Author Topic: CargoPort-106.pk3 map for competition...  (Read 23485 times)

your face

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CargoPort-106.pk3 map for competition...
« on: December 01, 2007, 01:57:00 am »
well, i pmed it to survivor, and here it is to hate...

   
Quote
-[[ general ]]-----------------------------------------------------------------
   title : CargoPort-106
   filename : CargoPort-106.bsp
   release date : Mapping competition: 12/31/2007
           

   -[[ credits ]]-----------------------------------------------------------------
   construction : "AppleFace" (or"Your Face")
        Occasional "Make-sure-texturing-works" testing by Brain               
        Also, kt_kubalwagon textured by Brain
 
   -[[ gameplay ]]----------------------------------------------------------------
   game mode : tremulous | tremulous.net
   players : 4+

   -[[ construction ]]------------------------------------------------------------
   build time : 1-2 months 
   Compile time: 20-30 min
   Build: (test) BSP -meta, -vis, -light -fast -filter
   software : gtkradiant 1.5.0 GODFATHER, q3map2build, theGIMP2.0, microsoft paint

   -[[ textures ]]-------------------------------------------------------------------
   LameTCS (All custom from me with the great help of google.com), tremor, atcs, nexus6, Thermal, Godmil,
        Karith, niveus, common, uncreation, transit...I think that's all...

   -[[ legal ]]-------------------------------------------------------------------
   TOP SECRET (heh)


   -[[ Contacts ]]--------------------------------------------------------------------
   your face:     cocoapet@sbcglobal.net or http://cocoapet.googlepages.com

   
   -[[ "Plot" ]]--------------------------------------------------------------------
                        CargoPort-106 "TOP SECRET"

--CargoPort-106 was one of the key positions in overcoming the alien horde.  The humans relied heavily upon it
for their weapons, equipment, and most of their much-needed supplies.  It was also used as a NASA Rocket-testing
site, which the humans used to test their new weapons for annihilating the overwhelming alien threat.  Being
Located in Antarctica, it was thought to be impossible for aliens to find it's hidden location.

However, one mundain day, a shipment of unidentified supplies, from an unnknmown shipper, was mysteriously
discovered in one of the waste facility-transfer rooms.  AppleFace Unfortunately, was the first to find it.
Knowing that no shipments were stored here, he foolishly ripped it open to dump it in a nearby trash compactor.
He was never seen again...

CargoPort-106 was required to immediately evacuate all personel, but due to the recent blizzards, they were
trapped in, and all reinforcements were trapped out.  The poorly trained workers were into grabbing any weapon
they could find...

--have fun I guess---------------------------------------And remember most important of all... DON'T CAMP!--



**screenshots**












« Last Edit: December 01, 2007, 01:59:08 am by your face »
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Ubernoob's servent

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Re: CargoPort-106.pk3 map for competition...
« Reply #1 on: December 01, 2007, 02:38:23 am »
well im going to say nice job.It is a nice improvement from your other maps.The water looks a bit too blue to me or is that ice?Anyway nice job!!! ;)
-[=AHs=]-UberSev

your face

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Re: CargoPort-106.pk3 map for competition...
« Reply #2 on: December 01, 2007, 02:47:10 am »
its in the frigid arctic, so its suppose to be cold ;)
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Taiyo.uk

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Re: CargoPort-106.pk3 map for competition...
« Reply #3 on: December 01, 2007, 02:48:47 am »
This map is unplayable due to performance issues. If you haven't done so already, ensure that all non-visible faces of your solid brushes are textured with caulk, else they will be unnecessarily drawn.

You need to add substantial hint optimisation to avoid all these occluded surfaces from being drawn:


Reduce the tessellation size in the water shader to reduce the number of triangles required to draw it. Also, all non-visible faces of the water brush should be textured with the nodraw shader (in common), otherwise the engine wastes time drawing them. Also, note that there are two sets of water brush triangles - do you have a duplicate brush there?




your face

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Re: CargoPort-106.pk3 map for competition...
« Reply #4 on: December 01, 2007, 02:51:46 am »
tis weird, i did caulk...  :-\

and i dont think i have a duplicate... i dunno, anyways, im sure survivor will hate my .map file, lol

do you think a b2 would be good, or is it too late?
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your face

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Re: CargoPort-106.pk3 map for competition...
« Reply #5 on: December 01, 2007, 05:54:56 am »
mmk, i have started looking into hint brushing... DONT LOOZ HOOP YET! xD
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jr2

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Re: CargoPort-106.pk3 map for competition...
« Reply #6 on: December 01, 2007, 08:44:17 am »
Hmm.
* jr2 hopes said optimizations work.
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TRaK

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Re: CargoPort-106.pk3 map for competition...
« Reply #7 on: December 01, 2007, 05:09:06 pm »
Face, this map is a notable improvement over your previous efforts. However, it still lacks a bit of polish in several areas, and it is also very badly optimized. Good job, I hope it's only up from here ;)

By the way, the reason your map performs so poorly is because there is no VIS seperation at all. This means that the vis stage during your compile was not able to finish, so the client is loading the whole map all the time, causing severe performance issues. Check your map for leaks, if there are none the vis stage should go fine.

Until you compile this map with vis, there is no point in hinting anything. It will do nothing.
« Last Edit: December 01, 2007, 05:18:04 pm by TRaK »

your face

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Re: CargoPort-106.pk3 map for competition...
« Reply #8 on: December 01, 2007, 05:36:33 pm »
oh, no wonder why my build was only 20 min...

next time i'll use (final) BSP blah blah blah... with -vis... ty!
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Survivor

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Re: CargoPort-106.pk3 map for competition...
« Reply #9 on: December 01, 2007, 07:00:52 pm »
Can't hate or test anything atm. Still in mortal kombat with my new system here >:E
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your face

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Re: CargoPort-106.pk3 map for competition...
« Reply #10 on: December 01, 2007, 07:13:23 pm »
ok, well wait, im sure its for the better  ;D

im working on hint and i might have a "hinted" version asap....
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Johnpp

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Re: CargoPort-106.pk3 map for competition...
« Reply #11 on: December 02, 2007, 09:14:49 am »
I large improvement to your previous maps, for sure. Still not one I'd put in Trem 1.2 or anything, but still a large improvement. Nice job, get those BSP's right, get the performance issues fixed, and take out some random places, and it could be a playable map. That's a fair bit of work, though.

Also, what grid size are you mapping in? It should be 8. I prefer 8, anyhow.

n.o.s.brain

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Re: CargoPort-106.pk3 map for competition...
« Reply #12 on: December 03, 2007, 04:27:54 am »
if u never do any grid but 8, then ur map WILL suck.... lol

your face

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Re: CargoPort-106.pk3 map for competition...
« Reply #13 on: December 03, 2007, 05:37:13 am »
ya, lol

also, wut exactly do you mean by, "take out some random places"?  a little confusing..... and random.... heh, my map IS random...
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Taiyo.uk

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Re: CargoPort-106.pk3 map for competition...
« Reply #14 on: December 03, 2007, 06:25:18 am »
if u never do any grid but 8, then ur map WILL suck.... lol
Even though one can see that in almost every default map, the majority of the details are in far smaller grid sizes.

your face

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Re: CargoPort-106.pk3 map for competition...
« Reply #15 on: December 03, 2007, 10:16:03 pm »
ok, i killed the link,  :o

so now its time to wait.... im having a malloc error...
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Eli

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Re: CargoPort-106.pk3 map for competition...
« Reply #16 on: December 11, 2007, 12:30:17 am »
It looks good ^^ I'm sorry I can't actually play it till for another couple of days, but... good luck i guess >.>
ngame name:(Cebt)Namrorrim

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Johnpp

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Re: CargoPort-106.pk3 map for competition...
« Reply #17 on: December 16, 2007, 07:26:05 am »
Something like "ERROR:safe_malloc allocation failed on ***** bytes"? If so, this means you've run out of usable RAM. Make sure you have no programs up at the time. Also, try to upgrade your RAM.

Another hint, do not use Radiant's in built compile tool. Compile your map with a .bat file leading to your map and q3map3.exe.
« Last Edit: December 16, 2007, 11:05:00 am by Johnpp »

Lava Croft

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Re: CargoPort-106.pk3 map for competition...
« Reply #18 on: December 16, 2007, 12:03:17 pm »
Good job YourFace, although the optimizations talked about above are really needed for a smooth experience. I would quickly try to fix it before sending your pk3 to Survivor. Do not make the same mistake as Gareth by sending in your map before it's actually finished.

your face

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Re: CargoPort-106.pk3 map for competition...
« Reply #19 on: December 21, 2007, 10:26:13 pm »
hmmm... ive revived the link.  i think ill try optimizing it later, cuz i have become SICK and tired of trying to map with my lame comp... lawl...

anyways, whatever... i phailed.... lol, maybe ill get unhonorable mention!
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n.o.s.brain

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Re: CargoPort-106.pk3 map for competition...
« Reply #20 on: December 22, 2007, 02:50:59 am »
never give up, never surrender!  ;) just a little bit farther!

Matt2k10

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Re: CargoPort-106.pk3 map for competition...
« Reply #21 on: December 22, 2007, 07:48:59 pm »
As far as detail goes, this is the best map I have seen.

your face

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Re: CargoPort-106.pk3 map for competition...
« Reply #22 on: December 22, 2007, 09:13:57 pm »
have u ever seen this map, called nexus6?  ya, its pretty gud.... xD  ;D
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jr2

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Re: CargoPort-106.pk3 map for competition...
« Reply #23 on: December 23, 2007, 12:25:09 am »
If the optimizing is a script, you could pack all the programs and files needed to optimize it together with a .bat file, and upload them to FileFront, and I could do it for you... as long as I don't have to do anything but run the .bat file.  I have Windows XP + 2GB of RAM.  Like I said, if it's just something I can double-click and have my computer do, then re-upload to you, that'd work.  Let me know either way.
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Taiyo.uk

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Re: CargoPort-106.pk3 map for competition...
« Reply #24 on: December 23, 2007, 01:59:11 am »
Optimisation here means that the map:

Needs to be test compiled with a vis stage (not lighting) to check for leaks and see how the portal volumes are being arranged.
Requires all unnecessarily structural brushes to be made into detail brushes.
Requires hint brushes to be placed as appropriate.
The huge water brush needs to be split into several smaller brushes to fill only the flooded areas and textured with nodraw on the hidden surfaces, and to have a reduced tessellation in the shader.
etc...

This is a process that needs much mapper input and cannot simply be rolled into a shell script.

your face

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Re: CargoPort-106.pk3 map for competition...
« Reply #25 on: December 23, 2007, 03:11:06 am »
which is exactly why it will phail....  :( lol

but i might come back to it someyear, and optimize it....
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TRaK

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Re: CargoPort-106.pk3 map for competition...
« Reply #26 on: December 23, 2007, 05:45:04 am »
At least release a version with a -vis stage. That will go a long way to making the map playable.

your face

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Re: CargoPort-106.pk3 map for competition...
« Reply #27 on: December 23, 2007, 09:22:22 pm »
dont got enough RAM... >:(
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Survivor

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Re: CargoPort-106.pk3 map for competition...
« Reply #28 on: December 23, 2007, 09:35:02 pm »
*sigh*. What the hell are you mapping on then? Oh well. Just send all necessary files over to me and I'll compile it with the settings you want before passing it on to the other judges. We need the .map anyway.
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your face

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Re: CargoPort-106.pk3 map for competition...
« Reply #29 on: December 24, 2007, 10:31:36 pm »
dont worry, brain is gonna compile it ;D
thanks anyways  ;)

i have renamed it to CargoPort-101 to avoid problems with downloads...
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