[map] de_statepen_b1

[map] de_statepen_b1

Re: [map] de_statepen_b1 Posted by G4MER on Mon Sep 22nd 2008 at 7:13pm
G4MER
2460 posts
Posted 2008-09-22 7:13pm
G4MER
floaty snark rage
member
2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
This is a a discussion topic for the map "de_statepen_b1" by Muhnay which can be found here

Map description:

Here is my latest work. I was wondering if you all could run around in this and give it a look over.. while doing so, please consider where the second bomb site should be.. or if this should be a hostage rescue map and where I could place the hostages?

Also if you see a way to bring the FPS up, and how please give me great insight as I am a noob to that, and I want this map to be rock hard and steady.

The Images are when I was first working.. but will give you an idea.. the map is far different, so I ask that you please DL it and run around and see what you think.

NOTE: you can get in the window area in the main courtyard by jumping on the barrels and then the fence to the wall and running the ledge.

Map screenshots:
Loading embedded content: Map #3164
Re: [map] de_statepen_b1 Posted by $loth on Thu Oct 9th 2008 at 10:16pm
$loth
2256 posts
Posted 2008-10-09 10:16pm
$loth
member
2256 posts 292 snarkmarks Registered: Feb 27th 2004 Occupation: Student Location: South England
Unfortunately I don't have CSS installed on this laptop yet (been too busy with new uni course), from the pictures however the only criticism I can really give is this.
The terrain in the first picture needs more variation, the depth and height to the rocks needs more contrast.
Also, there appears to be what looks like a moon in the second picture, the lighting does not reflect that it is night time.
Apart from that it looks great :)
Re: [map] de_statepen_b1 Posted by Le Chief on Thu Oct 23rd 2008 at 5:04am
Le Chief
2605 posts
Posted 2008-10-23 5:04am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
You should update the images and add more because unless if I have just had a total memory loss, what I just ran around in looked quite different to that shown in the images, for starters, time of day :P.

This map actually wasn't too bad, you still have more work to do but I understand that this is a beta version. It needs a bit more depth and detail and probably a 3D Skybox but I do understand that this is Counter-Strike Source and you can't exactly go nuts on the visuals.

Layout was pretty sweet aswell.

As for the performance side, the only thing I can suggest is going through the [url=]Half-life 2 Map Optimization guide[/url]. I did cruise around the map in mat_wireframe 1 and noticed that alot of things where being rendered that couldn't be seen by the player that could perhaps not be rendered, but your going to have to use occludes, redesign the map slightly or optimize in other areas (entities DO NOT block vis) to solve this problem.

Some other things you can do is increase the light map scale on certain textures to make performance increase, but this will make the lighting more diffuse so you may only want to do this on certain textures. Add a fade distance on certain models to increase performance and ofcourse, tie smaller brush detail and things that do not need to block vis to func_detail to prevent them from cutting into the world geometry, creating more polygons and decreasing performance.

Look forward to more updates in this map :)!
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