TheLastProject {l Wrote}:Ah, this map? I'll be downloading the new version when I've got time, seems quite interesting. I hope it's good performance-wise as well? It looks beautiful, at very least.
raiden {l Wrote}:My additions: framerate still isn't the best. I play on a very good (at this time) gaming PC from around 2008. Your map runs slower than the official maps.
Sometimes I got a hard frame drop down to ~15-20 frames. That disturbs the playability.
raiden {l Wrote}:What to do ? I don't know. Maybe reducing some details, maybe let it ? When I'm ready for that step, I'll begin this on cutec. Maybe I'll publish two different versions then.
Dratz-_C {l Wrote}: TThe sniper attic is hard to shoot out of without hitting yourself on the sill and the ladder leading up to it can be hard to climb.
Dratz-_C {l Wrote}:In offline practice team deathmatch I get a high of 30, average of 21 and low of 15 fps.
Dratz-_C {l Wrote}:The middle of the map's little towers' trim clips against trying to jump up to them from the walks;
Dratz-_C {l Wrote}:one of the walks corners toward the area of complex geometry in the map which makes me miss the turn and fall in the water as the framerate lurches;consider making the corners bent rather than angled.
Dratz-_C {l Wrote}:There is a nonfunctional jump pad under something, in the water that looks funny.
Dratz-_C {l Wrote}:The sniper attic is hard to shoot out of without hitting yourself on the sill and the ladder leading up to it can be hard to climb.
D.A.M.I.E.N. {l Wrote}:Dratz-_C {l Wrote}:In offline practice team deathmatch I get a high of 30, average of 21 and low of 15 fps.
That are really low frames per second.. Maybe you can tell what is your pc? Graphic card? Because as you can see from the test that I made, I don't get these values.
The map is slower, but not like that, that it would lag so extremely. Anyway.. I will start thinking about reducing quality I guess.
D.A.M.I.E.N. {l Wrote}:Dratz-_C {l Wrote}:The middle of the map's little towers' trim clips against trying to jump up to them from the walks;
Corrected.
D.A.M.I.E.N. {l Wrote}:Dratz-_C {l Wrote}:one of the walks corners toward the area of complex geometry in the map which makes me miss the turn and fall in the water as the framerate lurches;consider making the corners bent rather than angled.
I don't understand, which corners exactly you mean?
D.A.M.I.E.N. {l Wrote}:Dratz-_C {l Wrote}:There is a nonfunctional jump pad under something, in the water that looks funny.
That is a water light. I used jumpad with yellow color to make it looking like a "garden" lights or special lights in pool.
If you don't know what I mean.. look at the picture of an examples. Also.. the one "jumpad" in the water makes as though
yellow color around and also there is a position to score bomber-ball.
D.A.M.I.E.N. {l Wrote}:Dratz-_C {l Wrote}:The sniper attic is hard to shoot out of without hitting yourself on the sill and the ladder leading up to it can be hard to climb.
Just look at the screenshots. The shooting from that place is as it should be, there is a range where you are able to shoot. That's natural, because when you shoot,
your sight is not like what you see, eyes are higher than your weapon, so when you aim bad, you get hit (with rifle in this case). That is well-programmed. You can see
that on any other map. If you want to check it, try shoot close to some right corner near to your weapon. [...] I edited even the sniper position at the attic (more visible with easier move to sides for evading). About the ladder, I found it good. When you are trying to get to the attic, the speed while climbing up is not that fast, so you should be able to get there with more sureness.
D.A.M.I.E.N. {l Wrote}:I will appreciate suggestions how to increase fps. [...] But the castle takes
some resources. [...] I guess it is some detailed geometry that causes lower fps.
Dratz-_C {l Wrote}:(...)If you want to go a little farther, you may want to make the walls of the towers outer walls lower where the walks connect them, as in a regular fortified wall.
D.A.M.I.E.N. {l Wrote}:Dratz-_C {l Wrote}:one of the walks corners toward the area of complex geometry in the map which makes me miss the turn and fall in the water as the framerate lurches;consider making the corners bent rather than angled.
I don't understand, which corners exactly you mean?
Dratz-_C {l Wrote}:Starting on the tower farthest from but not yet facing the eagle, I jump down to the walk. The moderately narrow walk makes a 90 degree turn to the right which then leads to the next tower. It is when I make this right turn on the walk that my framerate lurches. I face the complex geometry area of the map by the eagle, usually making me over shoot my turn to about 120 degrees and fall in the water to the right of the walk. I suggest altering the 90 degree turn to become two 45 degree angles to smooth out the turn into a bend. Ask me for a diagram if you need it.
D.A.M.I.E.N. {l Wrote}:Dratz-_C {l Wrote}:There is a nonfunctional jump pad under something, in the water that looks funny.
That is a water light. I used jumpad with yellow color to make it looking like a "garden" lights or special lights in pool.
If you don't know what I mean.. look at the picture of an examples. Also.. the one "jumpad" in the water makes as though
yellow color around and also there is a position to score bomber-ball.
Dratz-_C {l Wrote}:If you are going to use the jumppad as a water light, you may wish to reduce its size more.
Dratz-_C {l Wrote}:Normally a gunport is more on level with the targets on the y axis than up in the attic, such as when one shoots from a trench. A little ramp on the inside of it and raise on the top sill could help when aiming with the rifle for targets running to the entrance to this building from which there is no alternate way out of the top. Also, thinning the roof away from the floor and thus the depth of this gunport may help.
Cheers
Dratz-_C {l Wrote}:For one, the castle towers should have beveled not jagged supports. Also, consider joining the two supports per tower into one thick support for each. The eagle triangles go back and forth instead of in definite, straight, long lines; fixing this should speed up the minimum framerate significantly, eliminating the lurch I experience turning toward it. Changing the rectangular prisms of the wall and tower defenses to triangular prisms with save a couple of triangles in each case (you have already done this in a fashion on some of the walls).
ballist1c {l Wrote}:I have always been amazed by the awesome ethereal lighting in this map. Why is it not in RE? Light file is too big?
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