Re: dm_residential
Posted by midkay on
Sat Aug 5th 2006 at 11:44am
Posted
2006-08-05 11:44am
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reaper47:
Gah, I suppose.. it's just worrying that performance is worse than it should be whilst I'm generally doing as much as possible to optimize whilst I work (e.g. I can't just go on an optimization spree to fix performance; I might find a couple small things to tweak, but...). I don't feel quite so pressured now versus when I posted, I took some time off (yeah, a full, like, 1 hour) :smile: Still rather bothered about this, but certainly don't expect any abandonment. I'll just have to take it one step at a time...
I'm also quite tired. I'll have a good night's sleep soon and probably just map my way through tomorrow for the most part, frustration allowing. :wink:
Anyways, thanks for your words, reaper47.. we'll see where tomorrow brings us, eh? :smile:
-- midkay
Re: dm_residential
Posted by Elon Yariv on
Sat Aug 5th 2006 at 11:56pm
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2006-08-05 11:56pm
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You should add fire escapes to some buildings, will look nice and will add another acpect to the flow-
You walk in a long alley but in the middle there is a fire escape or maybe on both buildings. This way the player can choose to go foward or climb up the ladder, and it's no longer just another tight corridor, but a crossroad with a spot you can be sniped on.
Edit:
In order to stop camping just don't place the guns and the ammo in the same area. I've been playing in a map where somebody just stood on a really tall building and kept killing everybody in the map. Maybe the crossbow and it's ammo wasn't clustered in one place but he could still find all he needs in pretty safe spots, since most of the action was in the streets. (after he got into position there was no danger at all in the roof tops)
Although I tried to kill him and made it up to the roof tops sevral times, I couldn't find him because I didn't know where he was.
In order to stop such beheivior the maker of that map needed to place the ammo for the crossbow only in lower and more dangerous areas.
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A few thoughts midk.
As per your performance worries, I'd say in general the best time to figure out what will work and what wont work performance wise would be in the planning stages, where you draw out your layout etc. But since you've done so much I think you have 2 choices now, either reshuffle the layout and make things less open and boxy, or just press on and hope that optimization can help as much as possible. Personally, I think you should press on, and even if the map chugs after a ton of optimization, I think it's been a valuable process of learning and mapping. If you personally want this map to be played a lot on DM servers then maybe you should reshuffle the layout to be more performance friendly, but otherwise I'd say just see this map through to the end to the best of your abilities. Maybe this performance worry will help you practice optimization skills.
Buildings are still boxy and repetative, and I especially don't like the huge ones serving as walls to your map. Like in Finger's drawovers, some height and texture variation would be awesome. I'm pretty sure the buildings I'm talking about aren't done, but I would love to see some changes (even with your performance worries). Instead of 2 big buildings bordering the alley corner, why not make 5 or so buildings that are connected and scrunched up together, but that are different heights and textured differently.
The ladder going over the windows seems kinda strange, but I think it can stay.
I don't really like the light model on the exterior of the building, but its more because I've never liked the way that propped looked (so heavy on top, with such a thin neck) so if you like it you should probably keep it.
I hope you don't abandon this map. I'd like to see you push yourself and work on this map to its fullest potential.
Re: dm_residential
Posted by midkay on
Sun Aug 6th 2006 at 8:22am
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Hey, Morphine.
Two things to say about performance. I guess I'll say this first since it's shorter and simpler: performance isn't all-that-bad. It seems to almost improve with each build for some reason and I don't know why. 40FPS as of the latest build looking down the street. It used to be 20.
Second, longer thing, which applies less now that the performance seems to be going up: I honestly hadn't and wouldn't expect such performance issues from this map considering some of, for example, other 3rd party maps and even some of Valve's areas in HL2. Some problems include leaves stretching to the top skybox boundary of the map, which can "see" everything outside the map. I'll have to fix this with more careful skybox-brush placement or some really annoying hintbrushing. Dunno which yet. Vvis isn't so happy with 4 hours for the last compile. Still plenty to do about that though. I just .. it feels like I really aren't asking much, I haven't loaded the map with props or brushes I don't feel, my map doesn't seem out of the ordinary as far as detail.. just gotta start hintbrushing I guess. I learned a few techniques from dm_island17's VMF file (thanks for posting that, mazemaster) including areaportalwindows and fade distances which I can "resort" to later if I must.
Bottom line: Performance seems to be getting better (been doing some tweaking) and through a lot of hintbrushing I can probably squeeze a few more FPS out of this, so.. yay. :smile:
Buildings are not only boxy and repetitive, but about 2 minutes of work each. :smile: I wish I wasn't so ab.. what's the word.. absurd.. abYSMAL, yes; abysmal at architecture and design. I'd love to detail these, but I just suck at it. I'll try regardless. I like your 5-in-a-row idea (as a rough estimate).
The ladder.. hm.. we'll see. This all is just getting laid out. I'll definitely go back and scout out little things like this to see if I can do anything about them (move it over or something, or replace it with like.. fire escapes..).
Light model. Hm. Dunno about this. Just a way for me to get lighting into this area ATM ("at the moment", not "addicted to morphine" :biggrin: ) - if these weren't here I'd get "where's all the light coming from?", if there was no light I'd get "why is it so dark down there?"... and so on.. vicious cycle. :biggrin: Maybe as soon as I finish the current modeling competition entry I'll try modeling some lights for this area, or come up with something else.
Don't worry about abandonment.. I'm not nearly to that point yet. :smile: Just semi-frustrated... I guess like a midlife crisis... mid-map crisis? :smile:
-- midkay
Re: dm_residential
Posted by Finger on
Sun Aug 6th 2006 at 9:12am
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Any chance you might get a download of the map soon, so we can check it out ingame?
Re: dm_residential
Posted by midkay on
Sun Aug 6th 2006 at 12:02pm
Posted
2006-08-06 12:02pm
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Yeah, in all probability sometime before the map comes out, and probably soonish; I just want some more time to try to get a bit more performance as well as get the layout finished (nearly there now), and some of the buildings looking nicer, etc.. just some general "work".
As I'm nearing the point where I'm ready to release a beta, I'll let everyone know.. I think it'd be nice to schedule a gameplay date where I could round up some members from here if possible as well as some friends, etc.. as well as open up the server for anyone else to join in, and give the map a nice playtest with a lot of people to see how it holds up. I know probably a lot of people don't read this thread or this section of the forums, so maybe I'll make a news post if that's still sounding good when the beta's nearly out, but for anyone who's reading this, does it sound interesting (a large playtest)?
-- midkay
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Yeah, I'd like to playtest it, and I think it would warrant a frontpage newspost. It'd have to be after August 15th though, otherwise I'm still in China and can't participate.
Re: dm_residential
Posted by midkay on
Sun Aug 6th 2006 at 1:21pm
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You return August 15th? Hmm.. sounds good.. I expected later. :biggrin:
Yeah, I think a "beta release" or "playtest event" might not warrant a news post seperately, but combined perhaps :smile:
Just created a hole from the corner building interior to the alleyway, and redid plenty of destruction in the destroyed building as well as threw out (well, "hid") all those props that you mentioned looked quite weird lightingwise and replaced it with a displacement textured with rubble which also allows you to walk around a bit, a bit more flow (not cut off by the debris props anymore). Small things...
I do think replacing the debris props will help towards performance though. I had just a ton of debris props all kind of jumbled together to create this mound of debris, and considering the holes in every side of the building these were pretty much always drawn.. replacing it with a simple displacement should really help. Also I have a lot of destruction props in there in random places and I was thinking about using the "fade scale" for these since although technically they're usually visible from outside, you can't see them at all unless you're really in there.
Some things to remember in case I need to resort to prop fading (seeming less likely as time goes on). :biggrin:
-- midkay
Re: dm_residential
Posted by midkay on
Sun Aug 6th 2006 at 9:21pm
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Sigh, so after seven hours of sleep I wake up, excited to test the compile I did overnight for the first time in a while with some larger changes and performance improvements, and I wake up to find that... vvis is still going.
Now vrad has started, I'm going to end-process it (that just cancels that portion of the compile, vvis' progress will still be there and well) and then have a look at why it went so slow. Maybe I forgot to func_detail some wreckage, or... shrugs and sighs.
This leads me to ask the question I've wanted to in a while.. anyone reading this thread, can you tell me as best you can remember how long vvis took on your final compile of your map called ______? Does 4 hours (last compile's time) seem right for this map? 2 hours? 7 hours?
I really don't think it should be this high... I'd like a second or third opinion. :smile: Thanks!
-- midkay
Re: dm_residential
Posted by midkay on
Sun Aug 6th 2006 at 10:40pm
Posted
2006-08-06 10:40pm
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Wow.. :eek:
Yeah, I've seen that page before (it's been a while though). I'll run through it again soon, thanks for the link.
I'm always extremely func_detail happy and so this comes as a surprise to me.. I really bet it has something to do with the hill and how I've put a large nodraw brush under it and func_detailed it.
I let vrad finish (final compile time: vvis 7h, vrad 30m) so I'm gonna go test it now... brb. Something is definitely askew..
-- midkay
Re: dm_residential
Posted by midkay on
Mon Aug 7th 2006 at 6:48am
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Alright, so "jesus!" (in a very deep loud "goddammit" voice), I found what caused the longass compile time..
There are two sets of stairs in the hotel which were set to block visibility up until last night. I decided to set them up to be func_detail and just seal around them with NODRAW so it would be a quicker compile and less leaves to deal with. Long story short, I didn't seal one off properly, and so you could see through it into this awful network of just.. leaves galore in this abyss inside the hollow hotel.
Fixed it even better than it should have worked the way I did it last night. I also basically completely remodeled the corner building interior to be uber-efficient as well as tweaked some leaves on the roof... and I also sealed off some building areas.. basically this next compile should compile quick and the ingame performance should be beyond what it's been in a long while.
Thank god for glview. :biggrin:
-- midkay
Re: dm_residential
Posted by midkay on
Mon Aug 7th 2006 at 8:01am
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Alright... for my fourth post in a row, I'd just like to mention that I've just done a test vvis-only compile and the verdict is 55 minutes and 1 second.
I'm just getting started... :biggrin: Excellent.
-- midkay
Re: dm_residential
Posted by midkay on
Mon Aug 7th 2006 at 7:13pm
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Yeah, reaper47 - I did put one across the map as low as possible (touching the roof of the hotel).
I also need to put some along the street maybe around 128 units high so that people on the street won't be considered able to see behind all the buildings and stuff.
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A small ramp down to a large bay door type set up, with a little gaurdhouse/ticket booth type thing.
The fire escape looks pretty good. Not having railings on the sides is kinda weird, but I think with gameplay in mind omitting them was a good choice.
Re: dm_residential
Posted by midkay on
Sat Aug 12th 2006 at 5:45am
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Hmm, so I'm actually kind of pressed for space to put the ramp yet leave room for cars to move around well. This kind of left me with the idea of creating a parking garage (like a several-stories-tall concrete structure)... Hmm.
-- midkay
Re: dm_residential
Posted by midkay on
Sat Aug 12th 2006 at 9:15am
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Alright, here's what I'm going to do. I'll have a crater in the parking lot that leads to this underground lot whose entrance is in an unreachable part of the map (so like it's an underground lot that happens to stretch over to under the map's parking lot, and you get in from the other side along some other street). I also think I'll tie this in with the corner building - so like somebody would come along the far-off street, drive in, and park their car underground, get out and walk to the door that leads into the corner building; and the reverse if he wants to leave. There'll be a rubble pile that will let you get in and out of the area from the parking lot as well, and maybe I'll place a weapon and/or ammo and/or health in here for some more incentive for players to come on down.
I only really need a way to kind of block off the underground area so it's not needlessly large as it would be in real life.. I was/am doing a very wide pile of cars but that is of course very unrealistic.. any ideas? I dunno about a pile of rubble, that seems too cliche...
-- midkay
Re: dm_residential
Posted by reaper47 on
Sat Aug 12th 2006 at 11:37am
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2006-08-12 11:37am
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Make it a small, private parking lot for only 6 cars or so. SImple ideas work best, mostly :wink:
Re: dm_residential
Posted by midkay on
Sat Aug 12th 2006 at 11:47am
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2006-08-12 11:47am
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Haha, agreed - but the "mostly" part is important. :smile: Is this a joke?! :biggrin:
If not - how do you justify building an underground lot for six cars? Hell, the entrance would take up more room than the lot itself. :biggrin:
-- midkay
Re: dm_residential
Posted by reaper47 on
Sat Aug 12th 2006 at 6:12pm
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Ok, simple idea version 2: 90% of the parking lot are cut of by a fence.
I just really think that a whole parking lot could become too empty if it's too big.
Re: dm_residential
Posted by midkay on
Sat Aug 12th 2006 at 8:07pm
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Yeah, I'll have to come up with something.. it is quite large and I certainly don't want players running all over. Hrm-ness. I'll keep thinking about it while I construct it...
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I'd be available. I'm home now, but won't be for too long. I'm leaving for Bermuda in about a week. So if you can get a betatest together before then, I'd be happy to play it with you and some others.
Re: dm_residential
Posted by midkay on
Tue Aug 15th 2006 at 11:15pm
Posted
2006-08-15 11:15pm
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Coolness.
Things are moving along well. I'll get around to the new interior or two I'll need to do today. Vvis was just cut down another 10-15 minutes by some more vacuum-packing of buildings (rather than boxes on the street, stretching the walls down to the under-the-hill NODRAW brush so no leaves are created in that inaccessible space around the interior).
Time to test it...
-- midkay
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Screen 1: It looks like that magnum ammo might be hard to pick up without running into the bike or the door. Why not put it more in the middle of the hallway, or against the far wall? If your item placement is very WIP, then sorry to mention it :smile:
Screen 6: I like the new color to the walls, gives the area a fresher and more appealing look.
Screen 8: I like the potential for z-axis stuff.
Sorry, I don't have more for you. Maybe someone else can step in with some more aggressive critiquing.
Re: dm_residential
Posted by midkay on
Mon Aug 21st 2006 at 6:15am
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Thanks morph:
Screen 1: You're right. I used to have that ammo in the corner behind the door, and so when I added the door initially I had to move it out from behind where the door went. I never really thought about it, just absentmindedly moved it over a bit.. thanks for pointing that out. :smile:
Screen 6: Thanks, I feel the same - it makes more sense and looks nicer, IMO. :smile:
Screen 8: Right, there are quite a few possibilities this opens up, a major one of which is the potential for hiding on a mid-level in the back sniping or just hiding around, etc..
Not much else to say, hmm? :biggrin: Guess things are shaping up then! More soon. :smile:
-- midkay
Re: dm_residential
Posted by reaper47 on
Tue Aug 22nd 2006 at 12:16am
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First, like I said before, I love the lighting in the map. You could probably tweak the sunlight a bit to cover more of the background buildings.
The park and parking areas still look a bit too open.
Someday you should try to change the facades of the buildings to make the repeating window textures less salient. They are very prominent in the background.
The destroyed building in the last screen has some nice detail.
Re: dm_residential
Posted by midkay on
Tue Aug 22nd 2006 at 8:08am
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reaper47:
Thank you. :smile: I'm not sure what to do about openness in the pointed-out areas, do you have any suggestions? Fences or something?
The buildings really do need detailing.. I keep putting that off.
Elon Yariv:
That looks great, I'm just about to try it in HL2 as soon as I submit this. Thanks. :smile: submit launch HL2 ...
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I just noticed that all the roofs look the same. Is there any way you could change a couple of them?
Re: dm_residential
Posted by midkay on
Wed Aug 23rd 2006 at 4:49am
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reaper47: I'm not sure what you mean - reducing the size of the parking lot by half or a third? And what do you mean by "ramp" of the park? The sidewalkish-area leading up and around the park?
I'll have to think about this.
Morph: Yep. I kind of want to detail the buildings first so I can conform whatever roofs I decide to make correctly to the buildings. I'm actually doing some detailing now, or trying.. it's so frustrating, I have some ideas for buildings but the problem is that the ones I've already got are kind of limited since they're pretty much.. done.. I mean like the destroyed one is limited because of the holes all over, the corner one is limited in its own way with the scaffolding/combine tower.. and yet the buildings in the distance can't be too detailed, that's performance problematic. Sigh.. remember next time, kids: detail first. :smile:
Irregardless (I like that word) - I'll just mess around and try my best to come up with something.
-- midkay
Re: dm_residential
Posted by midkay on
Wed Aug 23rd 2006 at 10:34am
Posted
2006-08-23 10:34am
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Woohoo for good timing. :smile: I see what you mean, I'll certainly think about it.
Right now I'm adding on to the apartment buildings with the extrusions... and kind of extending the environment out realistically in one direction (down in the direction of the debris that cuts off the street).
-- midkay
Re: dm_residential
Posted by midkay on
Thu Aug 24th 2006 at 5:36am
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Oh, interesting.. I recently took up an interest with it, since I thought it wasn't a word. I looked it up by Googling it and it had a "Definition" link, so I assumed it was a word.. irregardless, I'll continue to use it. I love it. :biggrin:
I didn't get as much done last night as I wanted - okay, honestly, I didn't really do anything. :o
I did a lot of thinking though, and I've got down what I want to do and starting now I've got like 6 hours of time to do it. So... yeah.
I also really need to finish off interiors. As soon as that's done, I'll post a beta - I really mostly want the flow to be there. The beta should be "here's the layout, now I just need to add detailing and tweaking and performance improvement".
Don't quote me on this - two days? Three? :smile:
-- midkay
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I leave for vacation on Sunday --- so if its done sooner the better :smile: So I can play.
Re: dm_residential
Posted by Finger on
Thu Aug 24th 2006 at 6:34am
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honestly, if you want to do yourself justice, you should try to get a playable version with just the basic layout and none of the polish much sooner. I've found that if I can bang out a solid layout that I know works, all of the detailing falls right into place. Good tip for the next map - get the basic flow and structures in; let some people test it out; let other mappers look for potential performance issues, then start working towards a true beta. The sad truth is, if the map fails to play well, it fails in a much bigger way than if it just looked bad.... this is why killbox maps are popular even though they look like ass.
Can't wait to check it out.
Re: dm_residential
Posted by midkay on
Thu Aug 24th 2006 at 6:53am
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Alright, so.. the beta must come out by Sunday. :smile:
Finger:
You're right. I wish I were more of a playability whore, I have a rather poor sense of what works exactly.. I play it all the time, I just don't really have this sense of what to look for. There's plenty of variation in height/range gameplay (close-quarters inside a number of areas, sniping across the map, fights spanning from a rooftop across the map down to the ground...). I enjoy it but I hope I can get some feedback from everyone else.
I have tomorrow off work, I'll map my ass off.. with the last four hours tonight and tomorrow, I must finish the interiors and cutting down the gameplay area.
Morphine and Finger: are you guys available for a playtest on, say.. friday, or maybe saturday if it came down to that? Three coming potentialities: Friday at like noon PDT; Friday at like midnight PDT; Saturday at like midnight PDT. I'd like both of you guys in particular to be at any kind of playtest I hold, as well as anybody browsing around here.
Please let me know. :smile: Thanks.
-- midkay
Re: dm_residential
Posted by Finger on
Thu Aug 24th 2006 at 7:02pm
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Killboxes have little to no room for map specific strategy, other than sniping from afar or ducking between one of the few obstacles. My point is players are much more likely to play adopt a custom map that is accessible and easy to understand. Sometimes we have a tendancy to create overly complex maps and although these designs are impressive and may offer the most gameplay potential for people who actually stick with the map and learn it, there is alot to be garnered from really observing the killbox phenomena. Making beautiful, yet highly accessible maps with fairly simple layouts is a much better approach if you really want your maps played by the community. I adopted this principle with a couple of my halflife 1 maps and they are the ones that stuck with the community. Same thing with my map Swamplight. The first iteration was a f**king beast of a map and way too complex. I chopped it in half and created something much easier to learn. These kinds of problems should be addressed before the detailing process starts - this way you don't find yourself wanting to make large scale changes on all of this near finished art. It could be painful.
The whole killbox discusssion in an interesting one. I personally understand why so many people (mappers and hardcore players) despise them. I aslo understand why so many players like them. Either way, you can't deny that they are popular for a reason, and we are better off trying to understand that then just turning our nose to them. That is, of course, if we are really trying to create playable maps. If you just want to make pretty art - honestly, who cares about gameplay.
Re: dm_residential
Posted by reaper47 on
Thu Aug 24th 2006 at 9:17pm
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That's a wise thought and it is something every mapper should consider.
I played a few killboxes just to see why they are so popular. I think the reason is that they're so big and you always see something happening. If someone explodes anywhere in the map you see it. It gets that party feeling right with an extremely populated centerpoint... and nothing else. I'm not sure how much this has to do with accessibility except for the fact that you never have to search for players.