Re: cs_harvest
Posted by Natus on
Thu Apr 7th 2005 at 8:00pm
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Well, im not playing cs...at all, but the fps doesnt look too good, and since its a very open map you cant have any vis blocking, so try emoving some stuff and add some kind of house or...barn, then make some occlouders and areaportals
Re: cs_harvest
Posted by satchmo on
Thu Apr 7th 2005 at 8:35pm
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Fascinating idea. I love your creativity, but the displacement surfaces in the first screenshot look unnatural (they appear to be some sort of alien humpbacks or something).
This small flaw stands out because the rest of the map is so well done and realistic.
Re: cs_harvest
Posted by R_Yell on
Thu Apr 7th 2005 at 9:01pm
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Yes those cliffs don't look good, or at least not all they can. Are made directly with a height map from photoshop, thats the reason they are all rounded. They'll be improved, and I have plans to add a second texture there, and some other things.
Re: cs_harvest
Posted by habboi on
Sat Apr 9th 2005 at 5:59pm
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I like the grass!
Make a barn and I will love you.
Re: cs_harvest
Posted by Ferret on
Fri Apr 15th 2005 at 4:49pm
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terrain is very uninspired, flat, until you get to random rocks in the
ground. Nothing like a real world would look like. You need blending
layers on the ground in more random areas to break up the repetition.
Your decorations layer with shrubery needs more variation. Corn stalks
could also use some repeptition but since they're harvested that way
you can get away with that. The house looks pretty good. Good idea for
the hay barrels things but maybe awkward placement as they wouldn't
raendmoly be infront of thehouse haphhazardly like that. Nice job keep
it coming.
Re: cs_harvest
Posted by R_Yell on
Fri Apr 15th 2005 at 5:03pm
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I agree, when the main things will be finished I'll concentrate on final look. More work is needed with displacement tool.
Re: cs_harvest
Posted by RA7 on
Mon Apr 18th 2005 at 9:35am
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I like the setting, but it's true that the terrian is a bit empty.
Re: cs_harvest
Posted by SpiKeRs on
Mon Apr 18th 2005 at 12:56pm
Posted
2005-04-18 12:56pm
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Really like the look of this, gj, only crit wud be that certain areas look little flat
Re: cs_harvest
Posted by The_6th_monkey on
Tue Apr 19th 2005 at 10:43am
Posted
2005-04-19 10:43am
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looks very cool can't wait to play this :smile:
Re: cs_harvest
Posted by R_Yell on
Tue Apr 19th 2005 at 3:19pm
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Thx orpheus for your suggestions:
fences to keep animals away from crops -> included, I think they appear in some shots, but not in final position
water troughs.. -> will be near windmill
grain silo's -> I'm making one in XSI, I plan to put 2 or 3
smaller stock pens, for say pigs and chickens -> will not be an animals farm :wink:
refuse piles -> could be added, but I'm thinking in fertilizer bags like cover. I'll try to model that
broken trucks and tractors -> someone offered me help to model, if I
can get one of those vehicles will be nice (edit: I was thinking in the
tractor, but there is a broken truck, with the green skin)
farm fuel tanks -> there is one
ponds -> there is one
Re: cs_harvest
Posted by habboi on
Tue Apr 19th 2005 at 3:42pm
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Yeah I noticed the pond, fuel tanks in the older pictures.
When I first saw this I exploded with joy and now it has buildings I love you :razz:
Uhh just finish it soon and I will do anything ANYTHING!
Re: cs_harvest
Posted by Joss on
Wed Apr 20th 2005 at 1:42am
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Hey R_Yell, how does the pic with all the clumps of grass (pic 0055) process? Framerate-wise(?)
Just wanted to get an idea of how the engine handles more of a tighter grass count.
Re: cs_harvest
Posted by Joss on
Wed Apr 20th 2005 at 11:52pm
Posted
2005-04-20 11:52pm
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Hmm. That's too bad; I thought it would handle it like the
CryEngine, using a base model and then use clones of that to process an
entire field of vegetation.
Oh well.
Re: cs_harvest
Posted by R_Yell on
Thu Apr 21st 2005 at 3:08pm
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well, I think this is the same process, but far cry uses something
called geometry instancing to clone those sprites in the video card
(without CPU intervention), I hope Valve implements it in a near future.
Re: cs_harvest
Posted by Dark|Killer on
Thu Apr 21st 2005 at 3:12pm
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Did you insert each plant |one by one| into the map ?! O.o
Re: cs_harvest
Posted by omegaslayer on
Thu Apr 21st 2005 at 3:37pm
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IMO the map looks good right now. What I like is your using custom models. Im just worried about cover (gameplay). To me this is a sniper map (which is fine). But it looks to me like a Terrorist could buy an AWP or scout (camp in the barn) and reign head shot after head shot on the CTs. Maybe provide more vegitation for a ct to sneak up on the barn, or a network of hills/trenches that the CT can hide in.
Posted
2005-04-25 10:42pm
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I haven't played your map but if you somehow added a route to the
hostages that caters specifically to close quarter combat then this
could balance out the openness. If the only way to the hostages
is easily covered by a sniper with an AWM, then this map might not be
too fun. But then again, I feel like de_aztec caters to snipers
and it is insanely popular.
Re: cs_harvest
Posted by Cassius on
Mon Apr 25th 2005 at 11:09pm
Posted
2005-04-25 11:09pm
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I second most of the comments put forth in this thread, but man, I have to say, I love the general theme/look of this one. It's so serene.
Maybe I'm just a sucker for terrain maps.
Re: cs_harvest
Posted by G.Ballblue on
Mon Apr 25th 2005 at 11:22pm
Posted
2005-04-25 11:22pm
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This might be the most ominous map I think I've ver seen :shocked:
Re: cs_harvest
Posted by habboi on
Tue Apr 26th 2005 at 5:02pm
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A cow you say... :wink:
Truly excellent now make it better using the replies above.
Oh and Cassius maybe you will like my old terrain maps :wink:
Re: cs_harvest
Posted by R_Yell on
Wed Apr 27th 2005 at 11:50am
Posted
2005-04-27 11:50am
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I haven't any problem downloading it, don't know what problem could be.
Probably it's related to hot linking and referrals, those protections
don't work when a referral blocking is on (like some firewalls has)
Re: cs_harvest
Posted by The_6th_monkey on
Sat Apr 30th 2005 at 12:18am
Posted
2005-04-30 12:18am
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Hey for all you guys who can't download right click the link and save target as :biggrin:
Anyhow I tried the map with 9 bots and me..... and I really gotta say the fps was bad in some areas where combat happens often... oh also I found it incredibly unlikely people will be able to rescue the hostages since they are unable to navigate outside the room in the house to easily... luckily I was playing against bots so managed to get a victory out of it cause I knew where they'd all be camping lol :smile:
Anyhow I can tell it would be pretty cool if neatened up a little bit more, u also need to add a skybox lol and some how sort the terrible fps...
Re: cs_harvest
Posted by R_Yell on
Sat Apr 30th 2005 at 9:24am
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Thx for your repor<span style="text-decoration: underline;"></span>t 6th monkey :biggrin:
The problem related to hostages going out the house is resolved, there
wasn't a proper connection in the navigation mesh. And I think they
could be splited in 2 groups, one in first floor and other in second,
just to make it easy for CTs.
FPSs are good enough playing without bots, but with them... I think
bots waste more resources with this kind of terrain, the navigation
mesh is 10MB size (very huge and complex). If somebody wants to play
with bots I say sorry, put a number your CPU can manage.
About the 3dskybox, it will not add better FPSs :wink: , and there is a
problem related to fog distance, it felt very strange when I tried to
add. Need to make more experiments.
Re: cs_harvest
Posted by The_6th_monkey on
Sat Apr 30th 2005 at 4:39pm
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the 3dskybox idea was to make it look better cause it looks weird stopping the way it does at the moment :razz:
Oh and another thing I forgot to say was, that (almost certainly
because of my graphics card) the little pont looked like a big white
blob lol and not water until I got up close to it :smile:
So in nrmal play it looked weird lol
Re: cs_harvest
Posted by SuperCobra on
Sat Apr 30th 2005 at 5:15pm
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Hmmm I havnt noticed any lag on this map on my machine I was at 60+ fps throughout the whole level.
P4 2.4ghz (northwood)
512mb 800mhz ram
SB Audigy 2 zs
Saphire 9800 PRO 128mb
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This map is really looking phenomenal. The shot of the cliffs
especially caught my attention. I look forward to seeing how the
map plays.
Re: cs_harvest
Posted by R_Yell on
Fri May 6th 2005 at 5:47pm
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I created the .nav for the final version and this could be a problem:
12MB size! Load times are too high and bots performance it's not quite
good. May be it should be handmade (simplified). Luck I know how to
made it, at leats I hope :biggrin:
Re: cs_harvest
Posted by DrGlass on
Sat May 7th 2005 at 1:30am
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still looking quite flat and limited cover.
good displacment work tho
Re: cs_harvest
Posted by R_Yell on
Sat May 7th 2005 at 8:47am
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Maybe the barn zone could be less flat, there are two big sniper corridors I don't like too much. I'll work on that.