[map] dm_fulford

[map] dm_fulford

Re: [map] dm_fulford Posted by haymaker on Sat Jul 19th 2008 at 5:45pm
haymaker
439 posts
Posted 2008-07-19 5:45pm
haymaker
member
439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
This is a a discussion topic for the map "dm_fulford" by haymaker which can be found here

Map description:

An experiment in performance management.

I wanted to squeeze as much fps out of a medium-complexity outdoor layout as possible. It's anti-detail, anti-fx, anti-lag. No displacements, no static props, no dynamic lights, no volumetric effects, very minimal entity work.

95%of textures are custom, heightmapping or specularity not present

Max virtual viewing sightline including 3dskybox geometry, 48 000 units

Max renderable sightline that includes geometry within map, 4640

Ugliness factor: Fair to middling

Map screenshots:
Loading embedded content: Map #3131
Re: [map] dm_fulford Posted by ReNo on Sun Jul 20th 2008 at 11:45pm
ReNo
5457 posts
Posted 2008-07-20 11:45pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Wow, novel looking level! I like seeing people do stuff like this :) As you yourself admit it isn't the best lookin thing to grace the engine, but it's eye catching and bold, and it's trying something different. Kudos.

I think you could afford to take it a little further - given your intentions with the level it feels to me like you could push the vertical nature a little more. As it stands it looks like most of the roofs are inaccessible (at least from normal routes) while they could instead perhaps be a major part of the level. It feels like you'd want some tall towers that give commanding views for sniping, and agile routes of jumping across rooftops for skillful play. Maybe a little late a 99% for those suggestions, but just some thoughts :)
Re: [map] dm_fulford Posted by Le Chief on Mon Jul 21st 2008 at 5:15am
Le Chief
2605 posts
Posted 2008-07-21 5:15am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Image links work now ;)

Anyway, when I first started up the map, it was felt so surreal, I didn't know where I was.

Anyway, I hope you learn't something from this experiment!
Re: [map] dm_fulford Posted by reaper47 on Mon Jul 21st 2008 at 5:35pm
reaper47
2827 posts
Posted 2008-07-21 5:35pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Interesting. For the experiment I have to say, you can do more interesting shapes with the same polycount. Basically, any HL1 map has viewer polygons and some maps still have more variety.

Looking at the brightly coloured custom textures, I have a suspicion this that this map is (at least subconciously) as much an experiment in style as in performance. I've probably seen too many (well, maybe 8 or 9) HL maps done in cell shading, so I probably am not quite as excited as I could be. Lots of interesting stuff to do, though. Try going even more abstract, or experiment with super-cheap solid-colour shaders to go all the way.
Re: [map] dm_fulford Posted by haymaker on Mon Jul 21st 2008 at 11:09pm
haymaker
439 posts
Posted 2008-07-21 11:09pm
haymaker
member
439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
Thanks for looking guys.

One big thing this experiment has revealed is the impact of player models on map performance. 2 or 3 players sighted from the highest point ( all roofs are accessible ) knocks 25% off the frames compared to no players connected.

Because of that, I am sure this map and others designs like it would gag to a crawl if standard architectural mapping standards are met.

Stylistically it's the result of snapping everything to 128's and 45 degree cuts more than anything else I think! It's loosely based on the village I used to hang out in...
http://www.appleluscious.com/images/bestworst/fulford_harbour.jpg
http://picasaweb.google.com/gbaltzelle/SaltSpringIsland07/photo#5096075781052822322
http://www.britishcolumbia.com/transport/details.asp?id=30