eiffel_tower


(oceansofsadness) #1

hi 6 months ago i made the map eiffel tower which wasnt great (no light/ low ftp/no vis). I want to make a fixed version but i want to know if it’s possible to lower the ftp of really high maps. Is it possible in the quake engine to play a map of that hight with normal ftp or is it just not possible? And what is important to lower the fps?

anyway here is the link


(Flippy) #2

I assume you mean FPS with “ftp”?

All depends on the layout of the map…
If it’s a large open map with lots of brushes (which i would suspect with eiffel tower…) there’s not alot you can do…

If you have lots of corridors and buildings there is alot you can do: using HINT brushes…
do a search on vis blocking or hint brushes and you will find alot…


(kamikazee) #3

You could use fog culling, seeing how you use fog anyway.


(mrfin) #4

I thought your tower map was a good effort with a tricky project.
I once considered how I might go about the same idea for a game map
because I love all those great iron engineering constructions of the last 150 years or so

I think somehow you need to divide the sections into seperate portals
isolated with hint brushes and use distance fogging to get the fps down.
The tower would be in the mist - which might look good with all those beams everywhere.

disguising the top and botom edges of the main portal boxes could be the hard bit

Gameplay wise I don’t remember what was going on in your map - I imagine capturing capturing flags and constructing elevators though

Anyhow - good luck


(M8DNanite) #5

MML Helmsdeep is tall and especially MML Minas Tirith map is gigantic and tall map with decent fps if i remember correctly. Those are a good example of that its possible.


(carnage) #6

MML Minas Tirith map

minas tirith does not exactly have a lot of detail in the current version that is usually the reason fps drop. however minal tirith does have a pretty good system for blocking vis (even though probably quite lucky since its basically the same design as in the film). because of the high walls on each level you can pretty much restrict the players PVS to the level they are on. then if they further developed the map perhaps use 1 or 2 tricks to restrict vis into 2 or 3 portals on each level you could in theory create a very detailed environment though the entire map

in the case of the Eiffel tower i doubt you would be able to use any of the same vis culling techniques because the tower vis doesn’t seems to have any sort of structure that could effectively block vis

on that note id say that the MML maps are infarct not good examples that this kind of map is posible


(Diego) #7

I played that map once. It was definitely awful. I give you a lot of credit for undertaking such a complex structure. But lighting and vis problems aside, I couldn’t stand constantly running around in circles going up 1 level after another only to die halfway up and start again.


(M8DNanite) #8

Yeah it dont have a good balance, the fight stucks in those corridors, but go to the top level, that is huge area itself, and jump down :smiley:


(kamikazee) #9

Or take a closer look at the steampipe at the top level.


(oceansofsadness) #10

you have launchers for that :stuck_out_tongue:

anyway i think it’s not possible reading some tutorials, anyway it’s a good example of the limits of quake. I’m bussy with a normal map now :wink: