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Let's see if I can pull this off...


wedge2211

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thomas: By that method, 1,113. :eek:

 

So...um, I finished all the architecture...and put the powerups/spawn points in their approximate final positions...and gave it a prelimenary bot route. I wanted to see what the gameplay is like (I still have to add various details to the map before it will be in any final state whatsoever). Anyways, the gameplay was pretty cool overall, it was interesting to play a game where you only have to take a few steps down a corridor to escape your enemy (unless he has the flechette grenade launcher or the repeater, they kinda rule the map). However...I have one major problem. What's wrong with this picture:

shot0170.jpg

 

That was in a game with 7 bots and me spectating. I tried a couple other games, and found that the map held a half-decent frame rate in a 3-4 player game, MAXIMUM 5-6 players. Not too bad, as it is a small map, but I suspect the engine is drawing a lot more crap than necessary. I'll be working on FPS optimization quite a bit, any suggestions are welcome.

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Put me up their with Altus_Thrawn, or I recommend(although I'm still new to mapping and haven't released a completed project yet) open beta. It's much easier. Maybe, when you're ready, put the beta version up for download and open a beta testing thread, or starting a server with this on and enabling auto-download.

 

I'm putting "The Attack on Yavin" up for open beta at my site. Beta build 2 is coming out soon, of course, I shouldn't advertise on your thread. Why don't you do that too? You don't have communicate through e-mail as much, plus, lots more points with a beta testing thread;).

 

At least fps is improving. 52 with 6 players. That's pretty good. How many with 7 now? Is their a leap in lag or does the rate of increase grow after 6? Good look with framerate optimization.

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The 38 FPS reading is with 8 players, 7 bots and me spectating, although I did see it hit 40's a couple times, maybe 50's in that area. (Actually, that area is a "trouble spot," it's not representative of the rest of the level.) I have a couple other things to try out to boost frame rates. I don't know if they'll affect that area in particular, but there should *crosses fingers* be some general improvement.

 

 

No beta decisions have been made on this map yet.

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Let's get to the basics. Plants. Everyone knows plants are organic. Otherwise, look for fungi, and it seems to fit. Plus, if you want to build it out of brushes, a 'shroom's all curves;). Dead Vong, well, that would make sense, but remember: Lost, advanced society. Not the location for recent mass slaughter(unless you want that in your ffa storyline).

 

So, the fps is still improving. Good.

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Originally posted by master_thomas

Let's get to the basics. Plants. Everyone knows plants are organic.

Plants are organic? REally? ...FIND ME SOME! I'd put them in if I had some good ones, the yavin ones are too leafy and ferny.

Dead Vong, well, that would make sense, but remember: Lost, advanced society. Not the location for recent mass slaughter(unless you want that in your ffa storyline).

Yeah, I know the story I made up for my map. :)

 

Originally posted by pnut_master

Dead Vong laying on the ground...DO IT WEDGE...YOU KNOW YOU WANT TO!!!

Wanna find me some dead vong models? ;) Unfortunately, even if there are some, I don't think they would fit very well with the theme. This map is far too "nice" for vong! :D

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Hey Wedge,

 

Sorry I haven’t uploaded that music yet. I've been kinda out of it for a little while. I'm still planning on doing it and I'll let you know when I do.

 

What kind of "details" are you thinking of adding? Just my humble opinion, but I think too many models could detract from the organic peaceful value.

 

Great work so far. I don’t mind playing with 5 fps (j/k I know you’ve probably already fixed it.)

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That's okay, I think the Myst music is working very nicely. But sure, upload stuff, I'll consider it.

 

"Details" would be the helices, those green "light-pods," ridges and bumps, etc. I'm playing with hanging fern and grass models upside-down from the tunnels to see what that looks like. I'm trying to keep the theme uppermost in mind as I do this (makes detailing really tough...I can barely use brushes!)

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I'd just like to take this time to announce that I'm planning a complete from-scratch overhaul of the map that will delay release by about 7 months....

 

No, just kidding. Seriously, I just want to reassure all y'all (why am I from Massachusetts and saying that? No idea) that I am indeed working on this, just haven't updated in a while. I'm back at school now, and the project will speed up once I finish this English paper and computer science midterm...blearg...

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I'm back at school now, and the project will speed up once I finish this English paper and computer science midterm...blearg...

 

Glad I'm not in College. (I will be in four years. Wow, I'm younger than over 90% of my fellow forum goers.)

 

y'all (why am I from Massachusetts and saying that? No idea)

 

'cause

Don't worry Wedge, I'm starting to use more slang too.

 

Uh oh. Pop-up coming. Every day for the last two weeks, pop-ups have caused my browser to crash. Dang advertisements. DO YOU THINK WE GIVE A ****? MOST OF US CLOSE THEM BEFORE THEY EVEN LOAD YOU *****ES!!!

 

Okay, as I calm down and reduce my profanity (fewer asterisks for a better tomorrow! lol) , I will say, "Man, I wish we had more vacation time."

 

Any luck with the fps? Not that it will bother me too much (I never seem to have fps problems. I guess I'm lucky)

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