Author Topic: Dm_Precipitation  (Read 2322 times)

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Offline -Zombie-

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Dm_Precipitation
« on: October 04, 2008, 06:59:17 am »
Just a small map that I made in a few hours. There isn't really much to say about it i guess. Enjoy.

Map stats:
*1464 polygons
*98 scenerys
*It is waypointed (By Eagles_Arrows :D )
*Weather: rain

Edit:
I've made some small changes to the map suggested by Eagles_Arrows so the map should be fine now :)
« Last Edit: October 04, 2008, 07:17:51 pm by -Zombie- »

Offline ~Niko~

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Re: Dm_Precipitation
« Reply #1 on: October 04, 2008, 07:14:02 am »
There are wayyyy too many polygons, but looking its nice. idk about gameplay, could be interesting make a 6-8 players DM in this map.

Offline Snake

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Re: Dm_Precipitation
« Reply #2 on: October 04, 2008, 07:22:01 am »
Pretty cool man, but I agree with Niko...too many polygons

Offline -Zombie-

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Re: Dm_Precipitation
« Reply #3 on: October 04, 2008, 07:29:40 am »
There are wayyyy too many polygons
to be honest, i dont know how that happened XD

Offline Laser Guy

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Re: Dm_Precipitation
« Reply #4 on: October 04, 2008, 08:00:33 am »
I don't think it's way to many, it can be up to 2000 I think.
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Offline ~Niko~

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Re: Dm_Precipitation
« Reply #5 on: October 04, 2008, 10:32:08 am »
I don't think it's way to many, it can be up to 2000 I think.
10000 is the poly limit

Offline Eagles_Arrows

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Re: Dm_Precipitation
« Reply #6 on: October 04, 2008, 12:15:14 pm »
if you want to use that many polygons, at least set the outer layer of polys to DC as seen below.

Not only does it look cool in Polyworks, it also raises the framerate by not testing collision detection for the DC polys.

EDIT: In addition to setting the polygons to DC, do not combine a polygon count of a 1000 or so with tons of scenery concentrated into a small area of the map.  That would be total lag.  Fortunately, the scenery here is not very cluttered and is evenly distributed.

As for the map itself, I think the layout is great; circular, keeps the flow consistent, and I especially like the structure of the building on the bottom right.  Vegetation is a nice break from all the foresty stuff I've seen recently.  However, the indoor crates could be confusing at first because the rest of the crates aren't solid.  The texture is too clean to suit the scenery, so try a much more rugged texture.  Change the map description, too; most mappers overlook that.

If I can, I will waypoint this map.

EDIT2: Here it is, the waypointed version.

Few things I've noticed when testing.  (1) All of the vegetation scenery is set to BACK.  What gives?  At least set the shortest plants to MIDDLE and set the opacity of the ones in the background at various values to give them a less fake look.  (2) You had no team spawns.  I added those in for you.  (3) You have more medikits and grenades than you do medikit and grenade objects.  This can cause the meds/nades to spawn at places they are not supposed to.  Add a medikit object in the building to the lower right and lower the count.
« Last Edit: October 17, 2008, 06:18:50 pm by Eagles_Arrows »

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Offline -Zombie-

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Re: Dm_Precipitation
« Reply #7 on: October 04, 2008, 07:37:40 pm »
Thanks for the review and waypoints Eagles_Arrows :D

All of this is a big help, and i can't believe i forgot to put in a map description

Offline chutem

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Re: Dm_Precipitation
« Reply #8 on: October 04, 2008, 08:22:36 pm »
I really like the shading, it looks really good.

Map looks fun aswell, how come the lights are made of 3 polys though?
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Offline -Zombie-

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Re: Dm_Precipitation
« Reply #9 on: October 04, 2008, 08:32:53 pm »
how come the lights are made of 3 polys though?
Do you mean why are the lights not just made from scenery? I was in the mood for making them out of polygons i guess. Besides, it save you a small download

By the way, their not all made from just 3 polys, some have more than 3.

Offline Hair|Trigger

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Re: Dm_Precipitation
« Reply #10 on: October 05, 2008, 03:22:52 am »
By using more than one you can have them fade out on the sides, which I think looks cool.  I love making lights and shadows with the polys :D

Good map zombie,  really nice clean style.  =]

edit: haha, I see that building is the same one you posted in the thread about weather effects :P

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Offline -Zombie-

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Re: Dm_Precipitation
« Reply #11 on: October 05, 2008, 03:53:58 am »
haha, I see that building is the same one you posted in the thread about weather effects :P
I was waiting for someone to notice that :)

Offline chutem

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Re: Dm_Precipitation
« Reply #12 on: October 08, 2008, 05:10:01 pm »
how come the lights are made of 3 polys though?
Do you mean why are the lights not just made from scenery? I was in the mood for making them out of polygons i guess. Besides, it save you a small download

By the way, their not all made from just 3 polys, some have more than 3.
I was more pointing to the fact that the lights could be made with one poly, seeing as you haven't made them fade out in the sides.
1NK3FbdNtH6jNH4dc1fzuvd4ruVdMQABvs

Offline Stahlkaiser

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Re: Dm_Precipitation
« Reply #13 on: October 17, 2008, 05:49:21 pm »
this looks really good!
good tp know it is waypointed.
good lightsources and neat bridge.
« Last Edit: October 17, 2008, 05:51:03 pm by Stahlkaiser »
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