Dominic Posted December 16, 2016 Content Count: 5678 Joined: 01/07/16 Status: Offline Share Posted December 16, 2016 I will say that the map seems very very big on first few plays and it's near impossible to find the stairs to go up. It is very big, but once you get the feel of which doors you have to take to get there it's really easy to find the stairs up honestly. Link to comment
MrMuesli Posted December 16, 2016 Content Count: 98 Joined: 02/28/16 Status: Offline Share Posted December 16, 2016 Since I haven´t played the map yet, I can only give you more "technical" feedback. - Properly optimize your map Because you barely used any func_detail, I am sure you have at least 10000 numportals and compiled with -fast vvis. Also on a lot of spots, props/map geometry gets rendered I can´t even see. If you properly make use of hint brushes and areaportals, this problem will be solved and players gonna have way more fps than before. Instead of using env_sprites for lighting, use env_sprite_clientside entities to save a few edicts and perfomance. - small grahpical issues Most trees outside got wrong lighting and appear way to dark, because you got normalmapping enabled. Make use of the "Ignore Surface Normal" value and disable it. A few parts of the map(like the staircase) aren´t detailed enough and look boring and cold. I personally think you are using that dark brick texure way too much and it looks boring at some parts of the map. Overall the map looks quiet good and I hope you gonna fix those issues. 1 Link to comment
Paralyzed Posted December 17, 2016 Content Count: 3729 Joined: 10/14/07 Status: Offline Share Posted December 17, 2016 (edited) Rejecting my own map for now. @arottenpickle I'm still not very pleased about the results unfortunately. The map indeed does feel really big as most of you already mentioned, especially now with the addition of the stairs it feels like the map extended even more and made it even bigger. I will have to look for other alternatives and see what would work the best. The elevator sound still seems to loop and we even experienced a bug earlier today whereas the elevator got stuck midway and players could open the doors below and walk/look into the elevator shaft (killing them because of the trigger_hurt that is in place). When it comes to map optimizations I really lack the knowledge. I could probably look up tutorials on how to use func_detail to see how it works and then eventually apply it to my map the best to my possibilities, but keep in mind that this is my first released map ever. The stairs indeed seem to lack detailing, which makes it very boring to look at... I could definitely work on this, however that is if I decide to keep these. @MrMuesli For now though this map will be put on HOLD until I've found myself some time again to think about new ideas on how to make the map feel 'not so big' and to work on the issues that you and I have addressed earlier. If you guys have any ideas I would definitely appreciate it if you would throw those at me. Thank you all for the current feedback and play testing my map. WE WILL BE USING MY WIP THREAD FOR FURTHER DISCUSSIONS. GO HERE. Edited December 17, 2016 by Paralyzed Link to comment
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