FF_thecove by Beetle

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Map Info

Map Description

This is a remake for FF of thecove.bsp, originally made by Zouave for TFC. The rough layout will be like the TFC version. There's not a lot to say - if you have never seen the original you should take a look at it.

Discussion

Posted by Beetle on Sat May 26th 2007 at 2:29am
[Author]

I'm going to try to get it as optimized as possible for FF. I know I don't have the best card out there, so it seems to be a good judge..i have a radeon x850 btw.
Posted by Juim on Fri May 25th 2007 at 4:51pm

"Anything below 35 is unplayable"

Theres the problem. In dm_stonepark I was getting FPS of 150 while several of the players complained about framrates in the 20's.There's such a wide range of cards out there both new and old, to which standard should you guage performance? On my latest map (You know the terrible one where I'm the only one posting there :mad: ) My main rig gets almost 200 fps in the widest views, while my laptop is topping out at 30-40 fps. I'm just curious where you would go with it?
Posted by rs6 on Fri May 25th 2007 at 2:17am

anything below 35 is unplayable. Shoot for the minimum to be 50-60.
Posted by Beetle on Fri May 25th 2007 at 12:45am
[Author]

So the worst spots, unoptimized are 70-80 fps while the best are almost 200fps, is that too low for something like FF?
Posted by reaper47 on Thu May 24th 2007 at 10:01pm

I've been making fake doors by using overlays, but when it gets to a certain distance it starts flashing as if its intersecting with the brush. Any way to fix that?
Overlays and decals tend to clip sometimes, especially on long distances. Try to re-place your overlay, they're buggy sometimes.

Generally, I'd use cut-in brushes for doors. The engine can handle brush polygons quite well for performance as long as they're placed cleanly and on-grid.
Posted by rs6 on Thu May 24th 2007 at 2:16am

Try throwing in some models in that building area, that is models as part of the actual buildings (ie. windows, doors, balconies, and such)
Posted by Beetle on Thu May 24th 2007 at 12:34am
[Author]

OK, but just to remind, this is for fortress forever, not dm. I am keeping in mind though not to screw with what made the map better.
Posted by Juim on Thu May 24th 2007 at 12:25am

I like what I see definitely. The setting has the potential for a very interesting map. Don't forget playability above asthetics though. So many maps I have seen go for realism above all and lose that certain something required for DM. Multilevel gameplay and connectivity. Also, from what I can see, your getting some obvious tiling on some of the textures. Try to increase some of their proportions to reduce that or look for less repetitive textures. Nice job so far.
Posted by Beetle on Wed May 23rd 2007 at 11:57pm
[Author]

Thank you.

I'll "de-block" the buildings - add more detail. The biggest problem I have with map making as far as look alone goes is the border. I tend to want to make it so the player can't see over whatever the border tends to be so I don't have to make scenery behind it - I know I need to work on it.

Credit goes to SirTiger for making that water texture (as far as I know).

One question that's probably easy to answer. I've been making fake doors by using overlays, but when it gets to a certain distance it starts flashing as if its intersecting with the brush. Any way to fix that?
Posted by reaper47 on Wed May 23rd 2007 at 10:41pm

I love the color of the water. This must be the third or fourth map here that caught my attention from the water color alone. :smile:

It may require a bit of googling but if you can, try and find a nice, blue, cloudless skybox for this map. Source maps need happier weather and less gray sky colors and this delicious blue water always reminds me of that.

Be careful with the buildings. The brushwork could not turn out to be right in proportions. If you add details simply on top of the current building brushwork you might get stuck in too blocky TFC proportions. Source buildings need bigger contrast between massive walls and smaller columns/windows/roofs ect.

But everything looks promising so far. Try the thing with the skybox. I think it could set the mood very well.