Well, I've been working on the map a bit lately. Pretty much all just optimization to get it to playable FPS. I haven't really gotten all the media together to show for the map, but I'll be releasing an alpha soon. The train and haymaker's maps have yet to be implemented, but you won't believe how crappy the map ran before I got to it. I'd like it to run much better as a whole before adding more to it. What was once 40 FPS in some areas, I've been able to bring about to 70+ FPS now, and I didn't move anything. This has been accomplished through clever hint brushwork and func_areaportalwindows. You won't be able to tell the maps have been optimized (except by the FPS readout). The alpha isn't quite ready just yet; i've been keeping a log of changes I am making to the map and that's all I can say for now, screenshots and download will come later in the week.
---UPDATES---
Successful Changes:
-All areas have been imported and connected successfully without damage to entity origins and most overlays and decals (any that I can see). Some Brushes had to get cut-up in order to form much better 'render clusters' as I like to call them.
-Areaportalwindows have been added to the entrances and exits of each level.
-Rad has successfully compiled, producing the original lighting (fixed some problems with lights not updating rotation when entire entries were rotated).
-Added appropriate on-grid connecting hallways (still coated in dev-textures and no detail within them yet)
-Brought average FPS of map from 50 to 60. With lowest ares I've recorded at 15-20 FPS, now the lowest area I've come across was at 30 FPS.
WIP Changes:
-Aaron's map has SOO many static props, that I will be needing to add entire areaportalwindows just to cut off certain rooms (inside the skinny building) -so that they don't render when you're not in them. Hint brushes simply aren't enough here. Working on fade distances too. Fixed up func_details that were simply too large to help framerate. Simplified underlying bsp brushwork to accommodate Vis a little better. But like I said there will need to be more work done on it to bring it up to speeds with the rest of the maps.
-For my own map, I have A LOT of brush-based entities with virtually no bsp brushes inside the map to break it up, so I've had to start work on converting certain brushes into bsp to form hallways and windows to cut out outside objects you may not need to see, Something not necessary as a single player level, but much more costly as a DM level -this is still very much a WIP, but at least it runs better than the average FPS of the whole compilation map :P
-Still working on player clip brushes and func_illusionary to keep from getting caught up on 'sticky' geometry. Namely, aaron's map and hlife_hotdog's 'valve studio map' but also across the entire compilation map as a whole.
-Adding hint brushes to help break up a lot of obvious non cut-up spaces that could possibly help FPS. Some of which are in RedWood's map and in hlife_hotdog's map.
Changes and goals to be met for Alpha 1 release:
-Add in Zein's map comfortably and bring up to or beyond average FPS.
-Raise average FPS of map to 70
-Make player clipping manageable.
-Fix conflicting sounds and add appropriate soundscapes to relevant areas.
-Rearrange player spawns and unify team spawns
-Keep map under 20Mgb (currently 7Mgb -without Rad)
Goals for future Beta release:
-Add in train maps and support for train.
-Detail connecting hallways
-Fix and unify weapon spawns (in relation to player spawns)
--Conclusion--
Well, the map has come a long way in my eyes. May not look like it when you guys get your hands on the Alpha. But don't take for granted how it runs. That was NOT a given, and that's what I'm spending most of my time on now. I would have to say (and I think a lot of folks would agree with me) Optimization is probably the most boring part about mapping, but in such cases like this, it HAS to be done, otherwise this map would be unplayable on most servers! It's obviously not moving along as fast as I had hoped, but with patience at my side, I've been able to sit down day-to-day adding in an hour or two of mapping. It's not much, but the hours add up, and I suspect we'll have this out before christmas. Or at least by New Years.
Thanks for the support, and I'll be updating next time with screenshots for sure!
Blog:
www.playingarchitecture.net
LinkedIn:
Eric Lancon
Twitter:
@Riven202