Re: [map] Ocean Temple
Posted by satchmo on
Thu Mar 15th 2007 at 5:12pm
satchmo
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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
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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
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Wuch ya look'n at?
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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
Posted
2007-03-17 11:13am
ding
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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
Posted
2007-03-18 10:38am
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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 Elon Yariv on
Sun Mar 18th 2007 at 6:10pm
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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
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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
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Excellent showpiece, convert it to hl2!
Re: [map] Ocean Temple
Posted by Junkyard God on
Mon Mar 19th 2007 at 12:26pm
Posted
2007-03-19 12:26pm
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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
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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.