Ammo Depot beta release friday, download here!


(Storm) #1

This beta map is all about intense firefights and big arenas.
please tell me what you think of gameflow and action, does it play slow or fast? I know it’s a map with hard objectives, but thats what it’s about.

Also I haven’t found a good server to play it on so just pass it out all over!
and play at will.

the final will be out in 1 to 2 weeks

Enjoy blasting the Axis Ammo Depot

http://www.pcgamemods.com/2226/


(Storm) #2

i don’t know how to post a link…
sorry for my lack of knowlege…


(chavo_one) #3

Help a brother out, I always say!

http://www.pcgamemods.com/2226/

EDIT: I loaded up your map, and it looks nice, but from the allied spawn on the beach the r_speeds are 85000!!! :eek2:

Dude, that’s a problem!


(*[SfS]*OpTeRoN) #4

Awesome map! I love it! :clap:

But, I get 32FPS and worse in the Allied Spawn with a GeForce4 Ti4200! :angry:


(G0-Gerbil) #5

Yeah just had a quick look myself, and it looks nice, and looks like it might be a lot of fun, but…

Was this a quick VIS or no VIS at all?
It doth crawl like a proverbial sloth in a tar pit. I thought I’d accidentally reinstalled my gf2 mx 200 without realising :???:

Anyway, I’ll take another look later and try to come up with some suggestions on how to improve it’s speeds.

Quick thoughts are:

  1. Damn those are bright search lights for a reasonably bright day. They may look cool, but are out of theming with your daytime map.
  2. Command map, but I’m sure you know that.
  3. Looks like there are many ways in (3 from main beach I counted - 4 if you include a boost in right hand tunnels) - might lead to quick overrunning and chaos. Not that that’s a bad thing :wink:
  4. Why have you included lots of ET models in exactly the same file structure as ships with ET? You are in effect duplicating them, bloating your PK3.

Anyway, more to come, which will probablyt revolve around ideas to speed it up - if no-one beats me to it that is :slight_smile:


(Venom) #6

heres something weird about the fps thing. in the first picture i am facing the axis part of the map, and have 34 fps. in the second shot its the exact same position on the map, just turned around facing the allies spawn, and i have 86 fps. is it normal to have fps depend on which way your facing?


(Wraith2k3) #7

Yes. It depends what your looking at. If you look at the floor your FPS will be higher, for example.


(G0-Gerbil) #8

OK had another look at your map.

Initialliy I thought you’d simply not done any VIS at all, but then I realised a tiny few bits were appearing / disappearing.
So that leaves me with a couple of ideas:

  1. You did a fast vis - next version DEFINATELY needs full VIS, or
  2. You have most of your brushes set to detail, in which case you need to understand the difference between structural and detail. If this is too much effort, then best you can do is make EVERYTHING structural. It’s only a fudge though, and your compile times will go through the roof, but it’s better than having a map too slow to play on.
  3. You have set the _blocksize key in your worldspawn to a too large value. Shrink it.

Ways of solving your FPS issues:

  1. Make sure you are doing full VIS. ALWAYS do this for a release, whether it’s alpha, final, public or private. Nothing worse than people bitching about a huge problem you knew about and could have easily fixed.
  2. Learn about structural and detail brushes. If in doubt, leave structural, or certainly make it so for a final release. There’s plenty of threads here covering structural / detail brushes. Learn them, love them :slight_smile:
  3. Lower your _blocksize key in worldspawn. Shouldn’t be necessary if the above 2 points are done properly, this is more a ‘just in case’.
  4. Place a hint brush covering the entire map just above normal head height. May help in general places.
  5. Once the above are done you may want to try doing a test version of your map without trees - you have plenty of them, and this many MAY be a problem. On the other hand, they may not. I’m just trying to think of everything :slight_smile:

(Storm) #9

wow thanks guys! I’d hand the .map file over to anyone who might be willing to work with to get better fps.
and those are some great tips, i’m gonna be up all night working on it.
the spotlights were a last addition, i know they look dumb there.

this map has a far way to go. but if some one can increse fps, that would help speed-up production!!

hey thanks for adding the link, i’ll remember that


(lennyballa) #10

maybe next time, post screenies


(system) #11


(Fenris) #12

Oooh, I like this map, have only looked at in alone so far and not in actual play but I’ll put in up on my server on monday (possibly sunday) and then we’ll see :slight_smile:

The motorcycle was really nice, but inside a truck ? Move it out of the truck for everyone to see :wink:
The posters are also really nice, seems like actual posters but without the open propagandasymbols, nice choice.

Except for the speed issues already mentioned I see some graphic glitch at the objective, i.e. when I as an allied eng stand beside it some of the corners of the boxes “flickers” (umm, is that the right word?), standing still it is not as visible though so I couldn’t get a good screenshot.

Eagerly awaiting an update :drink:

Oh, I just noticed, when map is loading I get this in the console :


(poorme) #13

Waou ! Really good job.

I’ve noticed few things :


(Fenris) #14

I’ve added the mapmarker to the campaignmap overview in the other thread here http://www.splashdamage.com/forums/viewtopic.php?t=3843


(Loffy) #15

Many discussions about vis here. The authors above know about -vis and what it stands for.
But I thought there might be new mappers, who read this also.
I cut and paste the link to this site:
http://w1.261.telia.com/~u26123488/vis/visfordummies.htm
It is not a new link in this forum. But read it if you havent and are new and want to learn about -vis and compiling.
It is a nice introduction to -vis. (For all new mappers that happen to read through this post I mean.)
It sure helped me alot.
Keep on mapping!
// Loffy


(Machine for to kill) #16

Might wanna tone down the resolution on some of your textures. Also, if you haven’t done this already, read the radiant manual cause it has some tips on improving performance.


(Lockeownzj00) #17

Hey, AMAZING map you’ve got here. I’ve got almost no criticism, but some suggestions:

-There seems to be no way, or no EASY way for the axis to get behind the sand barricade if they want to once they leave it and it has not been blown up. There should be a teamdoor around there.
-Some of it was kind of dark for me.
-I like the searchlights…but hey. Maybe you can make them DIM, since bright searchlights in the day kinda doesn’t make sense.

I might have more, but very well done! Even though there are some wonderful maps out there, there’s something about this map I absolutely love. Every small touch, every piece of grass, every rock.

The sand was done VERY well. I also like how you included the mortars that randomly bomb you.


(Storm) #18

WOW! what a response!

Hey there will be 2 team doors 1 on depot yard wall, and one to let you back onto the bunker with the sand barricade, (I’ll fix message too).
Also those spotlights will be much better looking and on top of barricade bunker randomly searching the sky.
My low fps is really the only issue out of thease and others that concerns me. I’m experimenting with hint brushing, but a out door map is hard work.
by the way I’ll do as much as I can about the limits of the map being visible.

man this is great having a type with strangers, with good advice.