Rail Trouble - final

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[TymoN]
Posts: 26
Joined: Thu Dec 15, 2005 2:48 pm

Rail Trouble - final

Post by [TymoN] »

HI
Final version.
I think it's nice and orginal map.
Rail Trouble - final
Thanks everyone who has given me feedback
screen1
screen2
screen3
Last edited by [TymoN] on Thu Jan 26, 2006 8:34 am, edited 1 time in total.
Jenny
Posts: 144
Joined: Mon Oct 17, 2005 7:08 pm

Post by Jenny »

Excellent map.
Last edited by Jenny on Tue Jan 24, 2006 11:27 pm, edited 1 time in total.
maz0r
Posts: 157
Joined: Wed Apr 21, 2004 7:00 am

Post by maz0r »

dont listen to jenny... it's ok to post it here, since this is map is already in RC stage. IMO this one is even the better place because in Q4D are more gamers who can verify your item layout and similar terms concerning gameplay.
But maybe you want to mirror your thread in the mentioned Level Editing forum to get feedback there also.

Will give the map a shot, when time allows. But to judge from the screenies it looks quite neat.

edit: lol. looks like jenny is quite a turbo refresher. Seconds after my post (s)he just deleted his/her moaning. Ok now my post doesnt make sense anymore, but I'll just leave it as it is...
Last edited by maz0r on Tue Jan 24, 2006 11:31 pm, edited 1 time in total.
Jenny
Posts: 144
Joined: Mon Oct 17, 2005 7:08 pm

Post by Jenny »

maz0r lay off the dust.
maz0r
Posts: 157
Joined: Wed Apr 21, 2004 7:00 am

Post by maz0r »

:kiss: jenny
Slasher
Posts: 48
Joined: Wed Nov 23, 2005 9:42 pm

Post by Slasher »

looks good
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Re: Rail Trouble - almost final

Post by pjw »

[TymoN] wrote:I have FPS problem - on RA side. Help.
I took a quick look, and I don't think there's any single thing there to fix that will greatly increase your framerate. Simply put, that's a very large open area with a lot of stuff in it. There are a few things that you could do that would help.

1. Redesign some of the geometry in that area to allow for more effective use of visportals. All the visportals around the edge of the room are backed so far off from the RA area that they're not remotely as effective as they could be. First, I would add a visportal on each side of the RA platform (change geometry as necessary). Then I would make minor changes to the walkways and columns to allow moving the nearest visportals up to spots like this on both sides:

Image

This would also result in more distance between the near ones and far ones, which would help as well.

2. Make sure that shadows are turned off on as many lights as possible.

3. Check out http://www.iddevnet.com/quake4/LevelEditor_Performance and you will find a number of other things that you can try; some of them may help. (e.g. check your draw calls, read about the different things to check and to try, and see what you might change to lower them--they were around 2000 at RA, which is very high).

I think you could do a lot more with portals even if you keep the geometry similar to what it is now--just alter it enough to allow for clean rectangular visportals within those spaces. If you're willing to make drastic changes, that would allow you to do even more. :)

(Why do you have a big slab of nodraw extending across that room?)

[Edit: One additional note--it would be a relatively simple matter to block in rough geometry to allow those portal changes and see what kind of improvement you're going to get before putting a whole lot of detail effort into it. Probably testing rough changes in a second copy of the map would be the safest thing to do...]
I beat the internet; the end guy is hard.
[TymoN]
Posts: 26
Joined: Thu Dec 15, 2005 2:48 pm

Post by [TymoN] »

Thx pjw. It helps me.
Lenard
Posts: 737
Joined: Mon Aug 04, 2003 7:00 am

Post by Lenard »

Verticality looks nice. Sort of halo-ish, actually.
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
[TymoN]
Posts: 26
Joined: Thu Dec 15, 2005 2:48 pm

Post by [TymoN] »

Thanks everyone who has given me feedback
Rail Trouble - final
Absolut
Posts: 54
Joined: Thu Dec 22, 2005 3:26 pm

Post by Absolut »

Just downloaded the map and ran around it by myself for a few minutes. I like it alot. Can't wait for autodownload so we can actually start playin these new maps with humans on alot of servers, heh.
When you gone.....you stay gone........or you be gone.
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

Um. You don't seem to have changed anything about the RA area (other than adding that one gigantic portal, which probably hurts more than it helps), and performance is still horrible right there.

:shrug:
[TymoN]
Posts: 26
Joined: Thu Dec 15, 2005 2:48 pm

Post by [TymoN] »

I turned shadows off on as many lights as was possible, caulk more brushes and add some vis portals.
I testet map with changed geometry but it's not be this same map.
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

Yeah, sorry, I should have said "you don't seem to have changed anything about the geometry".

It doesn't look like turning off shadows on some lights really ended up making much of a difference--draws are still ~2000.

In my opinion, you could have made big improvements to performance there without making big changes to the map geometry, but...oh well...it's obviously your decision. :)
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

I think you should have put some visual markers like lights at the doors, or at least something that shows that they are doors (something around it, a door post). They look very flat now (like a dead end in the map).
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