Deluvas Posted March 12, 2009 Posted March 12, 2009 So yeah, i started a new map (hope this one is better). The theme is urban! Pictures are welcome ..Maybe give me some advice on urban architecture ? Quote
Clavus Posted March 12, 2009 Posted March 12, 2009 Maybe give me some advice on urban architecture ?Grab a photocamera and run outside naked. Just make sure to add detail, blocky buildings are boring. Quote
A Random Hobo Posted March 12, 2009 Posted March 12, 2009 Lots of props to beef it up, lamp posts, cars etc... Maybe make a car have crashed into a building or something... Quote
Deluvas Posted March 12, 2009 Author Posted March 12, 2009 uh, building the buildings will be the toughest part ...thanks, i wait more ideas Quote
TimbukTurnip Posted March 12, 2009 Posted March 12, 2009 i remember seeing about what they did in L4D to make tension stuff.Basically, some cars randomly placed that look like they were abandoned in a hurry, and they have headlights on. the other thing was fog.Maybe add some fire here and there or something =]will you be able to go into any buildings or is it going to be a mainly outside sort of thing? Quote
Deluvas Posted March 13, 2009 Author Posted March 13, 2009 i want the player to go into buildings too,(but i don't wanna add lots of props cause it will drop the fps!) like the hl2 deathmatch map ( i dont know what name it has ) ... yes, and maybe i'll add canals .. and an infected building , from which the zombies come (i shall put trigger_push so that humans won't get in! ) Quote
Mr. Darkness Posted March 13, 2009 Posted March 13, 2009 Huh? zs_bog_urbandecay_remake? sounds nice. make some kinda roof, where you can stay and shoot zombies in their heads! make some lift, but make it large. Cos we will die eaylly there. Also make a zombie trap. the floor will move. That will be nice! Quote
A Random Hobo Posted March 13, 2009 Posted March 13, 2009 Instead of using trigger_pushes to stop humans from going into the zombie spawn, use lighting to un-nerve them before they go in. This makes realism and is quite effective.Colour Theory - Level designIs very effective. Quote
Donlan Posted March 13, 2009 Posted March 13, 2009 Instead of using trigger_pushes to stop humans from going into the zombie spawn, use lighting to un-nerve them before they go in. This makes realism and is quite effective.Colour Theory - Level designIs very effective.colour correction is the answer Quote
A Random Hobo Posted March 13, 2009 Posted March 13, 2009 Nah, use light lights in human areas, and dark lights in zombie areas, progressivly darker as you get nearer to zombie spawn Quote
Donlan Posted March 13, 2009 Posted March 13, 2009 So the idea of a gradually increasing blue tinge as you approach the spawn doesn't appeal? Quote
A Random Hobo Posted March 13, 2009 Posted March 13, 2009 blue black, yeah.It goes by the same principle that valve make l4d on. Notice the place you need to go is always well lit? The places you really shouldn't are dark. Quote
Deluvas Posted March 14, 2009 Author Posted March 14, 2009 `I spawned 28 bots to see how the fps handles ..well initially (0 bots, only me) the fps was 200-250, but as i added people, fps dropped to 50 ... i can't prevent this from happening .. buy good videocards, children ! Quote
Donlan Posted March 14, 2009 Posted March 14, 2009 That's not down to the map's FPS, bots take quite a lot of CPU power which in turn means the more of them you add the lower your FPS will be (this only applies if you're hosting the server on your own PC) Quote
A Random Hobo Posted March 14, 2009 Posted March 14, 2009 If i add more than 15 bots my fps drops to 5, even if only one is being rendered from my point. The bots just take alot of power, because it has to calculate 15 players movments rather than just your own, even though they just copy you. Quote
Deluvas Posted March 14, 2009 Author Posted March 14, 2009 By the way, in the first picture, (when i added bots), in the upper right corner, there are buildings, but they disappear.. how can i fix this? must i make another road to the right or left, so that the player doesn't see straight too much?** : in the second picture, where you see those 2 cars, they are very shiny! The map has a light_envinroment. Should i add an env_sun, too? how can i fix that :/ Quote
Donlan Posted March 14, 2009 Posted March 14, 2009 The second problem sounds like a lack of cube maps added, whilst the first sounds like a rendering issue, probably caused by lack of optimization, or optimization gone wrong. Quote
A Random Hobo Posted March 14, 2009 Posted March 14, 2009 For the dissapearing buildings, there is probably a skybox/tools texture cutting through it.Type buildcubemaps in the engine to stop props from shining too much. Quote
Deluvas Posted March 14, 2009 Author Posted March 14, 2009 I added some cubemaps to the map, and then buildcubemaps in the console , but the objects are still shiny! When i put light on them, they look normal :/ .. About the problem with the building fading .. is that normal? what kind of optimization should i use here? should i make another street, so that the player doesn't look forward or what?Ok, i solved the shiny thing ..i had the cubemaps placed and the console command run, but i forgot to restart the map, lol :/ ... i optimized the skybox, but it's still making the blocks fade ... and the skybox seems twisted.. Quote
Deluvas Posted March 14, 2009 Author Posted March 14, 2009 no leaks (i've checked the log)by the way, i have put fog controller and set start to 1500 and end to 4000 and the world fade is fixed ..(i didn't know fog could do that :<) Quote
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