awp_swamp

awp_swamp

Re: awp_swamp Posted by NakedSnake on Wed Apr 12th 2006 at 3:24am
NakedSnake
2 posts
Posted 2006-04-12 3:24am
2 posts 10 snarkmarks Registered: Apr 12th 2006
This is a awp war map I made, first map, I am going for a real hide+seek based play, as player to player visibility is low.

I't seems to have some good gameplay, but the fps suffers for those who have lower end cards, I get about 60-80 in awp_swamp, while i get 120+ in de_dust2
Re: awp_swamp Posted by reaper47 on Wed Apr 12th 2006 at 12:05pm
reaper47
2827 posts
Posted 2006-04-12 12:05pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
AWP_swamp?

It looks like a lot of props stuck into a big square. Sorry, but perhaps it's better to leave this map for now and think of a little more intersting theme for your next map. There are too many "fun" maps out there, they're okay for some private clan or lan matches but not necessarily something you will get much attention for in public.

A nice and complete tutorial for optimizing (high fps) your map:

http://www.student.kun.nl/rvanhoorn/Optimization.htm
Re: awp_swamp Posted by NakedSnake on Thu Apr 13th 2006 at 5:08am
NakedSnake
2 posts
Posted 2006-04-13 5:08am
2 posts 10 snarkmarks Registered: Apr 12th 2006
Ya, you got it pretty much right. It is a bunch of models in a square..lol, but that's ok, it was what I was aiming for with this one, but the low visibility "fun" awp_map was just something I always wanted to play especially in the swap/raining environment

And thanks for the tutorial link
Re: awp_swamp Posted by Orpheus on Sun Apr 16th 2006 at 2:28am
Orpheus
13860 posts
Posted 2006-04-16 2:28am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
I am getting genuinely concerned over this trend of boxes with stuff in them.

I noticed quite a few submitted very recently. One of the authors was a complete prick about it even.

shrugs

I hope its a passing fad.

I do kinda like screen #3. Its very hard to tell its a box from that spot. Perhaps a better skybox and some visblocking terrain would help?

The best things in life, aren't things.
Re: awp_swamp Posted by G4MER on Sun Apr 16th 2006 at 10:15am
G4MER
2460 posts
Posted 2006-04-16 10:15am
G4MER
floaty snark rage
member
2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
I have also been getting concerned over it, and most of the servers now adays, use these maps.. grrr. They suck.
Re: awp_swamp Posted by $loth on Mon Apr 17th 2006 at 8:06am
$loth
2256 posts
Posted 2006-04-17 8:06am
$loth
member
2256 posts 292 snarkmarks Registered: Feb 27th 2004 Occupation: Student Location: South England
As said, the look of the box is a concern, work a bit on the edges for
example vary the height and depth of the walls, but don't just have
them as walls, make it a bit more realistic and have somewhere where
the T's and CT's could have come in (though personally I would block
this off with turrents etc). Also put some mountains in the background
aswell, it will add to the depth and feel. Looking at screen 2 there
doesn't look like theres a lot of cover, maybe some small hills like in
screen shot 3, but again vary them. The water bit looks very good, I
would definatly leave this in, but there are also lots of different
trees which come with Hammer, possibly try some more variation of these
aswell.

[edit] A good example of the variation thing i'm going on about: http://www.mallosworld.co.uk/map/01.jpg