Dm_Cloudcity

Dm_Cloudcity

Re: Dm_Cloudcity Posted by snowforskate on Mon Apr 17th 2006 at 2:33pm
snowforskate
36 posts
Posted 2006-04-17 2:33pm
36 posts 54 snarkmarks Registered: Jul 21st 2005
I can assure you its not my machine, The most detailed source maps ever made give me 70 fps all through out, however with this one and other maps with large skyboxes to seal the map its not the case. I've done the same thing with my releases and I just wish someone had explain that^ to me when I made that mistake. I'm just trying to help him out. All I was saying is I wouldnt host a map like this, as well as other server admins cause the framerates are to low. So in othe words yes I will bitch about 30 fps because it can be fixed.

PS if your getting 30 fps on a 9800 then I could only imagine how bad it is for those running lower grade systems, hence admins dont host maps like this.
Re: Dm_Cloudcity Posted by Orpheus on Mon Apr 17th 2006 at 2:56pm
Orpheus
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Posted 2006-04-17 2:56pm
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snowforskate said:
. So in othe words yes I will bitch about 30 fps because it can be fixed.
But you're working on the premise, that the cause and your solution are whats in evident.

I get massive framerates on many maps too but no one should, or could complain about 30fps.

Now, it might be purely visual data and there is no true way of correcting the situation, short of removing things or visblocking.

The map, by design is a large, open thing. There is a lot to draw all at once.

Yes, I have seen times where a skybox causes issues. But, without me going to the same spot you were in and looking at my frame rates, I'll never know.

In the end however, HL2 requires a certain amount of horse power to run. I would say that my video card, or maybe a 9600 is about as small as one could expect any map to run well upon. I, as a mapper would not build my map to run on an older card simply for players benefit. I would not deliberately sabotage them so that they couldn't play, but if I optimized my map and it still gave them trouble, then they would just have to play another map.

Sadly, this map may prove to be such. I dunno.

Bottomline, 30 fps is nothing to complain about. 20 maybe, 15 most definitely, but not 30. Thats optimal anyway.

Anyway, I feel you are complaining prematurely. Your solution may fix this, may not. But 30 isn't anything to be bothered over.

You still didn't answer my question. Why is my older card delivering better than yours?

It could still be your machine.

The best things in life, aren't things.
Re: Dm_Cloudcity Posted by rival on Mon Apr 17th 2006 at 3:22pm
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Posted 2006-04-17 3:22pm
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Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

i got about 10 to 12 fps on most of the outdoor bits. :biggrin:

but anyway, i think this is a great map. the archtecture is detailed and i love the custom textures. i did notice some strange anomalies though:
1. in the console i got this error looping over and over: too many vertex format changes per frame. Probably too many world materials or env_cubemaps
2. this could just be my s**tty machine but some of the reflections in the metal were strange colours like oil on water:

User posted image

3. odd shaped brushes would spontaneously appear and disappear every so often. heres one:

User posted image
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Re: Dm_Cloudcity Posted by ReNo on Mon Apr 17th 2006 at 3:29pm
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Orph said:
I, as a mapper would not build my map to run on an older card simply for players benefit.
That sounds kinda conflicting with your old view on r_speeds with HL1 Orph :wink:
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Re: Dm_Cloudcity Posted by snowforskate on Mon Apr 17th 2006 at 4:18pm
snowforskate
36 posts
Posted 2006-04-17 4:18pm
36 posts 54 snarkmarks Registered: Jul 21st 2005
Well what im trying to get at is, a map that has 30 fps like this with this ammount of detail dose not run good with a decent ammount of players. Server admins have to think about people with lower and systems as well, if a map is giving us with good video cards 30 fps the people with lower end systems wont be able to handle it, therefor decresing your server traffic. Don't get me wrong I realy like the map otherwise I prob wouldnt have commented at all. I would just like to see the framerates increased for final because I know they can be, and I would like to host the map. Wrapping the skybox will increase the framerates by double in most cases, I've seen this come from other mappers and first hand experence. From my personaly experence of this was my finca_housewarming release has 55 to 60 fps in spots, once I wrapped my skybox the framerates went from 55 in 2 diffrent spots of the map to 120 to 145 fps in those spots. Sence then I've only been able to add more and more detail and the framerates are still doubled. Here is a screen of the diffrence I recived with my map...

Before...(notice I had the skybox wrapped to the outside walls as tight as possable and lowered to the top roof in the map, as well as nodraw everything underneath)
http://img124.imageshack.us/my.php?image=before6kc.jpg

After...(the only diffrence from reciving doubled framerates would be the fact that your video is not drawing a skybox over a long distance anymore)
http://img374.imageshack.us/my.php?image=after3ks.jpg

Try doing this with your map and I assure you the framerates will be better, if not doubled. and to answer your question orpheous here are my system specs and settings I was running... 3800+ 64 bit athlon, 7800 GTX evga, 2 gigs ram, x-fi sound, 500watt psu, 10,000 rpm hd, at 1280 by 1024 no anti aliasing, no antistrophic filtering, low shaddow detail and low pixel shadding, everything else is high.
I still hit 300 fps on other detailed maps at 2048 by 1536 on high settings (in hallways ofcorse) and in the most detailed spots stay around 70 + fps so im sure there is nothing wrong with my card/drivers ect. on average most realy detailed source maps give me 70 + fps on any resolution. never had any dirver problems with 3d programs or games. The low fps I recieve on this map I can gaurentee you is from the map, not my system.

Another way you can test this skybox theroy is go to the corner of your map and look at it across the map (the way the skybox is drawn in most distance, you will notice the framerates anywhere like this are low) Then turn around and look at the walls of your map that only draw a small corner of distance of the skybox. (PS it dosnt matter if you dont see the skybox, its still being draw, just looking at a one textured wall will do, you will notice this first hand) When you look at the walls that only have a small distance of skybox behind them those spots have realy high framerates. then once you look at anything else in the map, even if its not a detailed spot at all, be it a blank wall, it will still give you low framerates if whats behind what your looking at is skybox drawn over a distance. Just eliminate the skybox behind all the walls that you dont see skybox from inside the map. use more world brush thats nodrawed to seal the map and less skybox. skybox texture is the worst decreaser of framerates in a map from my experence. Go test it for youself, I assure you there will be a diffrence. Just dont get me the wrong way, I realy love the map, I just need it to run better for other players with lower end systems to host it.

edit: BTW Im sure your framerates being slightly better then mine have to do with the fact that this game was made for ATI cards.
Re: Dm_Cloudcity Posted by Orpheus on Mon Apr 17th 2006 at 4:30pm
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Posted 2006-04-17 4:30pm
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ReNo said:
<DIV class=quote>
<DIV class=quotetitle>? quoting Orph</DIV>
<DIV class=quotetext>I, as a mapper would not build my map to run on an older card simply for players benefit.
That sounds kinda conflicting with your old view on r_speeds with HL1 Orph :wink: </div></div>

It does, but...

HL1 had a 1000 cap limit. No machines card could alter this.

HL2 has a different upper limit. I am not sure what it is yet, but as I said, my card is a 9800 pro.. I feel thats the bottom of the list for cards. I know someone will have a different viewpoint, but thats mine. As such, I would make my map according to what my bottom of the line card can handle. Anyone with an older card, would have to deal. I understand that HL2 will run on older cards, but mine is the oldest card I feel comfortable catering to.

Hope that made sense.

The best things in life, aren't things.
Re: Dm_Cloudcity Posted by [FF]FNDR.Jake_Brake on Mon Apr 17th 2006 at 5:09pm
Posted 2006-04-17 5:09pm
13 posts 1 snarkmarks Registered: Feb 8th 2004
I am having trouble getting the textures to load. I placed the entire "dm_cloudcity" folder under my material folder on my client but still no success. BTW, when unzipping, the extract shows a new "map" folder under materials which I do not believe is correct. I left the materials in both locations just to be safe.

Any help would be appreciated!
Re: Dm_Cloudcity Posted by Orpheus on Mon Apr 17th 2006 at 5:37pm
Orpheus
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Posted 2006-04-17 5:37pm
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Extract zip to this directory:

C:\Program Files\Valve\Steam\SteamApps\**yourname**\half-life 2 deathmatch

That'll fix'ya up methinks.

The best things in life, aren't things.
Re: Dm_Cloudcity Posted by Belgarion on Mon Apr 17th 2006 at 5:50pm
Belgarion
108 posts
Posted 2006-04-17 5:50pm
108 posts 41 snarkmarks Registered: Jun 27th 2005 Occupation: unoccupied Location: USA
hey man, fantastic work. really lovely. reminds me a lot of Jedi Knight 2:Jedi Outcast. And that, from me, is a very big compliment. I consider JK2 to be the best SW game I've ever played. it doesn't run so well in places for me. One place in particular had a huge fps drop due to particles and dynamic lights. not sure where you're using dynamic lights, but you might want to check your point_spotlights to make sure they're not emitting dynamic lights. but anyway, i like a lot. Good work.
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Re: Dm_Cloudcity Posted by Dark_Kilauea on Mon Apr 17th 2006 at 7:38pm
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Posted 2006-04-17 7:38pm
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You do have too many reflective surfaces, and some of them could be removed without being too noticable.

I'm working on a list of sugessions for improving your optimisation. It might be done by tonight.

Good work so far.
Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/
Re: Dm_Cloudcity Posted by Forceflow on Mon Apr 17th 2006 at 8:05pm
Forceflow
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Posted 2006-04-17 8:05pm
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Awesome map, but to make it more accesible to the public, you need some optimization.
:: Forceflow.be :: Nuclear Dawn developer
Re: Dm_Cloudcity Posted by mazemaster on Mon Apr 17th 2006 at 10:36pm
mazemaster
890 posts
Posted 2006-04-17 10:36pm
890 posts 438 snarkmarks Registered: Feb 12th 2002
? quoting Orph
my card is a 9800 pro.. I feel thats the bottom of the list for cards.
I run HL2 on my GeForce2... Yeah... :lol:
http://maze5.net
Re: Dm_Cloudcity Posted by Orpheus on Mon Apr 17th 2006 at 10:52pm
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Posted 2006-04-17 10:52pm
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mazemaster said:
<DIV class=quote>
<DIV class=quotetitle>? quote:</DIV>
<DIV class=quotetext>? quoting Orph
my card is a 9800 pro.. I feel thats the bottom of the list for cards.
I run HL2 on my GeForce2... Yeah... :lol: </div></div>

By choice or are you comfortable doing so?

Its a serious question because I have a 1.8 ghz P4 with a 9000 ati 64 meg that I really don't like using and its a bit better than a GeForce 2.

I suspect that either you are waiting to buy a better machine, or a better card, or both. I doubt you enjoy your experience with that card.

The best things in life, aren't things.
Re: Dm_Cloudcity Posted by mazemaster on Tue Apr 18th 2006 at 1:14am
mazemaster
890 posts
Posted 2006-04-18 1:14am
890 posts 438 snarkmarks Registered: Feb 12th 2002
? quoting Orph
I suspect that either you are waiting to buy a better machine.
Bingo. However, HL2 doesn't run half-bad on my 6-year-old box. I don't see all the fancy shaders, but it still looks good and gets decent fps.
http://maze5.net
Re: Dm_Cloudcity Posted by Belgarion on Tue Apr 18th 2006 at 1:32am
Belgarion
108 posts
Posted 2006-04-18 1:32am
108 posts 41 snarkmarks Registered: Jun 27th 2005 Occupation: unoccupied Location: USA
haha. that is awesome. hey if it still works, might as well continue using it, right? if you can get the same, or nearly the same experience with far less expense, there's not much reason to go to high expense for low return. course, a decent computer that will run HL2 with everything cranked up isn't too hard to do any more. as far as computer expenses go anyway. 600 bucks is still 600 bucks no matter what you are buying.

do shiny surfaces contribute to the 'swap buffer' budget graph?
___My Site___ | www.leveldesign.nl
Re: Dm_Cloudcity Posted by Dark_Kilauea on Tue Apr 18th 2006 at 7:12am
Dark_Kilauea
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Posted 2006-04-18 7:12am
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do shiny surfaces contribute to the 'swap buffer' budget graph?
Yes, they do. On lesser cards this can turn into serious lag.
Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/
Re: Dm_Cloudcity Posted by mazemaster on Tue Apr 18th 2006 at 7:27am
mazemaster
890 posts
Posted 2006-04-18 7:27am
890 posts 438 snarkmarks Registered: Feb 12th 2002
Basically any non-trivial shader contributes to the swap buffers.
http://maze5.net
Re: Dm_Cloudcity Posted by reaper47 on Tue Apr 18th 2006 at 9:26am
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Posted 2006-04-18 9:26am
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? quoting mazemaster
However, HL2 doesn't run half-bad on my 6-year-old box. I don't see all the fancy shaders, but it still looks good and gets decent fps.
I played through HL2 on a Geforce 2 MX. Believe me, once you get a better card you'll be shocked what you missed. :biggrin:

Also it's good to have a standard card for mapping. island17 (one of my favourite HL2DM maps) has bad cubemaps (not showing up) which is really unecessary. You could have tested it with a Radeon 9800. Not that expensive anymore also.
Re: Dm_Cloudcity Posted by poisonic on Tue Apr 18th 2006 at 2:19pm
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Posted 2006-04-18 2:19pm
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the lowest fps i get is 78 fps on a en7800GT 256MB ddr3 with 1024MB system ram and a AMD Athlon 64 3700+ san diego

This map is exelent.....
A tip sometimes it helps if you cut your skybox in smaller parts instead ofonebig overlapping skybox.......You will notice that the the compiling goes faster.....

to boost gaeplaye even moreis using custom models for the architectal details........ a to detailed brushwork can cause an horrible laghead><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>
Re: Dm_Cloudcity Posted by snowforskate on Tue Apr 18th 2006 at 3:05pm
snowforskate
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Posted 2006-04-18 3:05pm
36 posts 54 snarkmarks Registered: Jul 21st 2005
""the lowest fps i get is 78 fps on a en7800GT 256MB ddr3 with 1024MB system ram and a AMD Athlon 64 3700+""

removed.
EDIT: sorry to seam cocky, I know what I said may have came off wrong, hence I removed the post. Honesty I would just like to know the reason your getting those fps, cause from ethier side of the map I saw 30 fps. if you had 78 fps in the spot where my screen showed 32, there must be something your tweeking. + my sysem is much better : / I'm guessing your tweeking your cfg/gfx settings, please inform.
Re: Dm_Cloudcity Posted by Agent Smith on Wed Apr 19th 2006 at 7:15am
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Posted 2006-04-19 7:15am
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MisterBlister you should be extremely proud of this map, as it looks simply incredible. I'll be downloading it this weekend and giving it a bash, but from what I've seen during the dev process and the earlier beta's you've done an excellent job. Even if your map doesn't get the best framerate, that shouldn't detract from the work of art you've created. Hell, I think I've only made a couple of maps that actually run that great :smile: . Very well done.
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Re: Dm_Cloudcity Posted by BlisTer on Wed Apr 19th 2006 at 10:42am
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Posted 2006-04-19 10:42am
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we're 2 different ppl m8, with a confusingly similar name :wink:

as for the map, havent played it yet but from the screenshots, there seems to be a lot of eye candy. i especially like the exteriors.
These words are my diaries screaming out loud
Re: Dm_Cloudcity Posted by Juim on Wed Apr 19th 2006 at 10:16pm
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Posted 2006-04-19 10:16pm
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The map you have so far is potentially great. Right now it feels sterile, and devoid of sound it even lacks all the more for a true environment feeling. I would suggest custom sounds as almost everything else in the map is so, and as I believe someone else mentioned, maybe a bit more variation in texturing, but not much.

I also thought it would be cool to have one of those vehichles descend onto the green lit landing pads down below, and then take back off randomly. I think that would rock. Otherwise I bow to your mapping skilz. This map is gonna be a doozy.
Re: Dm_Cloudcity Posted by Orpheus on Thu Apr 20th 2006 at 12:05pm
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<DIV class=quote>
<DIV class=quotetitle>? quoting snowforskate</DIV>
<DIV class=quotetext>I didnt get the chance to read them all but this is what I found when I played the map. A spot with my 7800 GTX dropped to 30 fps, I took a screens of it here... ( this is on low graphics settings to )
.</DIV></DIV>

Let me reitterate. I wasn't trying to bad mouth you over the 30 FPS thing (although I still feel that 30 is nothing to get upset over) but reading this post and

<DIV class=quote>
<DIV class=quotetitle>? quoting snowforskate</DIV>
<DIV class=quotetext>[quote=poisonic]""the lowest fps i get is 78 fps on a en7800GT 256MB ddr3 with 1024MB system ram and a AMD Athlon 64 3700+"" [/quote]

removed.
EDIT: sorry to seam cocky, I know what I said may have came off wrong, hence I removed the post. Honesty I would just like to know the reason your getting those fps, cause from ethier side of the map I saw 30 fps. if you had 78 fps in the spot where my screen showed 32, there must be something your tweeking. + my sysem is much better : / I'm guessing your tweeking your cfg/gfx settings, please inform.

</DIV></DIV>

this tells me that you do indeed have an issue. My main point was, my machine is many levels older/slower than yours and I got nearly the same frame rates on a much higher setting.

You need to look harder at your own setup. Again, I am not bad mouthing your machine, but the facts say, you have a problem.

The best things in life, aren't things.
Re: Dm_Cloudcity Posted by poisonic on Fri Apr 21st 2006 at 7:45pm
poisonic
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Posted 2006-04-21 7:45pm
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i forgot to mention the resolution i played the game in 1600x1200.......... Since HL2 is a real ATI game having SLI does not change a thing.... im curious what CROSSFIRE can do to boost up frames.......

I dont have an SLI system........ my sys is prepaired for it....... but i rather buy 1 good card :razz:

<html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>
Re: Dm_Cloudcity Posted by poisonic on Fri Apr 21st 2006 at 7:46pm
poisonic
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Posted 2006-04-21 7:46pm
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In the map over watch my frame rate is ridiculous in 1600x1200...... 160fps........

<html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>
Re: Dm_Cloudcity Posted by MisterBister on Sat Apr 29th 2006 at 9:38am
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Posted 2006-04-29 9:38am
277 posts 78 snarkmarks Registered: Oct 17th 2004 Occupation: studying Location: SWEDEN
Sorry for not answering for two weeks, but ive had an hell at school and been sick aswell.
I also wanted to hear what everyone had to say before rolling out my plans.

First of all I would really like to thank everyone for the great feedback, as always snarkpit beats all the other
mapping sites by far when it comes to this. Again, thanks alot, I really appreciate it.
this will be a featured map on Dweebs.. its awesome.
Its always nice to hear that people like my work but if you dont mind I would like to have an explanation aswell, why it is awesome?
Whats dweebs?
Its architecture is great, but the attention to the small stuff is missing. The crate situation is... It leaves something to be desired. I love the textures on them, but, there are simply to many.
Yes, i do feel the same. however its difficult to add small stuff because of two reasons. First off, framerates. If i manage to optimize the map enough, ill definitly add more small stuff. Secondly, in source small stuff consist of models, an art that i do not know anything about, yet. Nice to hear that you like the textures on the crates though, I made them :wink: .
The map had connectivity out the butt, but, being mostly metal, there were no distinguishing landmarks. One could be in a constant state of "Being lost"
The gameplay tests actually suggests the opposite. Most of the players quickly understood the places different functions and gave them names such as "the shaft" very early on.
I realy like what you did with this map, very nice job on the design and detail. one complaint tho, the fps.
This is a very known issue, believe me. Thanks for the heads up anyways. Ill talk about optimizing later.
This might be what Orph was getting at, but you could really make the hallway look good by adding "trim" to the floor. So like next to the wall the floor is metal, and then in the middle of the path its carpet.
Ive had lots of similar feedback about this carpet, ill take your suggestion into consideration.
but anyway, i think this is a great map. the archtecture is detailed and i love the custom textures. i did notice some strange anomalies though
This is because there is too many reflective materials being rendered at the same time in the main area. I had the same problem in earlier alpha versions, but i thought i had fixed the problem for good. Seems like I didnt. Thanks alot for the heads up.
hey man, fantastic work. really lovely. reminds me a lot of Jedi Knight 2:Jedi Outcast. And that, from me, is a very big compliment. I consider JK2 to be the best SW game I've ever played. it doesn't run so well in places for me. One place in particular had a huge fps drop due to particles and dynamic lights. not sure where you're using dynamic lights, but you might want to check your point_spotlights to make sure they're not emitting dynamic lights. but anyway, i like a lot. Good work.
Thanks, what is you favourite part of the map then?
The dynamic lights come from the elevators. The particles is from the clouds beneath the map.
MisterBlister
This is very interesting... For some reason Americans mixes me up with "blister" all the time. I even had a guy wanting me for his mod calling me blister, despite the fact that i said my name was misterbister.
I also thought it would be cool to have one of those vehichles descend onto the green lit landing pads down below, and then take back off randomly. I think that would rock.
I would also love to have flying vehicles in the map. However the problem is that i simply wont make anything brushbased and i dont know anything about modelling. This feature will probably not be implemented into the map, but i would love if i could, especially if the players could interact with the vehicles somehow.

Aight, off to my plans.

Optimization
Lots of effort will be put into optimizing the map. First off ill try out the skybox suggestion. Secondly ill remove some of the reflective materials aswell. Heres some specific examples of what i will change:

This particular area really gives me an headache. First off theres way more polygons than needed right here. Secondly the opening is made so that the engine is forced to render everything behind it from almost all angles in the open area. Ill add a wall here so that this wont happen. I think this will do alot for the FPS since theres so much being rendered without any need of it.
User posted image

This whole building i completely retarded, pulling all of the resources away and being uggly at the same time. Ill probably remake it from the ground up.
User posted image

In this area ill remove the opening.

Gameplay
One big thing that i noticed during gameplay, and ive had feedback about it aswell, is that the weapon placement simply doesnt work as intended. Players avoid some areas completely and some areas are far to rewarding. Im planning on making a total remake of this.
Instead of putting all the good stuff concentrated, ill spread them out. Ive been thinking about making "routes" for different types of players which they can take to get the weapons and equipment they like.

Im planning to add explodable barrels in the final version, simply because they are so much fun. Dangerous and unpredictable. What do you think about them?

The map also contains lots of areas where theres very poor gameplay because of the lack of cover and "small stuff". One of the greatest example of this is this:

User posted image
Any suggestions on improvement?

Another area that totally lacks of small stuff is this one, how should i make it better without boxes?
User posted image

Im very unsure about theese holes in the street. Do they really add as much as they take in performance? I made them because i thought it would be fun to shoot people out on the holes and watch them fall down and because i wanted the place to feel like a battleground. However this doesnt happen very much.. Whats your thoughts about them?

User posted image

Again, i would like to that you all for the great feedback!
Re: Dm_Cloudcity Posted by Orpheus on Sat Apr 29th 2006 at 12:30pm
Orpheus
13860 posts
Posted 2006-04-29 12:30pm
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Now this is just my opinion, but it is based on years and 1,000's of peoples betas that I have assisted on.

This map suffers but only in the sense of aesthetics. You seem to have architecture down pretty well, but you are forgetting the little things that most would walk past in complete ignorance.

User posted image

Look at this screen shot. What is it missing? What should be missing? This screen shot is pretty indicative of the sterility of the map. You have cubes to save frames, but the cubes detract from the setting. The pro's and con's cancel each other out... So get rid of the cubes.

On the other hand, you are left with a sterile corridor/stairway. This city has electrical usage out the yin/yang but, there seems to be nothing powering it. Is it microwave fed?

Place some transformers (of your unique design) in that area. Put in some switch's. Put in anything thats not a crate. Crates=bad. Naked hallways are better than crates.

In a few areas, you even have an automobile or two. What conceivable purpose would they add to the map?

In the end what you are going to have to do is either get a partner that specializes in the little things, or release a sterile map.

The best things in life, aren't things.
Re: Dm_Cloudcity Posted by MisterBister on Tue May 23rd 2006 at 10:15am
MisterBister
277 posts
Posted 2006-05-23 10:15am
277 posts 78 snarkmarks Registered: Oct 17th 2004 Occupation: studying Location: SWEDEN
Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Ive been extremely busy the last month because of schoolwork and the launch of www.leveldesign.nu (a swedish site with lots of tutorials for leveldesigners and modellers).
The project has also partially been put on hold because of Leveldesign-LAN which im arranging with my friends. Since im hoping to get lots of valuable feedback from the attenders and dont want to change anything too drastically before the event. I also hope that Teddybear (an extremely talented texture artist) will help me out with the materials during the LAN.

(Leveldesign-LAN is a swedish LAN for leveldesigners which takes place in gothenburg 1-2 times a year. People travel form all over sweden to take part of this event.)

Im also learning the basics of modelling in order to create prop that may be present in the map to remove the sterility.

Im currently working hard on optimizing the map. Here's two very WIP shots:
User posted image
As you know, i never was happy with this area at all. Im currently remaking it into a constructionsite. Because of the optimizations that im currently planning, the area will actually be less constraining to the engine than it is right now.

User posted image
Heres an in-game image of another WIP optimization im currently working with. Ive blocked the entrance to the building with a wall in order to stop the engine from rendering the stuff inside. Hard to explain but you guys who have been playing it will probably understand what im talking about :wink: . Ive also remade the appearance to reduce polygons.

Thats all for now. Since I'm graduating in one week I'll be working with the project at a much higher pace the following weeks/months. Expect a big update after Leveldesign-LAN (late june).
Re: Dm_Cloudcity Posted by MisterBister on Wed Jun 7th 2006 at 3:45am
MisterBister
277 posts
Posted 2006-06-07 3:45am
277 posts 78 snarkmarks Registered: Oct 17th 2004 Occupation: studying Location: SWEDEN
ive had lots of crits about the spaceships so ive decided to make new ones.
Me and Teddybear managed to create the first ship today. Took quite a while, but it was worth it =).

User posted image

The image is taken from below, and the yellow lights are headlights.
Re: Dm_Cloudcity Posted by MJ on Wed Jun 14th 2006 at 10:35pm
MJ
80 posts
Posted 2006-06-14 10:35pm
MJ
member
80 posts 38 snarkmarks Registered: Dec 25th 2004
very nice spacecraft there..
f**k Fun maps!
Re: Dm_Cloudcity Posted by MisterBister on Sat Jul 1st 2006 at 10:26am
MisterBister
277 posts
Posted 2006-07-01 10:26am
277 posts 78 snarkmarks Registered: Oct 17th 2004 Occupation: studying Location: SWEDEN
Progress:

The LAN is over, and we all did have a really good time. I got lots of
valuable help from Teddybear and we remade almost all of the custom
textures I made . Lots of stuff has been either added, changed or
removed since the last update, however i dont feel im ready to post
pics just yet.

Currently im drawing spaceships and commersial ads for the map aswell
as struggling with the final (and most difficult) optimizations. Im
also playing around with throwable objects and how they change the
gameplay.

Currently they work great and are alot of fun, but the problem is that
i will probably have to make my own props before the final launch
(wooden boxes doesnt look good in a sci-fi environment) and i know very
little of modelling. Hopefully i could get some help with that from
another friend.

Thats all for now. Hopefully I'll be able to give you a big update with lots of new stuff in a couple of weeks.
Re: Dm_Cloudcity Posted by Naklajat on Sat Jul 1st 2006 at 11:29am
Naklajat
1137 posts
Posted 2006-07-01 11:29am
Naklajat
member
1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
Neat. I look forward to seeing the finished product :smile:

o

Re: Dm_Cloudcity Posted by MisterBister on Sat Jul 22nd 2006 at 10:43am
MisterBister
277 posts
Posted 2006-07-22 10:43am
277 posts 78 snarkmarks Registered: Oct 17th 2004 Occupation: studying Location: SWEDEN
Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Alright, time for a big update on the project.
Its been a while since i showed any images, but now i think its ready to reveal the almost final version of dm_cloudcity.
The list of features is too long to state in one go, i think its better to just write some comments below every image.
Here we go:

User posted image
Lets start with this "overview". Actually i find it very difficult to make an overview of the map since it is to big both in X and Y -axis but also in Z axis.
The skyscrapers are so high :wink: .
Anyways. This scene has gone some big changes, however most of them are optimizing stuff, but i wanted to add more color into the map, so I made more commercial ads, aswell as warning signs informing the inhabitants of cloudcity district to stay where they are, or else they get "terminated". This actually has a story behind it, but i will not reveal I just yet.
Many of my textures in this scene has been remade with help from Teddybear. However its not very noticeable from this angle.

User posted image
Here you can see the new spaceships of Cloudcity all of the new ships are painted by "hand", or should i say photoshop? :wink: . At first i hoped that i could make the ships func_tracktrains and then add normalmaps to them, but it didnt work out very well since the big dreadnaught seemed to overlap ships that actually was closer to the player. In general, the ships behaved very buggy as tracktrains, so i decided to use the more safe "scrolling texture" technique :wink: .
The patient one might also witness a chase between two ships across the sky...

User posted image
Here is a somewhat changed area. I thought it would be fun if I added graffiti and trash all over the place. The result is quite satisfying i think. New textures in the ceiling aswell..

User posted image
Heres an image of the warehouse. not much has changed, except for new textures, and of course a soundscape.

User posted image
In the early days i had a big brown carpet on the floor in this room to give it a feeling of luxury. The place was supposed to be a waiting room for passengers departing from cloudcity. Though I had lots of complaints from people wondering why the hell i had that carpet lying on the floor. When searching for other solutions i found an image of an hotel with a marble floor, and i thought that looked quite good, so i decided to make for this room as well. I also added the city-symbol on the floor as reminder who is in charge. As you can see, it resembles the one the combine use. However mine is more skyscrapish i think :wink: .

User posted image
Heres the elevator shaft. I added red light in the shaft to the left, instead of white to indicate that something has gone badly wrong there. The atmosphere got alot more hostile that way, just the way i wanted it. The newly added soundscape helps out with that quite well. Ive also added automated freight elevators in adjacent shafts.

User posted image
I couldn't really figure out how to add crates and explosive barrels into cloudcity at first since i didn't know any modeling. However one evening when i did a walk through of the current build with a few friends I got the suggestion to "simply" re-skin the current wooden crates and the barrels. All i had to do was to de-compile the models, make an entry in the .QC file to point at another texture location and then recompile the models under a new name.. Sounds easy right? Well.. It took me at least 6 hours to figure out how to do it. Thanks to tons of bugs and stuff i almost gave up. However the feeling when i finally made it was quite satisfying :wink: . The crates might need more polish, but I'm quite happy with the barrels. All tagged with the cloudcity logo.

User posted image
Heres an in-game image of the construction site that i showed early pic's on about a month ago, or was it two? I found it very hard to make a good overview in one image. The place fells alot better in-game than it does looking at this image.

User posted image
Heres the Lab again.. Not much has changed except for new textures and a soundscape.

Other changes/additions:

Added sound, everywhere.
It took some time, but i finally managed to add soundscapes in all areas. I had big troubles finding a suitable soundscape for the outdoor area, so I made my own. Its a mix if sounds from Hl2 as well as a mixed recording from a highway in Texas i found on the Internet. The result is quite good i think.

Added support for team play.
Ive also added spawn points for team play, however i haven't had the possibility to see how the game play works in this mode, yet.

Weapon placement completely remade.
I decided that the old placement of weapons was quite bad, so Ive been tweaking it like mad. Thanks to my "testing-team" Ive managed to make the map alot more balanced, however more testing is required.

Custom textures remade.
Almost all of my textures has been remade with help from Teddybear.

Thats all for now. The map is VERY near its final version, there are a few bugs and glitches left to kill... All i can say is sooon.
Re: Dm_Cloudcity Posted by Naklajat on Sun Jul 23rd 2006 at 4:23am
Naklajat
1137 posts
Posted 2006-07-23 4:23am
Naklajat
member
1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
Looking very slick, glad to see you stuck with it :smile:

o

Re: Dm_Cloudcity Posted by Addicted to Morphine on Sun Jul 23rd 2006 at 5:23am
Posted 2006-07-23 5:23am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Looks really good. I also think the decision to add trash and clutter was a good one. I really like the dirtier areas.

Also, I like how far your crate warehouse has come, looks cool instead of just an excuse to have crates about :smile:

Custom content goes a long way in making your map look fresh. The reskins certainly look great, along with the ships and the ads.

Definitely a massive project, glad it's almost done. I don't have any real critiques, just have to wait till I get home to play the final version when you release it. Good job!
Re: Dm_Cloudcity Posted by MisterBister on Tue Sep 5th 2006 at 9:08pm
MisterBister
277 posts
Posted 2006-09-05 9:08pm
277 posts 78 snarkmarks Registered: Oct 17th 2004 Occupation: studying Location: SWEDEN
The final beta is now compiled and available.
This is your last chance to give feedback!

No huge visual improvements has been done since last update, only optimizations and other gameplay tweaks.

www.leveldesign.nu/skit/dm_cloudcity_final_beta.rar
Re: Dm_Cloudcity Posted by reaper47 on Wed Sep 6th 2006 at 1:36am
reaper47
2827 posts
Posted 2006-09-06 1:36am
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
I somehow missed downloading a beta I think so these comments are probably a bit too surprised about parts of the map that are a little older. Sorry...

I just loaded the map to have quick look and it's absolutely breathtaking. The skybox is now even better than in the older version. I don't know what you've changed, maybe the bigger car sprites moving in so many height levels giving it an amazing depth. I just stood there and looking up for several minutes.

The only aspect about the visual design I feel like it could be tuned a little more is the "brightness" of some textures. The floor in this pic reflects the cubemap so brightly it looks like it almost "glows". It looked even brighter in-game and I fist thought it's a full-bright bug. The same is true for almost every metal texture. There's this "tint" or "intensity" value (I don't remember the name) for cubemap reflections in the VTF files. Maybe you should try turning it down. It just looks too bright, not like metal or anything my brain can relate to a solid surface. It's also much brighter than the few default textures that are left, which increases the contrast to much between the two sets of textures.

The new sounds are great. They reminded me of how important sounddesign can be for a map.

You announced this project as map to "push the limits" of the Source engine so I don't know how much sense it makes to talk about performance... I just think that, considering the effort you put in the current geometry and custom texturing, more custom models should be worth the extra work. They could improve performance considerably and probably even allow some extra details not possible with brushes. I see so many brush-objects that would be perfect for a prop_static and not too hard (yea, hard enough, I know :wink: ) to make.

Excellent work.
Re: Dm_Cloudcity Posted by Naklajat on Wed Sep 6th 2006 at 4:12am
Naklajat
1137 posts
Posted 2006-09-06 4:12am
Naklajat
member
1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
OMGOMGOMG!
Downloading, will be back with comments :wink:

EDIT: I gave the map a pretty thorough check for bugs/exploits and took about 50 screenshots (most are exploits), I'll sort through them and write comments in a little bit. I want to play this map with 10 other people!

o

Re: Dm_Cloudcity Posted by [FF]FNDR.Jake_Brake on Fri Sep 8th 2006 at 9:49pm
Posted 2006-09-08 9:49pm
13 posts 1 snarkmarks Registered: Feb 8th 2004
I have been running A74 version on my server for awhile now. Great map so I will definitely try this version ASAP! BTW, I really appreciate you adding the textures within the .bsp file as a server operator!!

Keep up the great work!!
Re: Dm_Cloudcity Posted by Naklajat on Fri Sep 8th 2006 at 11:11pm
Naklajat
1137 posts
Posted 2006-09-08 11:11pm
Naklajat
member
1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
Oh crap, I'm lazy... 55 screenshots, nearly 3 days ago... I'll try to write up what I found tonight.

o

Re: Dm_Cloudcity Posted by Naklajat on Sat Sep 9th 2006 at 1:13pm
Naklajat
1137 posts
Posted 2006-09-09 1:13pm
Naklajat
member
1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
Exploits etc.
That's about half of what I've got to say about this beta. The only link that works on the main index thus far is "Exploits & Lame Spots" I'll have the rest done and uploaded later today.

o

Re: Dm_Cloudcity Posted by Orpheus on Sat Sep 9th 2006 at 2:15pm
Orpheus
13860 posts
Posted 2006-09-09 2:15pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
I've often asked myself: "Is it laughing or candy?" with regards to "Snickers"

Very professional critique you got there Snickman... Beats my paltry attempts.

On topic:

Mr. Bister, I've pretty much said all I can. I think I've done 2 critiques on this one. You want one more?

The best things in life, aren't things.
Re: Dm_Cloudcity Posted by midkay on Sun Sep 10th 2006 at 8:32am
midkay
398 posts
Posted 2006-09-10 8:32am
midkay
member
398 posts 120 snarkmarks Registered: Apr 15th 2005 Location: United States
This map is excellent, I just had a peek. I love the design, lighting.. everything.. very cool theme and you pulled it off very well.

I did notice a couple things that should be tweaked/fixed. One, a big debris pile in one of the outer areas of the map had one of the piles-of-debris props floating in the air. Two, you know that lift you ride on down to this small area (far off in a remote area of the map) and at the bottom of the short ride on that area there are four suit batteries in a row, and that's it? One thing about this is that the lift passes through some world geometry (on the opposite side of the suit batteries) and two, you can jump onto the ledge surrounding the "hole" near the lift - the hole where you'd jump to your death - and walk around the edge of it.

That's about it, I really love what you've done and this will most definitely be a very popular map in the near future. Excellent work. :smile:
-- midkay
Re: Dm_Cloudcity Posted by Naklajat on Fri Sep 15th 2006 at 5:03am
Naklajat
1137 posts
Posted 2006-09-15 5:03am
Naklajat
member
1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
I'm so good at not getting things done that I don't have to do. If I don't have the rest of those screens up tomorrow, don't expect them till late next week as I'm going out of town.

o

Re: Dm_Cloudcity Posted by MisterBister on Fri Sep 15th 2006 at 12:59pm
MisterBister
277 posts
Posted 2006-09-15 12:59pm
277 posts 78 snarkmarks Registered: Oct 17th 2004 Occupation: studying Location: SWEDEN
Thanks a lot for all the great feedback. Especially Baron von Snickers thorough bug report.

Oprh: If you have already said what you felt was necessary to mention then there is no need for more.
Re: Dm_Cloudcity Posted by Addicted to Morphine on Fri Sep 15th 2006 at 1:40pm
Posted 2006-09-15 1:40pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Hey MB, can you update the image links for this map in your profile? I wanted to check out some images aftering seeing the frontpage news but they're all broken.
Re: Dm_Cloudcity Posted by MisterBister on Mon Sep 25th 2006 at 4:59pm
MisterBister
277 posts
Posted 2006-09-25 4:59pm
277 posts 78 snarkmarks Registered: Oct 17th 2004 Occupation: studying Location: SWEDEN
Hey MB, can you update the image links for this map in your profile? I wanted to check out some images aftering seeing the frontpage news but they're all broken.
Thanks for the heads up. I had made a mistake while updating the links.
Sorry for not responding until now...
Re: Dm_Cloudcity Posted by poisonic on Mon Sep 25th 2006 at 9:12pm
poisonic
78 posts
Posted 2006-09-25 9:12pm
poisonic
member
78 posts 18 snarkmarks Registered: Jun 8th 2005
NP misterblister :wink:
Re: Dm_Cloudcity Posted by Addicted to Morphine on Mon Sep 25th 2006 at 9:22pm
Posted 2006-09-25 9:22pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
It's like an optical illusion, but It's Bister with no "L"

He had to correct me way back in the day :smile: