I'll second/third just fixing your existing map as opposed to starting over. It's easy to get in the loop of "Oh, I've learned so much, I'll abandon what I have and start anew." The problem is, that happens every time you start something, and you can end up never finishing anything. I've felt like just dropping projects too, I get tired of seeing the same level over and over again. But it's worth the effort to finish it. I haven't had a chance to play it, but it sounds like most of the complaints could be solved with some playerclip brushes, eliminating/pruning some unnecessary routes, and a little bit of optimization.
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[owc_quarry] Quarry
Started by Jgoodroad, Aug 14 2010 07:00 PM
165 replies to this topic
#161
Posted 21 January 2011 - 03:20 PM
#163
Posted 21 January 2011 - 07:38 PM
SamC, on 21 January 2011 - 03:20 PM, said:
I'll second/third just fixing your existing map as opposed to starting over. It's easy to get in the loop of "Oh, I've learned so much, I'll abandon what I have and start anew." The problem is, that happens every time you start something, and you can end up never finishing anything. I've felt like just dropping projects too, I get tired of seeing the same level over and over again. But it's worth the effort to finish it. I haven't had a chance to play it, but it sounds like most of the complaints could be solved with some playerclip brushes, eliminating/pruning some unnecessary routes, and a little bit of optimization.
well, you know the main problem I have is that it's TOO MUCH stuff, I try to cram a map full of fancy brushwork and nice scripts and ultimatly have it expand farther then intended. The other problems is that I was told there were optimization, displacement, and player clipping problems... but I was not told where, and since I am terrible at optimizing, and I don't have any ingame referance. I really don't see a "better" option then starting anew, I already have the layout started, with a new spawn, a scenic overview of a combine factory, a cliff side (quarry side) path with several new trap ideas. Currently the only hinderance is time and the fact the map can't have several layers. there will be less space, but more action. (consider it like the change from the classic citadel to the current one... but more drastic, I am keeping the fun stuff and replacing the rest.)
You could call it a quarry 2, constructed from the remains of the last map... and spare organs from the local graveyard.
#164
Posted 21 January 2011 - 08:57 PM
Or...
You could fix up your existing map. You've obviously put a fair amount of effort into your map, so it seems such a shame to throw it out and start over.
You could fix up your existing map. You've obviously put a fair amount of effort into your map, so it seems such a shame to throw it out and start over.
- You could optimize it better by ensuring that func_detail is being used for the majority of your brushwork (with the obvious exception of those that would cause leaks).
- Texturing is another biggie. I personally render sections completely in the NODRAW texture before attempting any texture pass, thus ensuring no brushes are unneccessarily rendered.
- The biggest issue however lies with all those god awful blocks. You could increase their size dramatically and texture them as large shipping containers or a huge wall. This would give your quarry a far grander feel. It would also reduce you portal flow issues.
#165
Posted 21 January 2011 - 09:05 PM
sadly over 75% of this map's brushwork is func_detail, and everything else is grouped.
editing it would mean remaking over 90% of the brush work.
editing it would mean remaking over 90% of the brush work.
#166
Posted 21 January 2011 - 10:16 PM
Edit: Never mind, I misunderstood your answer. You can always change the func_details back into brushes and ungroup.
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