-Replicant- wrote:chriiiiiist, people...shut the fuck up. and odium, if you haven't figured it out, people are just giving you a hard time- we get it that it isn't Vis'd
not all of us. i don't know the first thing about mapping. and when i threw on this beta, and well, felt like i getting negative FPS i thought 'uh-oh' ...but i also didnt come back and try and rattle odium's cage. we're looking forward to the final - and from what i saw it's coming along quite nicely. good work, dude.
i'm sure it'll be heavy in the rotation on our server.
Im sure the final map odq3dm6 will be one of the most played maps. Odium, you are making an impressive job. Just take your time to make it as perfect as posible. Only a sugestion, I dont like too much the pipes in the rail bridge, and the pipes near the ya .
Aquashark wrote:odium just ignore the idiotic posts
Says the guy trying to use non-existent phpBB tags in his sig
non-existent on this forum maybe. i won't correct it either just to show how much of a n00b i am :icon27:
Note that the name of the show is "Trippin'" and not "Tripping" because the addition of the letter "g" would not be consistent with the views of MTV's urban youth demographic who tend to frown upon linguistic formalities such as proper enunciation. I mean, proper 'nunciation, yo!
-- maddox
Well, let him then, mine is on the scrap heap TBH. People need to see that you cnat do this map without making changes to the way the old one "looked" and stuff, like brush shapes, sizes and positions. It will never" be" the same map, just resemble it. Thats why Q2DM1's remake is so different in a few places, its just easier to vis. With a few brush change sin the map (Shortened bridges and whatnot) i got stuck at 60frames, but thats not what people wanted so i looked for another solution. Hey, it will happen some day, just not by me.
and yet another reason these threads should be in level editing. too many "hi my balls haven't dropped yet, but i have something to say" idiots reg'ing.
o'dium wrote:Well, let him then, mine is on the scrap heap TBH. People need to see that you cnat do this map without making changes to the way the old one "looked" and stuff, like brush shapes, sizes and positions. It will never" be" the same map, just resemble it. Thats why Q2DM1's remake is so different in a few places, its just easier to vis. With a few brush change sin the map (Shortened bridges and whatnot) i got stuck at 60frames, but thats not what people wanted so i looked for another solution. Hey, it will happen some day, just not by me.
Forget the visual effects, the most important thing is...FPS
If we can play with a solid 60 FPS, who cares about the visual effects.
You did a major improvement by the first beta to the second...so don't stop now...just remove all the fancy stuff...that cost lots of FPS...
[url=http://powerquebec.forumpro.fr/][color=red][b]Fast and furious_[/b][/color]That's what it's all about...[/url][img]http://pages.infinit.net/oldman/rank14.gif[/img]
Once again, you seem to be missing the point. Ill say it one last time, just for you.
It wouldn't make a fuck bit of difference if i removed them all.
The point is, its drawing the entire map in vis, because there are no vis portals. I dont know how many times you all have to read this to understand.
Vis portals were being worked on, but im probably going to ditch it all together because its just not worth the hassle. The map wont be "smooth" because its a cunt to vis. If it cant be vised right, then it will run smooth. Do you understand? It doesn't matter if i make the map out of blocks, or make it using 90 billion brushes, if there is no vis, its drawing more than it should and will run smooth.
Just open up Q4DM7, remove all the vis work, and recompile. See how smooth that runs for you drawing the whole level.
Its got jack shit to do with detail. Sure it helps a bit, but when its rendering the entire level at all times, THATS the slowdown. And vis will NOT work nicely at all unless you change the level layout. Look at Q4DM7 (Edge) and compare it to the original. Do you think they changed places just because it would be fun?
Instead of putting it on the 'scrap heap', how about passing the map to another mapper to finish off? Even if it needs a lot more work, this thread has over 25,000 hits, so the finished map will have a very high profile - that should be enough incentive for someone else to pick it up.
Layout changes can be playtested. Even if the map isn't an exact replica of dm6, it can still be a very good map.
Sorry i don't know much about mapping, but you seem so close to the finish one...its amazing what you have done so far, so i don't want you to stop trying...
It will be the best and most played map...i'm sure of that ...
[url=http://powerquebec.forumpro.fr/][color=red][b]Fast and furious_[/b][/color]That's what it's all about...[/url][img]http://pages.infinit.net/oldman/rank14.gif[/img]
Stick with it o'dium! Even a star player like Fox was begging for it on ESR, that's gotta be some incentive! :icon26:
I know it was tempting to show every step of the way on here as you put the map together, but I think with hindsight you would have benefited more and had less frustration by just keeping it under wraps, and having enlisted say, brisk and a couple of other people, ( possibly mappers), to help you out and give you feedback, before going public with it. If the vis thing can still be sorted out with the help of other mappers, ( and I have no idea what is involved and just how much hassle creating these 'vis portals' is), then do that, unload the burden from yourself a bit, and see what happens.
hey odium, have you checked out the version of campgrounds that was made for doom 3, to see how that map was vised, it seems to run pretty smooth and cant be dissimilar to how you would do it for quake 4....just a thought
wallis wrote:hey odium, have you checked out the version of campgrounds that was made for doom 3, to see how that map was vised, it seems to run pretty smooth and cant be dissimilar to how you would do it for quake 4....just a thought
dont give up now man, it can be done
Constructive advice :icon28: welcome wallis, you might be useful.
You had a good stab at it, well done. :icon14: Take a break and maybe revisit it another time.
You could make your own version, literally pulled apart to accomodate portals which the D3 engine needs so badly. No doubt you have already considered this.
You could block-off the big gap between the RA platform and the central atrium 2nd level. You could even do the same the other side next to the jump pad for the RG. I know it's not that simple but it's a start and you can always throw in some alternative connecting rooms/corridors to compensate for lost flow.