looks good, I get about 140fps but i got a 960 so dunno how laptops will handle it
Judgement of a WIP Map
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syle22 wrote:
looks good, I get about 140fps but i got a 960 so dunno how laptops will handle it
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i get about 128 fps on a 760gtx
can we please not over use the brick textures, especially on the streets?
more
street details would be cool
and can we make the map bigger?
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duer wrote:
i get about 128 fps on a 760gtx
can we please not over use the brick textures, especially on the streets?
more
street details would be cool
and can we make the map bigger?
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What's wrong with sidewalks?
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CheesyBread wrote:
What's wrong with sidewalks?
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Uberkist wrote:
CheesyBread wrote:
What's wrong with sidewalks?
Make sure you cut the road into ramp shape and what not.
Then slice the width of your sidewalk from one or both sides of the road ramp.
Then select both sidewalk pieces, but not the road piece, and move them X units up. I would use 8 just because that's my global measurement for wall thickness, stair thickness most of the time, etc.
Just make sure all of your sidewalks are the same number of inches off the road.
If you had wide enough roads then just cut sidewalks out of them and then lower the road 8 units. Then do the necessary texturing. If there are places where the roads are too thin then just don't include sidewalks I guess. -
CheesyBread wrote:
stuff
and shit is no longer grouped, so moving a building is a bit harder. -
that was a nigga moment, why dont i just sink the center instead?
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I was about to suggest that, nigga.
Also grouping is your friend.
Oh and for optimization, make sure to have walls that aren't crucial for optimization (usually the walls inside of buildings) grouped together as "func_detail" entites. This will speed up vvis drastically as it will not longer be writing visleaves for every fucking piece of your map.
Also func_detail things that are tiny and complex. For example, that fountain or statue in the middle of your road is not large enough to be worth looking at when vvis does its visleaf calculations. Therefore make all of the world geometry (grass, and any other small pieces, but not models as those are already ents) func_detail.
Note that fun_detail entities will appear in Hammer editor as entities counting towards your ent count. Same with lights (light entities and light_spotlight entities that don't have some form of on/off added). They are "internal entities" meaning everything except for their metadata disappears upon compile. func_detail is the same. They all get deleted after compile and treated as world geometry. -
LET THERE BE LIGHT
The map now has full lighting, the only thing left is adding props and soundscapes. and a 3d skybox.
mediafire.com/?iqvdqcojqubwpt4The post was edited 1 time, last by Uberkist ().
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Added props and soundscapes. and a 3d skybox. It looks 20x as dope.
The map is basically in beta, point out flaws you find for the final.
All the doors are set to open on touch or use so people can explore it on the test server.
I may add a few changes like extra ladders/props.
mediafire.com/?iqvdqcojqubwpt4 -
Map will now be hosted on Alex's Test Server!
Added Map-wide Suppression Field that can be activated by cops for 1 minute every 20 minutes.
Added Suppression Core, disables combine suppression field and creates a mobile antigravity field for both players and objects when removed from PD.
Added Security Systems for alternative entrance to PD
Edited turret to be a 1 hit vaporizer with a 1/s rate of fire. Can shoot the combine ball under it to deal damage to the person using it.
Added SECRETS -
Like this map!!! Had a chance to go through it and seems great! Would love to test the durability a bit more with more players, items, npcs, and just the regular functions. But besides pricing and etc, seems like a great map.
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Goner wrote:
Like this map!!! Had a chance to go through it and seems great! Would love to test the durability a bit more with more players, items, npcs, and just the regular functions. But besides pricing and etc, seems like a great map.
Added 2 Scanners, 1 Claw scanner that drops mines (180s respawn), 2 manhacks that get their target based on scanner's photos.
Added new weapon to Strider. Use the control panel in the PD to fire the combine ball mortar.
Strider gets its dick-cannon target from Scanner photos.
When a player hacks the combine computer in the PD, all npcs stop respawning for 3 minutes
Doggo fixed the primary heli/strider gunfire, so now these npcs are pretty dangerous.
Doggo also added a 10k reward for the killer of the heli or the strider.The post was edited 1 time, last by Uberkist ().
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this map is some of the best work Ive seen in 10 years on this game. reminds me of the old days of coop alot.
Now with the turret patch, fully functioning npc battles with rewards of cash are possible. There was also a fix implemented that fixes the gravity gun crash when fighting npcs (antlionguard) So we can implement doggys dlc and have npc battles with all kinds of hl2 enemies. ty based russian modders -
Hyped tbh can't wait for *cough* a reset *cough*
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I am shocked at the progress this map made.
I mean holy shit.
I am however still a tad disappointed that you kept a lot of those structures I mentioned, that you copied in from other maps. I still feel like maybe you brought in too many. -
Just wait another year for more OG geometry in rp_pray2thevoid.
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Will their be fishing?#HailTheGoldenPoon