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Aegis Station - beta 1

Started by Karvajalka, August 27, 2006, 08:39:15 PM

Karvajalka

Here is my first try to make a map for tremulous. It's an interior map that doesn't have big halls(the human startup base is the biggest). I tried to make a lot of hides to aliens and I think I succeed in that. Well, I don't have any idea if the map is balanced, let's hope it is :D
Click here to download
I want to thank Somethief and Janev for helping me by giving me ideas and finding bugs etc :)
SatGNU <3

[db@]Megabite

Just had a short look. Design is okay, performance is not... :(

You should place some hint brushes at strategical positions and compile with vis.
r_showtris renders the complete map at current state:

Use r_showtris 1 and r_speeds 1 to debug performance!

Danny

Karvajalka

Huoh, I knew I shoud have read more tutorials  :( . okay, I try to do my best to correct this. :wink:
SatGNU <3

[db@]Megabite

I am looking forward playing this one... ;)

Danny

Karvajalka

Well I looked some tutorials and I think I "know" what to do with those hint brushes, although I'm pretty sure it will take a lot of time from me  :(. Well, I hope some can atleast play the map, or maybe it's just better to wait untill I get those brushes where they belong  :-?
SatGNU <3

[db@]Megabite

Okay, here some kind of mini-tutorial... place hint brushes in a way that they are put some 8-16 units into a wall:


Place them like this, always around corners, look at the red outlines, these should be hints:


This is the effect, near to the stairs it renders them:


And strafing away the stairs are not rendered anymore, the are not in the PVS (potential visibility set) because of the hint brushes:


Hint brushes just give the compiler a hint what a player can see from any position. Stuff that is not needed is not rendered with hints.

I hope I could help... ;)

Danny

Basilisco

Nice map, really big :)

You still need to work on some details, but it's looking really good so far.

PS: lol

DIGI_Byte

so how does hint exactly work?

would i need it for my shop?

[db@]Megabite

:eek: I just explained it three posts earlier...

Quote from: [db@]MegabiteThis is the effect, near to the stairs it renders them:


And strafing away the stairs are not rendered anymore, the are not in the PVS (potential visibility set) because of the hint brushes:


Hint brushes just give the compiler a hint what a player can see from any position. Stuff that is not needed is not rendered with hints.

Quote from: DIGI_Bytewould i need it for my shop?

Not if you want to continue making crap maps with horrible performance... ;)

Danny


Karvajalka

Thanks a lot for explaining it megabite. I hope I get it done today.
SatGNU <3

DIGI_Byte

thanks danny but its not crap.

performance is never an issue with me

[db@]Megabite

Crap is just a personal point of view... apart from that, performance may not be a problem of you... but it will become a problem of your maps if you do not counter it... ;)

Danny

rasz_pl

hmmm, hint brush makes the engine not render unneded geometry ( like it should not render half of the uncreation map all the time :/, or meep near alien base :/), but does it also make me not hear/see aliens on radar?

vcxzet

they need to be placed carefully anyway.

Ksempac

Quote from: DIGI_Byteperformance is never an issue with me

-_-

You do know that if you want your map to be popular and used by public servers, it has to be playable for everyone no matter what is his PC ?

holyknight

This map was really good when I tried it alone.
The only error I saw is... you know the big elevator thing in the red room? How come it moves up by itself? I clicked on the switch beside it and nothing happened...

Karvajalka

Quote from: rasz_plhmmm, hint brush makes the engine not render unneded geometry ( like it should not render half of the uncreation map all the time :/, or meep near alien base :/), but does it also make me not hear/see aliens on radar?
Yes it does  :) . Another reason to place hint brushes...I've tried a couple of methods to place the hint brushes, but for some reason they don't have any effect  D: . I made a small simple three room map and they worked there when I tried to learn how to use them, but I can't get a single of working on this map :cry:
Quote from: holyknightThis map was really good when I tried it alone.
The only error I saw is... you know the big elevator thing in the red room? How come it moves up by itself? I clicked on the switch beside it and nothing happened...
When you click the switch outside the elevator for the first time, it starts moving. If you click another time, it stops. After it reaches either the upper or down destination, you have to click the switch two times to make it move again.
SatGNU <3

vcxzet

game play is not bad. you need to fix those funky stuff (elevator, wall@Hbase)

[db@]Megabite

Quote from: Karvajalka
Yes it does  :) . Another reason to place hint brushes...I've tried a couple of methods to place the hint brushes, but for some reason they don't have any effect  D: . I made a small simple three room map and they worked there when I tried to learn how to use them, but I can't get a single of working on this map :cry:

Try removing anything related to your map that is not the mapfile itself. Delete the bsp and prt files before compiling again.
Also VIS does not work if the map has a leak. You should run "File/Pointfile" after you have compiled. If there is a red line running out of your map an entity can reach the void -> leak.

Imagine your map to be an aquarium. It has to be closed at any point to prevent a fish (entity) from swimming out... ;)

Danny