Re: Snarkpit Mapping Standards
Posted by DocRock on
Fri May 20th 2005 at 7:03pm
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If you remember, during Half-Life 1 mapping, the SnarkPit members had set mapping standards for maps. For instance, some of the members asked mappers to keep their rspeeds under 600 and the wpoly under 7000 (correct me if I'm wrong on these numbers).
I'm wondering if the SnarkPit has had any discussions lately about the best +showbudget numbers for Half-Life2 mapping.
I'm sorry if this subject has been discussed already. If it has been, please point me to the correct thread because all of the searches I did for this came up empty.
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Re: Snarkpit Mapping Standards
Posted by Myrk- on
Fri May 20th 2005 at 8:36pm
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Orph speaks truely... There are very few boundaries with HL2.
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Re: Snarkpit Mapping Standards
Posted by SaintGreg on
Fri May 20th 2005 at 9:12pm
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But.... You really shouldn't make a map that nobody can play, thats
just stupid. If you get an average of 50 fps in HL2, you
shouldn't have to get 20 fps on a map somebody built.
To get something to work, sometimes you just have to beat your head against the wall longer; the skin grows back, but the brick doesn't.
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Re: Snarkpit Mapping Standards
Posted by Campaignjunkie on
Fri May 20th 2005 at 9:41pm
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I generally use the FPS in official Valve maps as a rough goal. In
Overwatch, I average about 90, so I usually shoot for around that
amount. There's a lot more than r_speeds affecting everything -
physics, shaders, water...
Re: Snarkpit Mapping Standards
Posted by Orpheus on
Sat May 21st 2005 at 12:19am
Posted
2005-05-21 12:19am
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As I said though, it really boils down to machine size/quality.
I have two comps that will play HL2 satisfactorily, one a hell of a lot better than the other. Now understand, WINXP only really allows 60 fps unless you disable vsinc so not everyone is gonna get the same results even if they have the same general PC specs.
I feel that with HL2 it really only boils down to what YOU would find acceptable for play. So far, I have seen no maps so horribly built that my new 3500+ cannot handle it. Perhaps one exists, but I have not seen it yet.
So to answer your question Doc, I think the skies the limit. You can pretty much make anything you please. People will either like it or not. Quality of construction will always show itself. s**tty maps will as well.
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I agree with CJ and Satchmo. While machines vary, as long as
custom maps are playable to the same extent of the official maps, I'm
happy. I probably average 20-40 fps on overwatch and am happy
with any custom maps that play in that range. It also helps me
judge the performance of the maps I put together. If it ever dips
below 20 I know I have a serious problem that I need to take care of.
Re: Snarkpit Mapping Standards
Posted by DrGlass on
Sat May 21st 2005 at 4:49am
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I think that mapping standards should move out of performance and into
technique. There are so many simple things that people do wrong
when they map. I see this first had with the mosaic submissions,
1 unit thick floors... intersecting brushes, blan boxy rooms, etc.
What would be cool is if we has some kind of review thing that people
can send their maps into and we can have some people look over it
and compile a knowledge base of mapping mistakes.
or we could make a big list of tips and tricks? I remeber a great
tut over at VERC that had 50 tips of mapping, I know that I still live
by many of those tips even today.
Re: Snarkpit Mapping Standards
Posted by Orpheus on
Sat May 21st 2005 at 11:16am
Posted
2005-05-21 11:16am
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<DIV class=quote>
<DIV class=quotetitle>? quoting Addicted to Morphine</DIV>
<div class="quotetext">
Oh and is that you on the site?
</DIV></DIV>
Yeah, I was famous.. once... only once.
whispers
the post was lightblue bud.
[edit] My condensed answer. Make anything you wish, it will show if its crap or not.
the end.
</div>
The best things in life, aren't things.
Re: Snarkpit Mapping Standards
Posted by Myrk- on
Sat May 21st 2005 at 11:51am
Posted
2005-05-21 11:51am
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Just make a map, I'm sure it's unlikely you'll hit limits and if you do, either its a crap map or a good one, and the good one will still probably be played regardless...
-[Better to be Honest than Kind]-
Re: Snarkpit Mapping Standards
Posted by keved on
Mon May 23rd 2005 at 8:03am
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<DIV class=quote>
<DIV class=quotetitle>? quoting DocRock</DIV>
<DIV class=quotetext>If you remember, during Half-Life 1 mapping, the SnarkPit members had set mapping standards for maps. For instance, some of the members asked mappers to keep their rspeeds under 600 and the wpoly under 7000 (correct me if I'm wrong on these numbers).
I'm wondering if the SnarkPit has had any discussions lately about the best +showbudget numbers for Half-Life2 mapping.
</DIV></DIV>
As the others have suggested it's much more difficult in HL2 to have such rigid guidelines to try to adhere to; there are now more elements than world and entity polys which can contribute to poor fps performance.
The problem with using +showbudget as a guide is that, having, say, a large world geometry bar can be fine if few cubemap-heavy textures are used, so it would get really confusing as to the 'ideal' a map author should be aiming for.
If there was any mapping standard to be used for HL2 I'd suggest it be mat_wireframe in conjunction with any of the fps readout commands (net_graph or whatever).
Mat_wireframe clearly shows how well (or badly) constructured and optimised a level is. As long as mat_wireframe shows no big issues to address (lots of unseen geometry uneccessarily being rendered etc) and the fps command used gives a reading at least comparable to the Valve levels, the HL2 renderer will likely handle the level fine.
Re: Snarkpit Mapping Standards
Posted by Orpheus on
Mon May 23rd 2005 at 10:15am
Posted
2005-05-23 10:15am
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I would have to concur thats a good assessment you have Kev.
Thanx for further clarifying what my lack of text could. :smile:
The best things in life, aren't things.
Re: Snarkpit Mapping Standards
Posted by Leperous on
Tue May 24th 2005 at 10:08pm
Posted
2005-05-24 10:08pm
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I would also like to add that you should be fine as long as your swapbuffer levels aren't going crazy, in addition to everything being mentioned above.
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2005-05-24 11:14pm
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Is it too many reflective surfaces?
Re: Snarkpit Mapping Standards
Posted by satchmo on
Tue May 24th 2005 at 11:35pm
Posted
2005-05-24 11:35pm
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I believe the swap buffer goes up when there are too many potentially visible surfaces at any one location. When the player turns around, whatever that's behind the player is buffered, even though it's not within the VIS.
Have you noticed that when you turn to a highly detailed area of the map at first, the framerates would drop suddenly, but only for a fraction of a second. I believe the engine is buffering the surfaces, so that the next time the player turns around, there wouldn't be any performance hit.
That's my own hypothesis.
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Re: Snarkpit Mapping Standards
Posted by DrGlass on
Tue May 24th 2005 at 11:36pm
Posted
2005-05-24 11:36pm
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basicaly I think it has anything to do with lightmaps, specail textures, alpha maps, etc.
I think we should have a run down of all the items on the +showbudget
and let the more experianced mappers give their views on the importance
of each section.
Re: Snarkpit Mapping Standards
Posted by Campaignjunkie on
Wed May 25th 2005 at 1:31am
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High SwapBuffer levels are usually caused by excessive use of normal-mapped textures, I think.
Re: Snarkpit Mapping Standards
Posted by Leperous on
Wed May 25th 2005 at 10:40am
Posted
2005-05-25 10:40am
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Yes, I think swapbuffer levels are influenced by a large number of things, especially special visual effects (though I've never had water hit me very hard- it's usually bump mapping, especially when there are rocks around)
Re: Snarkpit Mapping Standards
Posted by Fjorn on
Wed May 25th 2005 at 2:45pm
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Re: Snarkpit Mapping Standards
Posted by DocRock on
Wed May 25th 2005 at 4:28pm
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Even one point_light in my map makes the +showbudget dynamic light graph go up and fps down. I know it's an editing question...but why does one point_light cause such a jump?
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