[map] Ocean Temple

[map] Ocean Temple

Re: [map] Ocean Temple Posted by Elon Yariv on Thu Mar 15th 2007 at 4:45pm
Elon Yariv
130 posts
Posted 2007-03-15 4:45pm
130 posts 63 snarkmarks Registered: Mar 4th 2006
This is a a discussion topic for the map "Ocean Temple" by Elon Yariv which can be found here

Map description:

Just a little map with no gameplay what so ever, just made it for fun and practice. This map is basicly a temple for the water god. The map is a bit dark, but I like it like that, gives the map a spooky and gloomy atmosphere, plus it makes it look like real torches that always produce dim light compering to the lightbulb.

The 99% is only because of minor bugs, like a single tiny null brush I forgot to texture, or a small seam in the texturing I forgot to fix. Those bugs are very easy to fix. I'll also make the water more transperent and add a torch or two next to those mosiacs next to the main statue.

This map has an average of 2000-4000 wpolies. I only posted one screenshot because the map is only made of a single room, not much to take screenies of.

Map screenshots:
Loading embedded content: Map #2859
Re: [map] Ocean Temple Posted by satchmo on Thu Mar 15th 2007 at 5:12pm
satchmo
2077 posts
Posted 2007-03-15 5:12pm
satchmo
member
2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
I think there should be some light sources in the ceiling, perhaps natural light?

Otherwise, the beautiful texture work is hard to see.
Re: [map] Ocean Temple Posted by Elon Yariv on Thu Mar 15th 2007 at 5:19pm
Elon Yariv
130 posts
Posted 2007-03-15 5:19pm
130 posts 63 snarkmarks Registered: Mar 4th 2006
In most parts the ceiling isn't that intresting, but in the parts it is, it is well lit. I can see you haven't downloaded it, because the count is 0.

If I'll make some natural lighting in there the statue wont be the main attraction anymore, so that is my only problem with it. Thanks for the advice, I'll take it to consideration when I'll update the map.
Re: [map] Ocean Temple Posted by Riven on Thu Mar 15th 2007 at 8:10pm
Riven
1640 posts
Posted 2007-03-15 8:10pm
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Looks professionally done. I had a run through it; very nice architecture for a hl map. From the screen it almost caught me off guard for an hl2 map.
Re: [map] Ocean Temple Posted by ding on Sat Mar 17th 2007 at 11:13am
ding
200 posts
Posted 2007-03-17 11:13am
ding
member
200 posts 280 snarkmarks Registered: May 11th 2004
This is great man! I love the textures, I love the architecture and the entire atmosphere of that map.

Please man - please add some more rooms and maybe one or two traps (use something like in Tomb Raider maybe) and we'll finally have a new kick ass HL1DM map!!!
Re: [map] Ocean Temple Posted by Elon Yariv on Sun Mar 18th 2007 at 10:38am
Elon Yariv
130 posts
Posted 2007-03-18 10:38am
130 posts 63 snarkmarks Registered: Mar 4th 2006
A Hl1DM map with 5000 wpolies and 10000 epolies? It would even lag on the strongest computers... I think. Anyway it wouldn't be the hottest DM map around.
Re: [map] Ocean Temple Posted by Orpheus on Sun Mar 18th 2007 at 2:30pm
Orpheus
13860 posts
Posted 2007-03-18 2:30pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
I bet money that any room can be optimized to within the 1000 limit.

/me downloads.
I bet I'm right. :P

[EDIT]
I am either out of the loop for zip extracting, or you royally forked up that zip. :/

Anywho, without some major changes, there is no hope for any playable version of this with the HL1 engine.

gl_wireframe 1 - http://www.snarkpit.net/pits/orpheus/critiques/elon/elon1.jpg

gl_wireframe 2 - http://www.snarkpit.net/pits/orpheus/critiques/elon/elon2.jpg

r_drawflat 1 - http://www.snarkpit.net/pits/orpheus/critiques/elon/elon3.jpg

I score it a 7/10 for its looks. If it were playable, a 10/10
Re: [map] Ocean Temple Posted by Elon Yariv on Sun Mar 18th 2007 at 6:10pm
Elon Yariv
130 posts
Posted 2007-03-18 6:10pm
130 posts 63 snarkmarks Registered: Mar 4th 2006
Ick! I knew I shouldn't have listened to that guy, in my first compile it was 4000 polies, then I lowered the max node size to 64 because he told me it would lower my polies. I think I will raise it to 512, then it would still be quite accurate but not so high poly, thanks.

I might turn it into a playable map, but since it is a compo entery, you must be reasonable, a month isn't enough to produce a full sized playable minimod, with lots of puzzles.
Re: [map] Ocean Temple Posted by Orpheus on Sun Mar 18th 2007 at 6:50pm
Orpheus
13860 posts
Posted 2007-03-18 6:50pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
I have a reasonably powerful PC.
3700+ AMD
1.5 gig ram
7800gs 256 meg nVidia

I got 13 fps in those shots.
Good luck with this though, as I liked what I saw. My only small advice.. Put a clip brush over those water trenches. Theres no sense in falling in and stumbling with each one.
Re: [map] Ocean Temple Posted by MJ on Mon Mar 19th 2007 at 6:45am
MJ
80 posts
Posted 2007-03-19 6:45am
MJ
member
80 posts 38 snarkmarks Registered: Dec 25th 2004
Excellent showpiece, convert it to hl2!
Re: [map] Ocean Temple Posted by Junkyard God on Mon Mar 19th 2007 at 12:26pm
Junkyard God
654 posts
Posted 2007-03-19 12:26pm
654 posts 81 snarkmarks Registered: Oct 27th 2004 Occupation: Stoner/mucisian/level design Location: The Nether Regions
Yeah, that's what i was going to say, maybe something as sweet as this ,would run a bit better on some more high end engines like Source.
It looks fabulous, but i think it might just be too complex for Goldsrc to handle.
Since my pc is less that Orph's pc, i won't bother to try it yet, i'd just get 1 fps at the points he highlighted.

But other than that, like he said, the looks are awsome, must have been hard work!
Re: [map] Ocean Temple Posted by Orpheus on Mon Mar 19th 2007 at 2:26pm
Orpheus
13860 posts
Posted 2007-03-19 2:26pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
For those interested:
The reason my frame rates were so low is because I had GL_Wireframe on.

Without it, I had upper 30's. It takes a lot of horsepower to draw all those lines.

Still, 30 fps in a single room spells doom for many computers of lesser stats. This map tis worth a looksee as the pics posted do not do it justice.
Re: [map] Ocean Temple Posted by Elon Yariv on Mon Mar 19th 2007 at 7:13pm
Elon Yariv
130 posts
Posted 2007-03-19 7:13pm
130 posts 63 snarkmarks Registered: Mar 4th 2006
And I can assure you my computer is far weaker then yours:
Intel Pentium III Processor
128mb RAM
733MHz

This map ran on my mechine, at 4 fps but never mind it would run much better on today's or last year's computers. And I can lower the Poly count by 1000 and will do it in my next compile.

I think I'll turn this little map to a full sized minimod. Which means a map or two more with plenty of puzzles. ;)