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Forum Home > Maps & mods > ONS-SEKTOR9 Veni Vidi Vici
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crusha_k_roolPM
#31
Jun 13, 2010 4:45 PM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
Damn, editor just crashed during Rebuild -.-

Will take more time than I thought, don't expect it today, as I still need to do some other stuff and because I am a bit pissed now. :/
Last edited by: crusha_k_rool Jun 13, 2010 4:45 PM
vk__PM
#32
Jun 13, 2010 5:23 PM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
That realy Sucks, now i save automaticly every 10 minutes and before i rebuild to. Once i lost 8 hours of work.. Totaly crazyness but ok i made it back in 3 hours.

Isnt there a tool that auto save?
http://BIT.ly/VKMAPDESIGN


crusha_k_roolPM
#33
Jun 13, 2010 5:54 PM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
Ah right, the editor has a built in autosave function that saves all 5 minutes. But I saved it not so long ago before it crashed, so it's fine,
jancsi33PM
#34
Jun 14, 2010 2:42 AM
Jancsi.:LLS:. Member - Joined: Aug 06, 2009
Posts: 217
Oh, so I know now why are there Auto0-9 and Autoplay maps in the Unreal Tournament 2004's 'Maps' folder.
crusha_k_roolPM
#35
Jun 18, 2010 9:49 PM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
Ok, took some more time than expected, but here is the changelog:

-Almost moved EVERY vertex placed by you by hand to snap it to a higher grid. NEVER use a grid of 1 or 2 except for details, it's otherwise very likely to cause glitches.

-Added ZonePortals. Not just a few, no, now you have more than 42 different zones! When I run the old map then I have 40 FPS average when looking from the core. Now I get 200 FPS average and that almost everywhere on the map. That means a performance boost of 500%!!!

-Realigned some textures because you stretched your textures over the whole face and used many brushes for that. I used brushes only to determine the shape of the map and did the rest with automatically and manually aligned textures.

-ZoneSounds. Many different ones, according to the zone.

-Sounds in general. Added AmbientSounds to some places to create the right feel. I even placed some triggerable sounds, something that I didn't do in any of my maps yet, but here it will be fine.
One sound leads you to a small kind of easter egg. It's not really an easter egg, but a nice detail.

-Collision improvements at stairs.

-Fixed texture bugs. There is still one at the gate to sektor 8, but you can interpret those a some glyphes that appear there because of the creepy stuff in sektor 8. :>

-Fancy death in the lasers at sector 8.

-Changed the colour of some lights and added coronas to other lights to get the right ambient for the map. Doesn't look equally lit anymore, which was boring.

-Added RadarMap and adjusted radar.

-Turned many brushes semi-solid to improve performance.

-Replaced the hidden WildcardBases that you used to create the Emitter-effect for the jumppads with.. guess.. the correct Emitter-class. WildCardBases are considered during pathbuilding, it's just wrong to use them this way.

-Improved botpathing. VK, PlayerStarts, WeaponBases and Lockers, VehicleFactories and Jumppads are all things that are considered by the path network like they would be real pathnodes (what they are).
So there is absolutely no need to place PathNodes almost inside those things. That throws only warnings during pathbuilding and confuses the bots more than it helps.
And in pathing is less more. Use as few pathnodes as possible to make every place of the map reachable. That will not only speed up the rebuild but also make the bots more intelligent and is less strain for the CPU which needs to calculate the best path to the target, so that means that bots can update their route more often.

However, bots can only destroy Nodes with a NodeSphere, so some of the Nodes in this map are invincible against bots. I have tool for that later in my tool set.



So, what you still need to do is to add location names that tell your mates near which node you currently are and maybe check if the linksetup is still right. I had to delete one Node because of an annoying sound bug. However, there were some things that were no bugs but looked like you did them intentionally. Like assigning AmbientSound to pickups and the TankFactory (wtf? that makes no sense and is damn annoying).

Another thing that doesn't really work anymore is the Jumppad that is supposed to throw you from one end of the map to the other one. It throws you too high so that you hit the ceiling. You can try to fix it, but I would rather remove it or find a new target location for it.


Ok, here you go. http://www.mediafire.com/?dzh4hnujjyt
Last edited by: crusha_k_rool Jun 18, 2010 9:50 PM
jancsi33PM
#36
Jun 19, 2010 5:54 AM
Jancsi.:LLS:. Member - Joined: Aug 06, 2009
Posts: 217
Sounds good! But I don't really know now how the map looks like because the only versions I played were BETA1 and BETA2.0 I think XD
Last edited by: jancsi33 Jun 19, 2010 5:54 AM
crusha_k_roolPM
#37
Jun 19, 2010 8:15 AM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
VK, you need to remove the grate above the Vortex, it's messing up the zoning there. You shouldn't have something there, keep the vent low like everywhere, nothing that goes upwards.
jancsi33PM
#38
Jun 19, 2010 10:08 AM
Jancsi.:LLS:. Member - Joined: Aug 06, 2009
Posts: 217
I played beta6 today. It's spammy and laggy as hell, good that there will be higher framerates due to Crusha's "fix"/edit. The map is full of super weapons and powerful vehicles what makes the whole map hit and hope and you don't even need to aim just shoot (with this I don't say that the map is bad nor I say good. It's a neutral opinion/fact/whatever). Well, it's a good map but spammy of course.
Last edited by: jancsi33 Jun 19, 2010 10:08 AM
vk__PM
#39
Jun 19, 2010 1:06 PM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
First of all: Thank you Crusha
Sorry i react late, but yesterday was my birthday. ^^

I played the map, and i truly must say; Waaaaw. U did a great great job. Its so perfect now. The lightning, everything feels and looks solid.
I can't do this, i want it but i don't have the capacity and knowledge to do this kind of ehm perfectionism. U are a pro. And the radar map is nice done!

I am impressed.

I will fix the things u asked for.
Anyway, u need some credits for this.


But the sad way is. I am halfway in Sektor8... And is worked much in 1 and 2 grid. That's Sad.

It's about 50 times larger than S9.


Well Done. Krusty!

VK
http://BIT.ly/VKMAPDESIGN


Last edited by: vk__ Jun 20, 2010 11:24 AM
crusha_k_roolPM
#40
Jun 19, 2010 2:05 PM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
You mean you want to make this map even bigger by adding stuff behind the door where the laser is now?

Or a separate map?


Well, usually you shouldn't use anything below the 16er grid. Only for small things where it's necessary.


And a happy birthday.
Last edited by: crusha_k_rool Jun 19, 2010 2:06 PM
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