Construction Community Map Dev Thread


(SebaSOFT) #201

Sounds great Donnovan, please commit as soon as you can.

Vio, can you do the roads of the city?


(Donnovan) #202

Commited right now Seba.


(Donnovan) #203

Next step: move the Uni to the new position.

Here first try.

See that for this try i removed the Uni Tower. There is no space for the tree quadrants.

I can add the tree quadrants in serie, so they have this aspect: I. And not this aspect: L. You guys got it?


(SebaSOFT) #204

we got it, and is not bad, did you get my PM?

There is a lot of work shirosae did for the courtyard, pleas see if we can make it fit in the map because in this form, accessing the transmit room is even simpler than Outskirts .


(Donnovan) #205

Seba, take a look on the transmition room doors, the obvious door is closed (and have a hole to permit shot & grenade). This helps to make strogg access a bit more complicated. Take a look!

Will see your PM.


(SebaSOFT) #206

Yeah I saw that, and I agree with it.

It was so rewarding to be able to compile the map in 9:30 minutes, after I’ve update my computer hardware :smiley:


(Donnovan) #207

Map performance is good on your computer Seba?


(SebaSOFT) #208

Yes, I noted the portal activate in proximity in addition of potentially visual. That is a great performance gain!

I was able to fly through the entire map at great speed without major frame drops. Win Win


(Donnovan) #209

This portal thing was only one of the optimizations. Also it can be tweaked to make the effect less noticeable.

Most tweak was to reduce number of batchs. For example, near the barricade it was 1800/2000, now its 900/1000.

On the Uni it was 1000+, now it is 500.

The city also had number of batches reduced dramaticaly.

Soom we will be able to compile the map with optimized shadows, and this will be a 20+/30+ increase in FPS.


(SebaSOFT) #210

What techniques do you use to reduce batches?


(Donnovan) #211

I need time to write a list about things you can do. Will do that later.

Use r_showbatches 1 to see different batches.

The most extreme i gone was set the black tint to 90% on a texture that had vertexcolor flag on to simulate the blackmetal texture and avoid one more batch.

The most good part is use texturesheets in the most creative way you can, try to calculate better MaxVisDist for each outside and inside portal and try to semi-hide outside portals so they can have smaller MaxVisDist.

You also must avoid a LOD group if the texture of the brushs you want to LOD is widely used arround.

If you have 5 groups of detail, each one with 2 textures (that are the same for each group), each group in a lod group, and the 5 groups are visible for you, then you will have lots of batches generated by those details. If they, the details, uses arround textures, its better to leave then out of the LOD so they do not generate more batchs. In that case will be needed to draw triangles more oftem, since those details will be always visible, so you may need to remove some of the detail or simplify then.

If a texture is unique, then you can add it to LOD, and then make it vanish soon enough to not add more batchs to other areas… other areas that will also have their unique textures in LOD groups.

Here two images to give you guys a feel of the Uni position:

Edit 1 P.S.: Remember that we can change the position of the transmition computer! Also, i believe it’s possible to mirror all the University, if needed!

Edit 2 P.S.: I believe the second shot is outdated now that shirosae uploaded the yard (thankyou shirosae!).

Any idea among first image?


(SebaSOFT) #212

I like option 2 the most, but I’d like to see some road going up to the fort


(.Chris.) #213

I still think the fort doesn’t belong there, if you insist on keeping it there though, remove parachute spawn and have the vehicles closer to where the player spawns, it’s really annoying waiting for few seconds to drop from sky and then more time to run to the vehicles, especially when you know the attacking side are well on there way to the transmit area and you are powerless to do anything about it as a result of the spawning mechanics and the vehicle locations.


(Azuvector) #214

I tend to agree with Chris. The Fort is random and doesn’t really fit in with anything else in the map. It’s also rather awkwardly placed far away from everything, and as Chris says, there are gameplay annoyances with it too.


(fastek) #215

Wow, a long thread going on, well, it will take alot of my time to read all the posts but I wish I have time to read them all. anyways it will be a great place to learn.Are you looking for a few easy steps to make money online? Maybe I must ask,if it really does take a few easy steps to making money on the internet with all the hundreds of different ways to make money on the internet one can easily find yourself trapped in an overload of information which brings you to a point of confusion or indecisiveness


(SebaSOFT) #216

A hundred pages if you count the lost ones in the other forum.

I don’t think is too far, but I agree in a reduced parachuting time… I also think for realism sake that this needs some sort of access ramp/road from the city’s right side.

EDIT: picture


(Donnovan) #217

Just commited the moved University and new terrain.


(SebaSOFT) #218

Changelog:

  • Moved the Heavies/Flyers to 2nd Objective (after the Generator is blown)

This will make the map more intense and give the sense of being smaller.


(Donnovan) #219


(SebaSOFT) #220

Changelog:

  • Added a Cyclops at the beggining of the map

Those roads are SO GREAT!!!