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Post by grieve[Q2C] on Aug 3, 2005 13:12:28 GMT -5
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Post by grieve[Q2C] on Aug 3, 2005 12:52:10 GMT -5
hi and welcome to the Cafe, orange ( funny nick) your map is really interesting ..... and BIG ! I think there are some ways to improve performance. the main problem of the map, despite the excessive polycount, is it's openness. the engine does not see the same as you, in fact the engine "looks" around the next 2 or 3 corners and renders the scenery there. in your map it is extreme, because there is no vis-blocking at all. in most places of your map the game engine "sees" the whole map at once. this shot, showing the r_speeds and gl_showtris, makes it obvious : btw, the talk is always about "r_speeds", but this term is misleading. it is not really about speeds, it is the reverse factor of the rendering speed: it tells you the number of world polygons the engine has to render. I will call it furthermore rather polycount than r_speeds. well, in your map you don't have many details ( polygons) in the perimeter with its small halls and corridors, they are concentrated in the middle section. unfortunately, because of the lack of any "shield" which blocks the engines view, it "sees" this detail-intensive middle section all the time. the Quake 2 engine is not optimized for a polycount that high and is chocking because of that, causing the miserable performance. if the view to the cooling tower in the middle would be blocked, you would rather have a polycount (r_speeds) between 150 and 400 in the peripheral halls and corridors, instead between 2000 and 3800 !! so blocking the view would be the first task to do, before starting to optimize the middle tower section with polygon-reducing tricks. there are mainly 2 possiblities: donut doorways or doors with func_areaportals in the corridors. I'd say doors will fit better for this type of map. you may have a look at this RUST tutorial which covers the subject .... www.gamedesign.net/node/53
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Post by grieve[Q2C] on Jul 27, 2005 1:09:02 GMT -5
I guess they started calling themselfes proudly "Backstabbers" one day. Why do you care so much for that, yun ? I think it's okay for themselfes.
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Post by grieve[Q2C] on Jul 25, 2005 20:59:02 GMT -5
everyone is making maps nowadays .... except me. maybe I should make a map too. (growwll) you really expect me to have a look at this, Wixen ? okay, if I really must ....
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Post by grieve[Q2C] on Jul 16, 2005 23:21:36 GMT -5
has someone here ever played AQ2CTF ?
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Post by grieve[Q2C] on Jul 16, 2005 22:39:18 GMT -5
link does currently not work. got to try later.
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Post by grieve[Q2C] on Jul 3, 2005 10:25:12 GMT -5
The difference between software rendering and OpenGL is striking, Riz. You should try to get a cheap GeForce somewhere. Believe me, that's a rewarding investment.
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Post by grieve[Q2C] on Jul 2, 2005 18:39:44 GMT -5
Yeah, we had that coming I guess .... Misty, how come you don't have an OpenGL card ? Software rendering is really not arguably any more in 2005.
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Post by grieve[Q2C] on Jun 30, 2005 19:23:48 GMT -5
feel free to post them wherever you want, misty.
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Post by grieve[Q2C] on Jun 27, 2005 13:50:45 GMT -5
hmm, but it is the original q2dm8, isn't it ? you only decompiled it, retextured it and then compiled it again ? you should make that clear enough so there is no misunderstanding, X7. some people might think you have created the map from scratch.
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new 1
Jun 12, 2005 7:57:59 GMT -5
Post by grieve[Q2C] on Jun 12, 2005 7:57:59 GMT -5
nice one. I encountered the traps several times, but didn't find out what exactly triggered the grates. the style of this map looks simplified compared to earlier, artistically more ambitious works of you. I think I get the idea of this - making maps that are simpler but more playable and functional. it still has lots of pleasant eye candy, however. the layout seems good to me, tho I didn't have time to test it until now ( will throw in some bots after this ). jumping through this map felt good, and so did the atmosphere. of course, it's a Jester map .... here are just some small suggestions I feel the need to make: I have a habit to jump INTO the teleporters and was surprised that a bumped off from them here. I mean, the warping texture in the teleporter is supposed to be some kind of energy field. in my Quake 1 conversion I made this brush a mist and carved it deeper into the wall behind it, so you could jump INTO the teleport. I used 2 teleport entities, one hidden inside and one outside in front as usual. it does not look right either when rockets explode when hitting the teleport field instead of vanishing in it. when I try to jump into it like I'm used to, I jump over the tele entity and suddenly stand on the teleporter frame, being blocked by the "field", seeing and feeling that this teleport field is just a solid block, this is ...... some sort of a map logic error. I would rather make the warping part of the teleport a mist with another teleport entity in it. hmm, the other thing: running on the walls adds something to the gameplay of the map. if you feel bold enough you can grab the rail, jump up there and rule the whole yard from there. this is purely subjective, but I felt the wish for a ladder to get up there easier. with a rocket jump it is somewhat too expensive. it's just a minor detail which could add something to the gameplay. this is another great map from Jester, and a promising new approach. hope we get to see more like this one.
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Post by grieve[Q2C] on May 26, 2005 6:18:30 GMT -5
This is my conversion of ztn's legendary Quake 1 / Quakeworld map ztndm3 for Quake 2. The map was converted with m2m, I only did corrective work with the brushes and texture alignment. Redoing the lighting caused me the most work and took two long afternoons. I also added some ambient and Quake 1 teleporter sounds to recreate the original Quakeworld feeling as far as possible. This map is a legendary example of mapping art. Not a single brush is too much, yet it has even nice hand-crafted curves. Perfect connectivity, perfect gameplay. And a full compile takes less than one minute. r_speeds are below 300 in most parts of the map, going higher only in one point. And nowhere over 400. Consider this, before you create the next monstermap with r-speeds of 2000+ [ftp]ftp://65.30.181.223/quake2/grieve/maps/DM/ztndm3q2.zip[/ftp] cuco.dyndns.org/users/grieve/files/maps/ztndm3q2.zip
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Post by grieve[Q2C] on Apr 11, 2005 11:40:13 GMT -5
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Post by grieve[Q2C] on Apr 6, 2005 5:14:28 GMT -5
so it were rorshach's egyptian textures this time .... hmm. there is something special about egyt I guess.
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Post by grieve[Q2C] on Apr 5, 2005 17:14:28 GMT -5
of course, nice to see something from masta Yester again. n1 even tho it has ..... these EGYPTIAN textures .... again !!!!
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