ET: Simpsons map shots!


(_/lhw//fr3aK/_) #141

there is anotha fat doctor - i dont know his name, he could be Axis Medic


(ECE-666) #142

Dr. Nick is way more evil, maybe that comic book geek can be fieldop.
And Krusty as Soldier would crazy.
If Someone makes a mod of this, then we can have fun with voice overs. Like Mr. Burns doing the axis side :clap:


(sock) #143

WeedKiller/Bradders: I have warned you once before about trashing threads in the editing forum and you keep on spouting crap. :disgust: If you feel like being a troll try another forum. Both accounts are suspended until further notice.

Sock
:moo:


(Cementos) #144

WoooooW.CooL man how do you make map and medic lisa and whatever :notworthy: please say id
this is so cooool :banana: heee :moo: moe


(_/lhw//fr3aK/_) #145

if da map is finished please release it :smiley:
Later u can add da skins! :wink: :bash:


(=DaRk=CrAzY-NuTTeR) #146

WHEN IS THE MAP GONA BE FINISHED - IM GETTING BORRED


(WeedFreakReturns) #147

IT WILL BE FINISHED WHEN IT’S FINISHED, DONT BUG THE GUY AND IM SURE HE IS NOT GOING TO RELEASE TEH MAP ANY FASTER BECAUSE YOU ARE BORED

IF I USE THE CAP’S LOCK DOES THAT MAKE ME LOOK COOL ?


(Davros) #148

not really no,

im sure the author knows his map is eagerly awaited and is beavering away at this map. be patient :slight_smile:


(=DaRk=CrAzY-NuTTeR) #149

yeah, i spoke to the guy on MSN he says he has to go for tests at the hospital cos of liver problems, hes gona be fine bu it will delay :frowning:


([AE]HawkeyE) #150

I think the map being delayed is of lesser importance than his health… Some of you guys are gettin way too into this


(BXpress) #151

dont make the same mistake like me did with remagen…
im mapping on it for too long…but as i said, its not the matter of time.
its the love with that the map is made of! :wink:
keep on workin and make everything when and like you want!


(Genesis) #152

W00t… it looks very nice!!!.. what about sharing the textures 4 more simpson-themed-maps!!! u could go southpark with those textures 2!
keep on the good work :rocker2:


(Maggumaster) #153

Wohooo, from today on I got 2 weeks holidays. That means more than enough time to finish the map. Meanwhile u could play Farcry. Great graphic, great physic, great AI, great mapeditor, great game. I can only recommend. But enough advertisement for now.

Map will be finished hopefully finished within the next 2 weeks.

greets
Maggumaster

Btw has someone a good hint tutorial for me? Is it normal that the vis stage takes more than 30 hours?


(G0-Gerbil) #154

Taking that long means you’ve got too many structural brishes.
Hinting won’t necessarily help in this situation (in fact it may well make it take longer since hinting creates more portals for the VIS stage to process).
Are you using detail brushes at all?
Hinting is not a miraculous FPS cure or compile-time reduction, BUT detail brushes will help improve compile times dramatically (my old example was my first map - 2 hours to compile, then I learnt detail and it took about a minute!).


(TFate) #155

Definitely! Select any brushes that are small and are just for effect or props or something like that, in essence the eye candy brushes; like shelves, paintings, the refridgerator, the toilet, the sign which hangs on Moe’s tavern, windows… all those things should be detail brushes… right click and make detail. If you make all of your little brushes into details your compile time will be way less. If you’re not sure about how to use detail brushes you should probably do a search. Structural brushes block the player’s view of what’s doing drawn, and detail brushes don’t… that’s pretty much all the help I can give. Basically if your whole map was detail brushes the player’s computer would draw the whole map at once which is a bad thing and lowers FPS a ton, but if your whole map is structural your compile time will be hours long which is also a bad thing. Balance it!

By the way if this post is confusing or if you already know this stuff, just ignore it.


(Maggumaster) #156

I know what should be detail and what not…Maybe I optimize the skybrushes, so there is less room for portals. But thanks for ur help.


(SCDS_reyalP) #157

I would re-phrase that ‘hinting, by itself, will almost certainly make your compile times longer’

I would suggest using the portal viewer plugin to find unnecessary complexity.

Have you changed _blocksize ? If the map is large, increasing blocksize could be a big help. Aligning major structure with block bounderies can help quite a bit too. If the map is mostly flat, you may want to turn of blocking in the Z axis.

If you are already using hints, be sure to put ‘skip’ on the faces that aren’t required for your hinting.


(Bill) #158

Whoa, this map looks awesome, can’t wait to play it. :smiley:


(Maggumaster) #159

Cool, thanks for the tip with the prtview plugin. I dind´t even know that something like this exists.


(Loffy) #160

Hi! Another great way to learn more about detailed and structural brushes is to go into goldrush.map, and toggle Ctrl + D. That will hide/unhide all detailed brushes in a map. A cool way to see what should be made detailed and what should be made structural.
// Loffy

PS Shortcut to making detailed brush: select brush and press Ctrl + M. Make it a habit whenever you create a small object (e.g. a bucket or a book-shelf) to select and Ctrl + M.