Re: [map] de_747 BETA
Posted by haymaker on
Mon Mar 12th 2012 at 1:17am
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Super cool! I don't play CSS but I'll fire it up for this. From the screens I'm seeing a lot of brushwork where I would be expecting models, but that's just my own experience.
I've always wondered about airport maps, and why there weren't more, but I chalked it up to post-911 isms.
Re: [map] de_747 BETA
Posted by Captain Terror on
Mon Mar 12th 2012 at 2:48am
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oh if it were up to me much more stuff would be models, but then you take more of an fps hit compared to func_details or world geometry, E.g., if i change the concrete wall brushes on the left of the map to prop_statics with fade distance, the game drops like 30 fps!
Thanks for your interest in my map all criticism/comments are welcome! =)
Re: [map] de_747 BETA
Posted by Captain Terror on
Mon Mar 12th 2012 at 11:46pm
Posted
2012-03-12 11:46pm
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Thank you smellycat! i will try to up my gfx settings and see how it affects performance. Also, i scaled the entire floor to 1.0 for performance reasons, yet i will try scaling it down to .5 or something and test how that too effects performance!
Areaportals are definiteley on my list of stuff to try as well. Also scheduled on the optimization list are propper_lod, changing brushwork to displacements, and using env_fogcontroller to limit the "maxviewable" distance of the entire map.
Thanks again for the comments! =)
Re: [map] de_747 BETA
Posted by G4MER on
Tue Mar 13th 2012 at 9:59pm
G4MER
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I downloaded this and tested it out.
It is really open, and basic. Great idea, but needs some major upgrades and work. Why did you make all the doors breakables instead of doors? The tunnel under the plane really has no use other than to snake around to the same point.. maybe make 2 separate exits near the plane. The sky box around the map is really well done. The planes taking off is a nice touch.
You did a really nice job on the plane its self, but the airport needs work. You also did not make an overview for the map..
You could add cover on the air field in the way of a fueling truck, and a baggage car with trailers of luggage. Orange and white barrels and maybe some repair work on the tarmac. The underside could also use some work and pipes and steam to break the long empty halls. Also mark the bomb sites I think A had something but I don't recall seeing it on B. The Plane interior could also be upgraded with model seats and the cockpit is cool but is way outta scale. How do the pilots see out the window?
Needs lots of work and fixes, but it is a great idea, and your well on your way to getting a great map out to the community.
Re: [map] de_747 BETA
Posted by Captain Terror on
Thu Mar 15th 2012 at 3:26am
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Thank you for the comments sir, i agree on all points!
-The tunnels were a quick, last ditch effort to give the layout more dimension. I was gonna make some manhole covers by the t's, but i wanted to force them on the plane for cover. I think i'll take your advice and add more exits by the plane, or i may just get rid of them all together.
-The cockpit was done really quick before the end of the competiton deadline. I had to make some liberties in terms of scale and proportion to make the map area more playable, but i'm sure i could move the upper deck floor up a little to make the cockpit more realistic. (did you notice you can shoot the window and walk out? i wanted to keep that aspect of gameplay from the origianl ;))
Seats: i've played around with many different methods, but i seem to get the better fps with them as func_details rather than prop statics or func_lod, and i agree they are VERY 1.6 blocky. If you have any further optimzation ideas, please share, as i'm not moving forward on this unless i can do it with playable fps. (how was your fps btw?)
Really, really appreciate the comments and the playthough sir, I'll do my best to impress you with the next version! =)
Re: [map] de_747 BETA
Posted by Wild Card on
Fri Mar 16th 2012 at 3:13pm
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How many brushes in your plane? In the terminal?
If you want, you could remove some exterior areas (such as many your tunnels?) if you focus on the plane more. Make the Ts spawn all over the aircraft as opposed to just at the tail.
Is there a performance difference (improvement) if you ditch the rain?
You mentioned this is in CS 1.6. What if you make this in source? (Why did you make it in 1.6?)
Re: [map] de_747 BETA
Posted by Wild Card on
Fri Mar 16th 2012 at 4:44pm
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In VHE you can check in Map -> Show Information
You can also highlight your entire airplane and get a more-or-less accurate count (excluding models and groupings)
I'll have to load up the map when I get home and take a look at it.
Re: [map] de_747 BETA
Posted by Captain Terror on
Fri Mar 16th 2012 at 5:50pm
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ya idk, i tried show information, and it says like 16,800 "solids", so idk that probably includes tools textures too? So by solids it means brushes?
Re: [map] de_747 BETA
Posted by Wild Card on
Fri Mar 16th 2012 at 5:53pm
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Yea, solids are your brushes. 16,800?? Im not sure how it counts those, but I though the hard limit of 8192 was for solids.
For instance, the show info on my Titanic is:
Solids: 8500
Faces: 53,650
Point Entities: 21
Solid Entities: 161
Unique Textures: 26
Texture Memory: 11.49 MB
Re: [map] de_747 BETA
Posted by Captain Terror on
Fri Mar 16th 2012 at 6:04pm
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yeah I'm not sure, ill post a screen cap after this compile finishes.
Re: [map] de_747 BETA
Posted by Wild Card on
Sat Mar 17th 2012 at 5:53pm
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Played through the map a bit and this is what I've noticed:
1) Some of your perimeter fences dont appear to fully join up (maybe thats by design?)
2) Some of your chair models disappear when you bump into them (in the FBO office for instance)
3) Shooting doors is a tad bit annoying. The airstair doors for some reason didnt break for me from the CT side, and only the right door (T side, or left door CT side) broke.
4) The textures in the terminal and the aircraft are all dark and gloomy, something that in the real world is different. Its always off-white colours and blue or another colour of material for the seats
5) The forward first class cabin area should have a flat wall with a TV rather than just the hollow dome. In reality, radar equipment is in the nose.
6) The tunnels are a tad too long given the short time of the map
7) I'd get rid of the tanker depot and focus the map on the airplane. In reality, a fuel depot wouldnt be nearby, nor would it be so small. What you could do is transform the fuel depot into a refuelling tanker parked just behind the right wing with fuel lines attached to the aircraft?
8) It seems the windows in the terminals cant be broken? And the windows in the plane and the grates in the tunnels cant be shot through?
9) Your loud airplane sound is a tad annoying. It starts off too abruptly, and theres no visual aspect to go along with it. But its better than no sound, this is an airport after all.
10) The APU's sound isnt very loud, I'd make it a tad bit louder, and have the sound distance much larger. I dont know about a 747, but in a lot of the smaller planes, you can almost hear the APU in the entire plane.
11) your vents on top of the main cabin have grates at the far end that make breaking sounds, but dont appear to actually break.
12) your vents all make wood breaking sound and not metal
13) I'd make this plane a combi. And get rid of the rear ramp (no 747 has that AFAIK). A rear main level cargo door with a loading truck would do nicely with the combi though. And the combi aspect would change up the firefighting.
14) Where's the galley? You need at least one galley, something that could link the main level with the lower level, and even better to also link with the upper level and the above ceiling of the main cabin
15) For a 747 it feels pretty small :P Could be a bit longer, and a bit wider too.
16) I like that the gates have airstairs as well as links to the terminal
17) Im tired, I havent slept in 36 hours. Good night.
Re: [map] de_747 BETA
Posted by G4MER on
Sat Mar 17th 2012 at 7:02pm
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Wild card, this is not real life, its imagination. Not everything has to be exactly like real life. He has artistic lic. to do what he likes. You get the feel and idea that this is a plane. CSS Gamers really don't care for pretty and or detail I have found.. they are more into how it plays and the ease of it.
Other than the reality comments I think you did a lot to help this level designer get out a better map.
Re: [map] de_747 BETA
Posted by Captain Terror on
Mon Mar 19th 2012 at 8:58am
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Well thank you omegaslayer! =)
I will certainly try giving that a shot, though it may take me an extra-long while since, i'm a complete nub at displacements.