de_process

de_process

Re: de_process Posted by Sphynxis on Sun Jul 31st 2005 at 7:27pm
Sphynxis
15 posts
Posted 2005-07-31 7:27pm
Sphynxis
member
15 posts 22 snarkmarks Registered: Jun 15th 2005 Occupation: Student Location: England
This is my very first map of anything so some experienced feedback would be much appreciated.

If you wish to play the map you may do-so here: 85.13.203.210:27035

If the map isn't already playing politley ask an admin to change it for you and I'm sure they will.

User posted image

User posted image

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Like I said, I'm pretty knew to this so feedback on bugs, performance issues, suggestions, ideas are all very welcome.

Hope you like it.
Re: de_process Posted by whiteLegion on Sun Jul 31st 2005 at 10:40pm
whiteLegion
57 posts
Posted 2005-07-31 10:40pm
57 posts 485 snarkmarks Registered: Jan 15th 2004 Occupation: Student Location: USA
the map looks really good. Hows it play? I will go to that server

<div class="abouttext">Message submitted 8 minutes after original post:</b></div>
Taht server required a password.
Re: de_process Posted by Sphynxis on Sun Jul 31st 2005 at 11:06pm
Sphynxis
15 posts
Posted 2005-07-31 11:06pm
Sphynxis
member
15 posts 22 snarkmarks Registered: Jun 15th 2005 Occupation: Student Location: England
Yea. Servers close for now. Having some trouble uploading the map, I will let you know when its back.

Map plays pretty well. Its quite fast passed as its only small, good fun though.
Re: de_process Posted by ReNo on Sun Jul 31st 2005 at 11:41pm
ReNo
5457 posts
Posted 2005-07-31 11:41pm
ReNo
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Visually that looks very polished for a first effort - you should be
very proud :smile: One thing I noticed looking at the screenshots is that
almost every angle is 90 degrees; you may want to try bringing in a few
curves or non-perpendicular surfaces to spice things up a little. The
natural lighting doesn't seem to be casting much in the way of shadows
either - have you got a particularly large ambient light value on your
light_environment? Or are you running RAD with a large number of
bounces?
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: de_process Posted by DrGlass on Mon Aug 1st 2005 at 12:56am
DrGlass
1825 posts
Posted 2005-08-01 12:56am
DrGlass
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1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
Or are you running RAD with a large number of
bounces?
correct me if I'm wrong but cant you only set the max bounce unlike in
HL1 where you could set the number of bounces? I have my bounce
set at 100 and dont really go over 15 bounces, is there a way to force
light to bounce more?
Re: de_process Posted by ReNo on Mon Aug 1st 2005 at 1:26am
ReNo
5457 posts
Posted 2005-08-01 1:26am
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
I dunno, I never really looked into it to be perfectly honest. I never set my bounce value above 5 or so personally.
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: de_process Posted by Dietz on Mon Aug 1st 2005 at 4:05am
Dietz
101 posts
Posted 2005-08-01 4:05am
Dietz
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101 posts 50 snarkmarks Registered: Mar 15th 2002 Location: Texas
Wow, I'm thoroughly impressed if that's truly your first map; hell I'm impressed either way. Its hard to judge a map's quality by screenshots, though. I fail to see a download link?
Re: de_process Posted by Sphynxis on Mon Aug 1st 2005 at 7:18am
Sphynxis
15 posts
Posted 2005-08-01 7:18am
Sphynxis
member
15 posts 22 snarkmarks Registered: Jun 15th 2005 Occupation: Student Location: England
The download link is at the top of the page or if you can't be bothered
to scroll up its here: http://www.f3ck.com/dl/de_process.rar

Thanks for the comments. This is my first map, of any sort. I started
one before this but that got about 10% complete as I didn't even have a
clue what a leak was, then I started this one.

I will take your advice about things being square with one another,
thanks, I would never of thought of something like that. Also my
ambience is set pretty high, I will lower it and see what comes out.
Re: de_process Posted by Sphynxis on Mon Aug 1st 2005 at 10:01am
Sphynxis
15 posts
Posted 2005-08-01 10:01am
Sphynxis
member
15 posts 22 snarkmarks Registered: Jun 15th 2005 Occupation: Student Location: England
What would you recommend is a good setting for ambience? It's set at
100 in the screenshots, I lowered it to 50 but it dosn't seem to of
made that much difference.
Re: de_process Posted by ReNo on Mon Aug 1st 2005 at 1:37pm
ReNo
5457 posts
Posted 2005-08-01 1:37pm
ReNo
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Sometimes differences like that don't seem to make much in the way of
change. I'd personally use something like 10 or 5 as the ambient
brightness, and rely on direct sunlight and any other light fixtures to
keep up the brightness. If you lower the ambient light level you may
want to brighten the direct lighting in order to compensate. I really
think that starker contrasts between the bright and shadowed areas will
make things that much more spiffy :smile:
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: de_process Posted by Sphynxis on Mon Aug 1st 2005 at 2:18pm
Sphynxis
15 posts
Posted 2005-08-01 2:18pm
Sphynxis
member
15 posts 22 snarkmarks Registered: Jun 15th 2005 Occupation: Student Location: England
Cheers, thanks for the tips.

I've uploaded the new version and I feel its getting closer to being completed.

The map will also be on this: 85.13.203.210:27035 server in about 1 hours time, everyone is welcome to come try it out.
Re: de_process Posted by DrGlass on Tue Aug 2nd 2005 at 3:23am
DrGlass
1825 posts
Posted 2005-08-02 3:23am
DrGlass
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1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
I d/l the map, I'll try and give it a run through and review... I'm busy now but we will see.
Re: de_process Posted by Myrk- on Tue Aug 2nd 2005 at 10:03pm
Myrk-
2299 posts
Posted 2005-08-02 10:03pm
Myrk-
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2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
I've never used an ambient brightness ever, and most likely never will.
-[Better to be Honest than Kind]-
Re: de_process Posted by ReNo on Tue Aug 2nd 2005 at 11:11pm
ReNo
5457 posts
Posted 2005-08-02 11:11pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Its on by default in source if you use a light_environment - it now has
an "ambient" property to specify ambient lighting rather than having to
use the compile tools to do it.
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: de_process Posted by im.thatoneguy on Wed Aug 3rd 2005 at 12:05am
im.thatoneguy
84 posts
Posted 2005-08-03 12:05am
84 posts 18 snarkmarks Registered: Jul 15th 2005 Occupation: Student Location: USA
Visually what I think could give your map the biggest boost is a 3d skybox. Right now it kind of has that "i'm in a box" feel since there is nothing outside of the walls to break up the skyline. There doesn't seem to be a reason that this little patch of the world has a wall around it, since you don't see too many heavily fortified walls in the middle of the prairie :smile:

I really like the lighting, although I agree it could use a bit more contrast.
Re: de_process Posted by Pureferret on Wed Aug 3rd 2005 at 2:31pm
Pureferret
27 posts
Posted 2005-08-03 2:31pm
27 posts 13 snarkmarks Registered: May 3rd 2005
Wow this looks cool.... I don't usually play CS but I will give it a try!
Re: de_process Posted by Sphynxis on Wed Aug 3rd 2005 at 9:21pm
Sphynxis
15 posts
Posted 2005-08-03 9:21pm
Sphynxis
member
15 posts 22 snarkmarks Registered: Jun 15th 2005 Occupation: Student Location: England
Visually what I think could give your map the biggest boost is a
3d skybox. Right now it kind of has that "i'm in a box" feel since
there is nothing outside of the walls to break up the skyline. There
doesn't seem to be a reason that this little patch of the world has a
wall around it, since you don't see too many heavily fortified walls in
the middle of the prairie :smile:
I totally agree, but I had real difficulty thinking of a "real" theme
for the map so I just used this induistrial kind of mish-mash theme. I
would like to add a skybox, but as I've said before, this is my first
map and I havn't quite got my head round things like skyboxes and
sounds etc yet.
Re: de_process Posted by DrGlass on Sat Aug 6th 2005 at 12:45pm
DrGlass
1825 posts
Posted 2005-08-06 12:45pm
DrGlass
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1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
Some images in this post have been automatically down-sized, click on them to view the full sized versions:

I agree about the 3d skybox. You dont need much just a few things that seem far away and outside.

You also need to clip some areas to limit player movement. I can
see alot of places that some crafty jumpers could use to get out of the
map or go somewhere they shouldn't. There are already alot of
places to get shot from you dont need any more.

Overall the map looks great, well lit, good texture work. Its quite small but I just like big maps.

First problem is this:

User posted image

Find those models and turn collision to none.

User posted image

Make each of those windows their own entity. I shoot one and they both break.

User posted image

missing texutre, I have 0 custome texuters for my CS:S so you must have
used one that didn't come with the game. You need to change the
texture or include it with your map.

This seems like a personal problem but while I played I got great FPS
(though I do have a super fast computer now) but it was stuttering and
stuff so I checked +showbudget and found this.

User posted image

-400 fps, and it was jumping up and down. Also random processes
were shooting up to max (as you can see by the tab they left behind on
the graph). I think it happens on some other maps, but I didn't
notice that problem on any offical maps.
Re: de_process Posted by Sphynxis on Sat Aug 6th 2005 at 2:32pm
Sphynxis
15 posts
Posted 2005-08-06 2:32pm
Sphynxis
member
15 posts 22 snarkmarks Registered: Jun 15th 2005 Occupation: Student Location: England
Thanks for the feedback man, thats a great help. I'm a little busy now but I'll fix it all when I get chance.