de_raincheck

de_raincheck

Re: de_raincheck Posted by satchmo on Thu Feb 24th 2005 at 11:27pm
satchmo
2077 posts
Posted 2005-02-24 11:27pm
satchmo
member
2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
What can I say? Rabid did it again.

The ambiance is just...cinematic. I feel like I am watching still frames of a movie. And I noticed that the redline no-parking curb problem has been fixed. ;)

The point_spotlights from those lamps in screen4 look very thin and long. I think they would look better if the ray of light doesn't extend so far.

Lastly, I love the rain. I think it's the first map I've seen that has incorporated the rain effect so well into the map.
Re: de_raincheck Posted by parakeet on Thu Feb 24th 2005 at 11:49pm
parakeet
544 posts
Posted 2005-02-24 11:49pm
parakeet
member
544 posts 81 snarkmarks Registered: Apr 30th 2004 Occupation: n/a Location: Eastern US
Lol i had the same idea in an oriental map that im working on... only it looks like half as nice = p. I especially liked the first pic ;D nj and i hope i see this in a server sometime soon. T_T its so much better than mine. Very good dynamic lighting, it fits the rain.
Re: de_raincheck Posted by mike-o on Fri Feb 25th 2005 at 2:26am
mike-o
60 posts
Posted 2005-02-25 2:26am
mike-o
member
60 posts 6 snarkmarks Registered: Oct 18th 2004
Those are some skinny light beams.
Re: de_raincheck Posted by ReNo on Fri Feb 25th 2005 at 9:18am
ReNo
5457 posts
Posted 2005-02-25 9:18am
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
As Mike said those spotlights look too skinny - I'm noticing you have quite a fetish for them like that :D Looking really nice though, look forward to taking a closer look :)
Re: de_raincheck Posted by Trapt on Fri Feb 25th 2005 at 11:11am
Trapt
99 posts
Posted 2005-02-25 11:11am
Trapt
member
99 posts 300 snarkmarks Registered: Oct 15th 2004 Location: Melbourne, Australia
Played through it. The inside could be a tad more detailed, but the outdoors is just stunning.

Site B blew me away: It was just amazing. Rain has been incorperated very well indeed. The light beams aren't as thin as they seem in the screenshot, but I do agree they need to be either made wider, or shorter.

The events that happen when the bomb goes off are very nifty, and well thought out.

Now, you're next project is to make a map which is crappy PC (like mine) friendly. ;)
Re: de_raincheck Posted by RabidMonkey777 on Fri Feb 25th 2005 at 11:52am
RabidMonkey777
207 posts
Posted 2005-02-25 11:52am
207 posts 603 snarkmarks Registered: Jul 9th 2004 Location: Denver, Colorado, USA
I fixed them for edit2 ;o. Thin spotlights do seem to trail in my wake, don't they ;). I've also replaced some stuff with the new, de_train content, and the Terrorist spawn point is a bit different thanks to some new models and brushwork. It's a bit late, though, so I'll get them up tomorrow.
Re: de_raincheck Posted by RabidMonkey777 on Fri Mar 11th 2005 at 3:38am
RabidMonkey777
207 posts
Posted 2005-03-11 3:38am
207 posts 603 snarkmarks Registered: Jul 9th 2004 Location: Denver, Colorado, USA
About time to start a forum thread.

RC1 of Raincheck is now available to a selective audience interested in giving it a go (Hopefully with bots, don't break the Source engine :razz: ) and offering comments/suggestions. (Why a selective audience, you ask? I'm doing it to mainly ensure it doesn't wind it's way over onto someone's server rotation at the current time, mainly becuase I don't want to have to have a bit of a 'petrol' fiasco again ;<)

If you're interested in looking at the map firsthand, feel free to contact me regarding it. Otherwise, you can view the new screenshots and await RC2 which should be available in the coming week or two, and will offer major performance fixes as opposed to this version which is fairly high in visual lag (and thus only suitable for bot-testing on a lower detail level.)
Re: de_raincheck Posted by ReNo on Fri Mar 11th 2005 at 3:50am
ReNo
5457 posts
Posted 2005-03-11 3:50am
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
I'm interested in giving it a run through, check your PM's :smile:
Re: de_raincheck Posted by Cassius on Fri Mar 11th 2005 at 4:41am
Cassius
1989 posts
Posted 2005-03-11 4:41am
Cassius
member
1989 posts 238 snarkmarks Registered: Aug 24th 2001
The thin spotlights are an interesting and certainly original visual, but are most likely unrealistic.
Re: de_raincheck Posted by RabidMonkey777 on Mon Mar 14th 2005 at 2:40pm
RabidMonkey777
207 posts
Posted 2005-03-14 2:40pm
207 posts 603 snarkmarks Registered: Jul 9th 2004 Location: Denver, Colorado, USA
I've just released RC2 to the public. Additions include some major overhaul to the visblocking, resulting in a faster map. If you want bot location names, wait until tonight, as I have not assembled them yet. The bot mesh is included, as well as all other content necessary.

Enjoy.
Re: de_raincheck Posted by habboi on Mon Mar 14th 2005 at 4:15pm
habboi
782 posts
Posted 2005-03-14 4:15pm
habboi
The Spammer of Snarkpit
member
782 posts 178 snarkmarks Registered: Dec 11th 2004 Location: United Kingdom
Excellent looking map and i'm starting to get jealous of your mapping techniques :sad:

Keep up the good work and lets hope the same event for your other map does'nt happen with this one :wink:
Re: de_raincheck Posted by DrGlass on Mon Mar 14th 2005 at 9:40pm
DrGlass
1825 posts
Posted 2005-03-14 9:40pm
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
I just gave it a run through. Looks very nice, you did very well
with your brush work and the lighting is fantastic. I really got
a feeling of time and place, the enviroment really drew me in.
You do need to optimize the map, I didn't take a look in wireframe but
I think that if you add alot of your background into a skybox then it
will work much better.

Also, you need to include the custome models you used, I also got a
huge amount of red errors in console when I loaded the map (which took
quite some time).

"ERROR!: Can't create physics object for models/props_wasteland/woodwall030b_window01a_bars.mdl

ERROR!: Can't create physics object for models/props_wasteland/woodwall030b_window01a_bars.mdl

ERROR!: Can't create physics object for models/props_rooftop/Sign_Letter02_Rus2002.mdl

ERROR!: Can't create physics object for models/props_rooftop/Sign_Letter02_Rus2002.mdl"

User posted image

This and some other vent things looked a bit odd, I'd add some supports or remove it. just a little detail.

User posted image

The truck in T spawn is off the ground by about 8 units. You
should place your physic props closer to the ground, when new rounds
start they all settle and it looks kinda strange, again just small
details.

User posted image

I dont like the long thin beams of light at all, I think you should
tone it down quite a bit. These lights were by far the worst, a
small glow maybe, but I dont think you would see anything like this in
real life.

User posted image

This just looked odd to me, can you make the green light less opaque? its a little too bold.

User posted image

Lucky I didn't download fishy's models yet or I may have not caught this. include those models.

User posted image

I personaly cant stand invisible walls, Right here just seems usless
becuase there is a blocked door just 2 feet from it, but you need to
think about how to block the player without 'cheating'. The clips
in the outdoor area was a big pain, I'd move some train cars into the
door ways and block the player that way.

I also had a problem with the CTs that were out side the CT spawn, its
a cool idea, but if a Terrorist were to come out there it would just
spook him, and it would confuse him when the CTs didn't die. I
see where your going with it, but they arn't moving or really doing
anything but adding extra polys to your map.

Over all your map looks and feels great, fix some of the small details
and move as much background as you can into the skybox and this could
be a great map.
Re: de_raincheck Posted by Myrk- on Mon Mar 14th 2005 at 10:13pm
Myrk-
2299 posts
Posted 2005-03-14 10:13pm
Myrk-
member
2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
Just as I was thinking my boy...
Re: de_raincheck Posted by ReNo on Tue Mar 15th 2005 at 12:41am
ReNo
5457 posts
Posted 2005-03-15 12:41am
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
I had a run through and performance was a major issue. I had two
versions of this map, and the one you said was the "improved" version
seemed to run worse for me :sad: I'll try and do a critique tomorrow, as
I've got a mate visiting at the moment so I just had a quick run around.
Re: de_raincheck Posted by RabidMonkey777 on Tue Mar 15th 2005 at 5:33am
RabidMonkey777
207 posts
Posted 2005-03-15 5:33am
207 posts 603 snarkmarks Registered: Jul 9th 2004 Location: Denver, Colorado, USA
Hrm...are you running significantly higher detail levels than your computer can handle? For I can run on my recommended settings (and slightly higher) and it runs at a playable speed for me. I get major slowdowns when I'm running 16x filtering/6xaa, as well as high shaders, textures and models, but that's sort of expected ;< - I'm not sure what you consider 'good' performance, too, so we could both have our own ideas about it.

Thanks for the comments, Dr Glass, as well. Those errors you're recieving are coming from my phys_override ents - For some reason the models don't settle well with prop_physics (some of the rooftop lettering and the window bars) and they don't like static either - Just slapped 'em on an override and they worked fine ;p

I'll fix the truck and include the models again when I recompile. I'll move the phys props again, too, thanks. I keep messing with my light beams but I can't seem to find something everyone likes ;( - I do want a beam coming from them (check some darker areas at rainfall and you'll often see a bit of a beam - Perhaps they should be shortened? Or just colored sprites? Not sure where to go with them.)

The green light is a decal, can't change it much :sad: - If it would be better, I can 'fix' one of the lights there to be flickering or something and casting enough light to mess with the green a bit.

The major problem I'm having with skyboxing everything is that A - I've already done all the displacements (Which don't like to be scaled) and B - I'm using copious amounts of props in my 'skybox' which cannot be scaled as well, unfortunately. I can shrink a few things but I don't think the gain in performance is worth it.

Unfortunately, the contest entries (I've found another to enter too ;o) are due shortly, so I'm trying to limit the amount of things to change unless they are severly impacting.
Re: de_raincheck Posted by DrGlass on Tue Mar 15th 2005 at 8:14am
DrGlass
1825 posts
Posted 2005-03-15 8:14am
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
all good, I didn't think to fire it up with bots but I may go back and try it out.

I think the only big problem (for me) are the player clips.
Re: de_raincheck Posted by Myrk- on Tue Mar 15th 2005 at 9:23am
Myrk-
2299 posts
Posted 2005-03-15 9:23am
Myrk-
member
2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
That light effect you have reminds me of something moving at high speeds at night, hence creating a light trail. I doubt anything is moving, but I may have to take not for any future speedy creations :biggrin:
Re: de_raincheck Posted by ReNo on Tue Mar 15th 2005 at 1:44pm
ReNo
5457 posts
Posted 2005-03-15 1:44pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Well I was getting around 10fps at some of the points, which I'm sure
we both consider to be poor performance :sad: The settings I run at at
currently UNDER the recommended for my computer, and all the default
maps and most custom levels run nicely.

About the light trails, particularly those on the train, they really
ought to be shortened. I like the trails and think they should stay,
but they are hugely over the top at the moment. My flatmate popped into
my room while I was running about and he also thought it looked a bit
daft as is. Would be a neat effect if the train was moving, but as is
its just too extreme.
Re: de_raincheck Posted by LilTortillaBoy on Thu Mar 17th 2005 at 10:55pm
LilTortillaBoy
15 posts
Posted 2005-03-17 10:55pm
15 posts 12 snarkmarks Registered: Feb 14th 2005 Location: USA
Very pretty map, only problem I had is the new models you put in just
appear as the error thing. I love the thin spotlight effect even though
it is very unrealistic. Framerates for me were horrible though,
especially in the train yard, I dont think the rain helped much either.
Played it a few times with 6 bots and it was pretty fun, only thing
that killed it for me is the framerates and I have a decent computer.
1.2GHz, 512 mb ram and Nvidia GeForce FX 5200. I havent played alot of
cs source so maybe I just have my settings to high.
Re: de_raincheck Posted by RabidMonkey777 on Fri Mar 18th 2005 at 5:18pm
RabidMonkey777
207 posts
Posted 2005-03-18 5:18pm
207 posts 603 snarkmarks Registered: Jul 9th 2004 Location: Denver, Colorado, USA
'beams are fixed - shortened and widened.

I'm tweaking the outer area - I'm considering transforming it or part of it into an indoor-sy area so it's a bit brighter as well, not to mention it'll save me some FPS too. I'll get it done by April 1st since the compos end then ;<
Re: de_raincheck Posted by RabidMonkey777 on Fri Apr 8th 2005 at 3:05am
RabidMonkey777
207 posts
Posted 2005-04-08 3:05am
207 posts 603 snarkmarks Registered: Jul 9th 2004 Location: Denver, Colorado, USA
Final's been out for a bit, but the map hasn't been updated here since the downtime and all. It is now ;D
Re: de_raincheck Posted by habboi on Fri Apr 8th 2005 at 1:17pm
habboi
782 posts
Posted 2005-04-08 1:17pm
habboi
The Spammer of Snarkpit
member
782 posts 178 snarkmarks Registered: Dec 11th 2004 Location: United Kingdom
I hope you finish this and fix the bugs I pointed out on TWHL.

Please just finish it before mapping for Black Mesa Source please :(
Re: de_raincheck Posted by RabidMonkey777 on Sat Apr 9th 2005 at 12:13am
RabidMonkey777
207 posts
Posted 2005-04-09 12:13am
207 posts 603 snarkmarks Registered: Jul 9th 2004 Location: Denver, Colorado, USA
I've already started my work for it and a new map, sorry. The bugs reported detract from the map but they don't affect it too majorly to require another full compile time, and a complete new botmesh.
Re: de_raincheck Posted by habboi on Sat Apr 9th 2005 at 12:16pm
habboi
782 posts
Posted 2005-04-09 12:16pm
habboi
The Spammer of Snarkpit
member
782 posts 178 snarkmarks Registered: Dec 11th 2004 Location: United Kingdom
You just made me cry :(

Oh well I don't blame you, having the opportunity to work for that mod is cool.