th 2006 at 1:25pm

lamellama said:
Thanks guys you were right, I had overlooked quite a lot of stuff which could be function detail.
This site has a roster of about 95% pricks who collectively know just about everything there is to know about level editing for HL. (the other 5% know something about HL as well, but being pussies... well their only 5% so I guess every site needs a bit of pussy)

A point in your favor is that you finally did what you were instructed to do. Most will remember this and help you again someday.
Posted by lamellama on Sat Nov 4th 2006 at 10:24am
[Author]

3 hours, 52 minutes, 39 seconds elapsed

Thanks guys you were right, I had overlooked quite a lot of stuff which could be function detail. This will save a lot of time.

Also I have figured out the water problem, I have blocked the view of much of the water to improve the ingame performance and it has made a big difference, it did require a big redesign but it was worth it.
Posted by reaper47 on Fri Nov 3rd 2006 at 9:24pm

35 hours is nothing :biggrin: the first time I did a full compile it took 3 days and then I cancelled it, wasnt even half way.
/me faints
Posted by midkay on Fri Nov 3rd 2006 at 2:33pm

Something's wrong with you. :smile:

The sooner you start optimizing, the sooner you can start building more and recompiling in the middle of the day to test changes within 10 minutes. Spend a couple hours and I bet it goes down to 20-30 minutes at least.
Posted by lamellama on Fri Nov 3rd 2006 at 10:36am
[Author]

35 hours is nothing :biggrin: the first time I did a full compile it took 3 days and then I cancelled it, wasnt even half way.