bloddy hillb1


(twt_thunder) #1

this is an early release… it’s almost an alpha :D, but it actually works :smiley: so here we go for download:

http://wolfenstein-et.com/download.php?view.16

](http://no.xfire.com/profile/thunderpwn/screenshots/?ss_file=9a97c32cb0a8d833faa572ede633a97ea2c94ba2.jpg)[/IMG]

](http://no.xfire.com/profile/thunderpwn/screenshots/?ss_file=3444772383dcec60d5b3898e609eb860df3059c0.jpg)[/IMG]

give me feedback but do remember i’ve got some shaderwork and som fix and details to do still…and remember this IS my first public map…so be nice:cool:


(stealth6) #2

well since it’s and alpha first thing you should do is name the map
bloddy_hilla1, not b1 lol
Also try and keep the pk3 name and the bsp name the same.

And the other more important thing about the map is that you should get to know the basics of optimizing.

Like all surfaces you can’t see should be caulk, and try not to use the subtract tool too much cause it makes lots of unneeded brushes.

also the scenery is a nice idea but not very practical fps wise. too many brushes in 1 spot.

but it’s got potential so, keep going :smiley:


(Avoc) #3

I didn’t download the map yet - but from those screenshots it looks like its too dark :open_mouth:


(shagileo) #4

Ok, just tested the map and here’s my feedback:

  1. You might consider to rename your map into Bloody Hill , instead of bloddy hill :wink:

  2. The skybox looks a bit weird at first, but you get used to it when you’re playing as a player. The sharp looking mountains give a strange effect, but you don’t see it too much when playing. The green is cool, though.

  3. Work on the scale of things: the house at the first allied spawn is looking very tiny and a player barely fits. The ammo cabinet is sticking too deep in the ground, unless it’s an effect you created on purpose, then it’s ok of course. The map itself is also very small, but that depends on how many players play the map.
    Your Chu Chi tunnels are a cool and truthful add. Also the little rooms underground are realistic, good job.

  4. Your objective is floating, unless that’s an effect you created on purpose (looks weird though, floating there)
    In my opinion, the objective return point is too close to the ‘get’ point, meaning: it only takes a few seconds, some nifty gestures and you completed the objective.
    Maybe relocate the objective transmitter room to somewhere else in the map?

  5. The ladder in the Chu Chi tunnels (the net, near transmitter room) : if you climb down you can see a gap where you can see the map void or some ‘behind the scenes’ stuff

  6. Your MGs at the obj HQ are sticking through the walls. Move them backwards for some units

All in all, I agree with Stealth that this map has potential if you fix those things and work on the details (use ambient sound to get the right atmosphere; a nice woody wind sound could do great). So hang in there and keep it up

I hope my feedback was useful.

Happy mapping ! :stroggtapir:


(twt_thunder) #5

[QUOTE=shagileo;205212]Ok, just tested the map and here’s my feedback:

  1. You might consider to rename your map into Bloody Hill , instead of bloddy hill :wink:

  2. The skybox looks a bit weird at first, but you get used to it when you’re playing as a player. The sharp looking mountains give a strange effect, but you don’t see it too much when playing. The green is cool, though.

  3. Work on the scale of things: the house at the first allied spawn is looking very tiny and a player barely fits. The ammo cabinet is sticking too deep in the ground, unless it’s an effect you created on purpose, then it’s ok of course. The map itself is also very small, but that depends on how many players play the map.
    Your Chu Chi tunnels are a cool and truthful add. Also the little rooms underground are realistic, good job.

  4. Your objective is floating, unless that’s an effect you created on purpose (looks weird though, floating there)
    In my opinion, the objective return point is too close to the ‘get’ point, meaning: it only takes a few seconds, some nifty gestures and you completed the objective.
    Maybe relocate the objective transmitter room to somewhere else in the map?

  5. The ladder in the Chu Chi tunnels (the net, near transmitter room) : if you climb down you can see a gap where you can see the map void or some ‘behind the scenes’ stuff

  6. Your MGs at the obj HQ are sticking through the walls. Move them backwards for some units

All in all, I agree with Stealth that this map has potential if you fix those things and work on the details (use ambient sound to get the right atmosphere; a nice woody wind sound could do great). So hang in there and keep it up

I hope my feedback was useful.

Happy mapping ! :stroggtapir:[/QUOTE]

thanx for feedback

1.yes…ok i’ll rename it

2.skybox stays… wonder about actually make the map even darker

3.i know that house got a bit small:( , i’ll have that in mind and the ammorack i didn’t actually see… it’s gonna be fixed… you know why the Chu Chi tunnels are there…lol

4.i saw that objective floating too late… i don’t know why it moved…lol … might agree with ya about objective way too close…i’ll think about a solution of some kind that will make it harder… maybe a gate to blow or something…might be longer and more tunnels…

5.oops:rolleyes:

  1. see 5

use ambient sound to get the right atmosphere

havent learn so much about this yet :smiley:

but all in all thanx for not slaughter me :smiley: :smiley:


(twt_thunder) #6

[QUOTE=stealth6;205200]well since it’s and alpha first thing you should do is name the map
bloddy_hilla1, not b1 lol
Also try and keep the pk3 name and the bsp name the same.

And the other more important thing about the map is that you should get to know the basics of optimizing.

Like all surfaces you can’t see should be caulk, and try not to use the subtract tool too much cause it makes lots of unneeded brushes.

also the scenery is a nice idea but not very practical fps wise. too many brushes in 1 spot.

but it’s got potential so, keep going :D[/QUOTE]

where can i learn the basics of optimizing…you’re gonna cry when you see the Trail beta…lol

and how the h… should i make tunnels without the substract tool?

fps wise…well got no problem playing it…


(GTBGranny) #7

I had no problems with FPS though it did seem very dark.

The ammo cabinet in the radio room is also sticking in the step, maybe you could put them closer to the wall too.

I wasn’t sure why I blew up at one point, I assume that you are trying to create a minefield, maybe put a minefield sign or something there.

You can get under the map from behind the cabin.

There are a few areas such as the top of the netting that you climb where you have much Z-Fighting with textures.

The netting where allies spawn is not solid.

Not sure why it’s 5.77mb as there isn’t much there, unless I have missed an area.

Hope that helps, keep up the good work.


(twt_thunder) #8

[QUOTE={GTB} Granny;205241]I had no problems with FPS though it did seem very dark.

The ammo cabinet in the radio room is also sticking in the step, maybe you could put them closer to the wall too.

I wasn’t sure why I blew up at one point, I assume that you are trying to create a minefield, maybe put a minefield sign or something there.

You can get under the map from behind the cabin.

There are a few areas such as the top of the netting that you climb where you have much Z-Fighting with textures.

The netting where allies spawn is not solid.

Not sure why it’s 5.77mb as there isn’t much there, unless I have missed an area.

Hope that helps, keep up the good work.[/QUOTE]

not sure about the size… yes i forgot the minefield…lol… and need to make barb wire hurt too
netting will be fixed… netting at spawn was sollid…i’ll check it out…

thanx a lot for all critizm i will try to fix everything on the way…


(stealth6) #9

well I had no trouble with my fps, but if you keep mapping like that and the map gets bigger then the problems will follow soon after

detail vs structural:
http://www.pythononline.co.uk/et/tutorial18.htm

Also you can use the subtraction tool, but then make sure it didn’t cut it into 50 brushes when you can narrow it down to 25… which does happen :smiley:

Also just things players won’t be able to see like the outside of the skybox, but also the back of the terrain should be caulk.

And here you see some more tricks
http://www.pythononline.co.uk/et/tutorial05a.htm
this way there are less T-junctions and better FPS


(twt_thunder) #10

i’ve started making terrains in FATE now…and yes ho chi min trail is a lot bigger… it has to be…
guess i’ll have to find a way to block how long players can see some way…

Also you can use the subtraction tool, but then make sure it didn’t cut it into 50 brushes when you can narrow it down to 25… which does happen :smiley:

this is actually a problem when using FATE… there will be a lot of brushes cutted…

Also just things players won’t be able to see like the outside of the skybox, but also the back of the terrain should be caulk.

i am trying to as best as i can , but sometimes it slips :smiley:

but a question… what gives the most fps… brushes or models??

and is there anyone who knows how to block how far the player looks without destroying the scenery?

and again thanx @stealth6 for all your help…


(aaa3) #11

tell your webmaster that your quota sucks - i haven"t dled anytg from ur site yet yet it complains that i"m exceeded etc, all i have had in fact was blocked cookies and scripts.
worse, when i revisited (after a hour or so delay) from ie in which evrytg is on, still had the same, so it couldn"t even be because of that, lol!

so could you upload it (the 1st alpha, the same pack which is now on that site) to somewhere else too? speedyshare or any such instant no-reg thing, whatever.


(twt_thunder) #12

[QUOTE=aaa3;205269]tell your webmaster that your quota sucks - i haven"t dled anytg from ur site yet yet it complains that i"m exceeded etc, all i have had in fact was blocked cookies and scripts.
worse, when i revisited (after a hour or so delay) from ie in which evrytg is on, still had the same, so it couldn"t even be because of that, lol!

so could you upload it (the 1st alpha, the same pack which is now on that site) to somewhere else too? speedyshare or any such instant no-reg thing, whatever.[/QUOTE]

i’ll give ya a linke here:
http://pownedclan.com/etmain/bloddy_hillb1.pk3


(shagileo) #13

but a question… what gives the most fps… brushes or models??

Using too many models will influence your FPS performance dramatically .

Using too many brushes will do no good either on compile times.
But models will most likely kill your fps more than brushes.
Even then it depends on the complexity of your brushwork. It’s a balance you have to keep an eye on. I think if you use over 15000 brushes, the compiler will complain (not sure about the exact number).

and is there anyone who knows how to block how far the player looks without destroying the scenery?

Aaaah- ye olde wide open map fps problem
If there’s one thing I learned from all the people who helped me with FPS performance (you know him, he’s a master in making confusing posts :tongue: ) it’s that you have to build your map FPS wise. Try to make your environment in a way that it blocks vis. (mountains or so)

… and there’s always the ‘fog’ function. It will help a bit on ‘blocking’ vis for far distances .


(aaa3) #14

thanks man :slight_smile:


(twt_thunder) #15

how?? ho chi min trail is a long map

and when you need much of wood and bushes what do you do if they kill the fps??!!


(stealth6) #16

well I’d advise not to use fate and go with easygen.
Cause I tried FATE once and when you make a tunnel or so it’s hard to edit the terrain later on.
as said using the subtraction tool with this terrain is a disaster.

also models are actually better i believe but ofc they need to be low poly and having too many models is also bad, so you need to find a good balance.

It’s not like in the newer engines when like 40% of a map is models.

also i have never heard of this ho chi min, but you will probably haveto figure out some kind of design where your view is blocked by cliffs, cause even with fog you can’t have huge open spaces.
This is a mistake alot of maps have big spaces with many brushes.

so for example you can make your map in a U shape and have 2 parts, or so.


(Wezelkrozum) #17

I suggest you always use distancecull for bushes (foliagemodels).


(shagileo) #18

[quote=stealth6;205295]
so for example you can make your map in a U shape and have 2 parts, or so.[/quote]

Good advice
Like Fueldump: 2 parts, divided by a tunnel/cave system

Though, huge/big maps aren’t always very popular, because players get lost easily. Be sure to decorate your map in an original and attractive way, so it won’t get boring traveling all the way.

Also make sure you have enough checkpoints for the (attacking) teams.
The Capuzzo Airport map solved this issue in a good way. Enough checkpoints along the route so it will always remain exciting


(twt_thunder) #19

would you be so kind to explain this?

Though, huge/big maps aren’t always very popular, because players get lost easily. Be sure to decorate your map in an original and attractive way, so it won’t get boring traveling all the way.

Also make sure you have enough checkpoints for the (attacking) teams

there will be a lot happening on the trail… there will be forward spawn,2 truck baricades, to bridges to blow or build… and well hope i can make this some kind a jungle… not easy…


(Wezelkrozum) #20

Tutorial: Foliage
Foliage is usefull when you want a lot of bushes or grass into your map without to much cost of fps.
Before you add foliage to your map be aware the models are:

  • non-solid.
  • randomly placed on a face (triangle).
  • invisible when there are far away from the player.

The foliage-system needs 3 parts:

  • a model used as foliage (such as grass or a bush)
  • a shader for the texture used in the model.
  • a shader for the terrain the model is placed on.

We will create a foliage in 3 steps.
Step 1

  • Chose a model (grass or bush) you want to use. (If it’s correct GtkRadiant installed a models folder into your etmain folder. Go to models/mapobjects/plants_sd/ to find a good foliage.)
    [We use the model “models/mapobjects/plants_sd/grass_low.MD3”]
  • Rightclick on the model and chose “open with > notepad”.
  • Now press Shift+F and search for the word “models” or “textures”. Keep the path of the texture in mind or save/write it somewhere.
    [For the grass_low model you need to search to the word “models” to find the texture. We found “models/mapobjects/plants_sd/grass_green1”]

Step 2
Now we’re going to create a shader for the texture we found in the model.
(If you have already a shaderfile for your map you can use that one in stead of creating a new one and skip the next line)

  • Create a new text-file into the folder “scripts”. Rightclick > New > Textfile. And save it as xxx.shader (xxx is a random value you chose).
    [We will create a “wk_foliage.shader” file]
  • Now we are going to write a shader for the texture of the model. For foliagemodels we use this shader:

models/mapobjects/plants_sd/grass_green1 //name of the texture
{
    surfaceparm trans //The texture will be transparant.
    surfaceparm pointlight //This will cast shadows on your terrain.

    cull disable //The texture will be visible from both front and backsides.

    distanceCull 256 1536 0.5 //(256) Distance between the player and the model before scaling down, (1536) Distance to not be drawn anymore (scale = 0), (0,5) Fluency (0,5 = most fluency).

    {
	map models/mapobjects/plants_sd/grass_green1.tga //path to the texture
	alphaFunc GE128 //Every pixel equal to and greater than 128 in the alpha-channel will be visible
	rgbGen exactVertex
	alphaGen vertex
    }
}

You can copy this shader into your shaderfile and modifie the texturepaths and then save it.

  • (If you had already a shaderfile you can skip this step.) Now we will let GtkRadiant read the file by opening the shaderlist.txt file into the “scripts” folder and typing the line “your-shader-file-name”
    [For example we add the line “wk_foliage”]

Step 3
At last we will add the foliage to our terrain.
Open the shader of your terrain and just add the following line into the shader:
q3map_foliage models/mapobjects/plants_sd/grass_low.md3 .6 90 .2 2 //scale, distance between the models, percent filled (decrease for less foliage), 2(unknown variable, for now use 2)
[For example we use this shader:]


textures/folder/terrain
{
	qer_editorimage textures/folder/terrain.tga

	q3map_foliage models/mapobjects/plants_sd/grass_low.md3 .6 90 .2 2 
	surfaceparm landmine
	surfaceparm gravelsteps
	{
		map textures/folder/terrain.tga
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbGen identity
	}
}

Compile your map
Now open gtkradiant and compile the map. If you get randomly triangles of non-foliaged and foliaged terrain you will need to increase the distance between the foliage.

I hope you understand it and I didn’t make any mistakes.