NvC_DmN_CH Posted January 11, 2016 Posted January 11, 2016 (edited) I have been playing on this server for a while and it is really cool. So I decided to suggest a map I made for ZS. I created it several months ago but now I found a reason to upload it. I hope you like it Its called Zs_Treehouses, and is in a swamp that has been put into quarantine. Everything is pakratted including the color correction. It is optimised well so it has good fps. I balanced the gameplay of the map. Screenshot: Link: http://gmod.gamebanana.com/maps/188844 Sorry if this isn't in the right category or topic, I will move it if it isnt. Will it be added? Edited January 11, 2016 by NvC_DmN_CH Quad_Tube 1 Quote
Pufulet Posted January 12, 2016 Posted January 12, 2016 I will test it this week and I may upload it on the weekend. Quote
NvC_DmN_CH Posted January 16, 2016 Author Posted January 16, 2016 I will test it this week and I may upload it on the weekend.Do you like it? Did you uploaded it? Quote
Pufulet Posted January 17, 2016 Posted January 17, 2016 (edited) http://images.akamai.steamusercontent.com/ugc/543048741645749549/B7B7738A5ACBBEFD9B4E607C9943C2BDDB6E5812/http://images.akamai.steamusercontent.com/ugc/543048741645768066/4C09935B4275A9C025737BB820AF18EE2D73AE54/ Visually great map and fantastic design to some extent, however it lacks proper optimisation. Remove the smoke particles you have that are barely visible completely.Use a water that doesn't reflect (I know it looks pretty but water can easily half your fps and should only be used in certain situations.(use nature/water_movingplane , func_water_analog, move distance of 1 and start position 0.You need to add skips (standard world brush but textured with the skip) http://images.akamai.steamusercontent.com/ugc/543048741645798828/615CF5A227856904E490DD2385343AE6B8ABB586/mat_leafvis 3 to see the red stuff. You got too many visleafs around your buildings and the skip will stop them from creating there.You need to func_detail your detail http://images.akamai.steamusercontent.com/ugc/543048741645811059/6A9E19F9764C49B9B1B88B7FA33B7FC31DE4A75F/Anything that is detail needs to be this (staircases, handrails, support columns etc.)Your base map should be as blocky and cubey as possible when you turned off all of your beautiful func_details which make the map nice.See attached file.Also make the map brighter in general, dark maps arent cool anymore and just annoying when you cant see (yours is obviously no where near as bad but still)Don't forget to compile on vvis normal Edited January 17, 2016 by Pufulet Quote
NvC_DmN_CH Posted January 17, 2016 Author Posted January 17, 2016 (edited) http://images.akamai.steamusercontent.com/ugc/543048741645749549/B7B7738A5ACBBEFD9B4E607C9943C2BDDB6E5812/http://images.akamai.steamusercontent.com/ugc/543048741645768066/4C09935B4275A9C025737BB820AF18EE2D73AE54/ Visually great map and fantastic design to some extent, however it lacks proper optimisation. Remove the smoke particles you have that are barely visible completely.Use a water that doesn't reflect (I know it looks pretty but water can easily half your fps and should only be used in certain situations.(use nature/water_movingplane , func_water_analog, move distance of 1 and start position 0.You need to add skips (standard world brush but textured with the skip) http://images.akamai.steamusercontent.com/ugc/543048741645798828/615CF5A227856904E490DD2385343AE6B8ABB586/mat_leafvis 3 to see the red stuff. You got too many visleafs around your buildings and the skip will stop them from creating there.You need to func_detail your detail http://images.akamai.steamusercontent.com/ugc/543048741645811059/6A9E19F9764C49B9B1B88B7FA33B7FC31DE4A75F/Anything that is detail needs to be this (staircases, handrails, support columns etc.)Your base map should be as blocky and cubey as possible when you turned off all of your beautiful func_details which make the map nice.See attached file.Also make the map brighter in general, dark maps arent cool anymore and just annoying when you cant see (yours is obviously no where near as bad but still)Don't forget to compile on vvis normalYeah thanks for the advices, but I made a lot of details func_detail, this part of optimising is done properly, just some parts of the buildings needed to be func_detail. Type r_drawfuncdetail 0 to see which is func_detail and which not.I thought I optimised it well, but my videocard currently is Intel HD Graphics aka built in the CPU one (very bad). And everything no matter what has low fps.I agree that the water can lower fps but in this case I removed it and the fps didn't change much. Also with the water you mentioned it will look... like a trash map -The map is dark because I put a color correction. Type mat_colorcorrection 0 to see what the map normally looks like. Well, I will try to lower the amount of leaves and will make another post to this topic with the link. (and remove colorcorrection) Thanks but the map wasnt meant to be a ZS honestly, and its gameplay would be dumb. I will make another map, more suitable for zs. Edited January 17, 2016 by NvC_DmN_CH Quote
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