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Mr. Green Gaming

Clavus

Greens
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Everything posted by Clavus

  1. Haha, good tutorial. I'll be sure to keep the tips in mind
  2. Removed: zs_infectedmines_v2 zs_clav_oblivion_v2 Both maps had performance issues.
  3. Every forum needs one. Don't post them all that the same time please, reserve some material for future posts Also, epicness:
  4. I'm happy to announce that Linkii and Redgord are admins on the Zombie Survival server as off today. Sadly enough another admin has to stand down, in this case Bean, due to inactivity. Even more sadly, he's so inactive we haven't had the chance to tell him yet. Anyway, good luck Linkii and Redgord on your future endeavours on our server!
  5. Smod. Not Tactical (that one's bloody hard), but the original Japanese one.
  6. Lol. Playing Fallout 3 a lot right now
  7. It's good enough. I put it in the mapcycle! Make sure to give some feedback after a few playtests.
  8. Added: zs_bog_pubremake zs_house_number_23
  9. It's going on the server now by the way. Make sure to give some feedback on the map after a few matches
  10. Just upload it to the forum next time, there's options for that below the post's textfield
  11. Just to be sure, the cubemaps won't take effect until you type 'buildcubemaps' in console when running the final version of the map. Restart the map after that to see the changes. The .bsp in your maps folder should then contains the cubemap data, so that's the one you need to release
  12. Uh... if you're compiling with HDR, then cubemaps are a must if you want proper reflection.
  13. 9600M is quite similar, but you also have one more gig of RAM and last but not least a good dual core processor. My biggest fps drop was when looking at the house from the backyard (probably because it's rendering the whole thing). Use that as benchmark.
  14. ... but it won't change the fact the map runs mediocre on a high-end system like mine. I want to make sure this runs on computers with low end parts who don't have AA enabled in the first place.
  15. Cubemaps env_cubemap. Look for tutorials.
  16. Yeah, that pretty much says this map needs optimization. Check here for useful tips: http://www.student.ru.nl/rvanhoorn/optimiz...p?chapter=intro
  17. Looking at the screenshots, I think you had fun making it Don't expect it to end up in the mapcycle though. Just use it as a learning experience for your next map!
  18. Oh, thought you said Geforce 6600 last time. Anyway, 35 fps on such a system is not too unthinkable, I still worry about lower-end systems. Put in some good optimization and let me know about any improvement. Useful link: http://www.student.ru.nl/rvanhoorn/optimiz...p?chapter=intro
  19. If you want to use this as your unlife soundtrack, just overwrite the unlife_MrGreen.mp3 in your garrsmod/sounds folder with this one. By the way, making it louder is not necessarily a good thing, it's background music you know.
  20. Been playing it, simple style, but solid design. Much like Deluvas map in the other topic. But the same criticism applies too, yet to a lesser extent. If I watch the house from the backyard I get an average fps of 60, which is low for my kind of processing power. Let Prismaa test it for a second and tell his average fps overall.
  21. Been playing it. Love the design, and the lay-out. Pretty standard style but whatever Just one thing: my average fps is 60. Yes that's pretty good I know, but I have a HD4850 (my average fps in zs_stormier is 100). First I'll need to know what people like Prismaa (with a Geforce 6600) have as average fps in this map before I'm putting it up. Bottom line is 30 average!
  22. Stupid thing is you keep hoping the same thing happens again and again each time you encounter a tank there. Try to fight it next time instead of trying to find a glitch to avoid it. Sincerely, The Rest Of The Team
  23. That's pretty well designed for a first map! I like the pool and the bar. Make sure to playtest it a lot and it'll end up in the mapcycle on our server in no-time
  24. Sequel to zs_clav_pillar, the stylish (but poorly optimized) map I made over a year ago. Work in progress!
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