MP Forum B1 (download + comments here)


(G0-Gerbil) #1

http://www.pcgamemods.com/2471/


(flashkillaman) #2

if its from you it has to look good


(G0-Gerbil) #3

Har Chavo One wins the award for spotting stupidest mistake first :slight_smile:

I copied parts of the README file from MML Church, so the installation instructions refer to that PK3, not the correct one in the ZIP - not a show stopper, but a bit of a DOH moment :smiley:


(Irrelevant) #4

Still ‘soon’?
I wantsss it… My preciousss…
I second flash’s comment. Your maps r0xx0rz, by definition. :fiesta:

A question: How much info did each mapper have about the others’ sections? Could everyone see what everyone else was doing, or was it done blind (or Consequences-style)?


(chavo_one) #5

I know stupid! :weird:


(SCDS_reyalP) #6

Essentially none. A few screenshots, but we made no really effort to make them fit a common theme. Quite the opposite, in fact :smiley:

I’m honestly not sure how it will play, since it is large without having large spaces. It is certainly unique, and a nice show off of various mapping styles.


(G0-Gerbil) #7

The link is at top :stuck_out_tongue:

Unlike most maps, it wasn’t designed from a player’s point of view, it was just that some of us at the forum felt it’d be nice to work on a joint project - end of story really. You got given a few specs to work to (eg sections had to have exits a certain size in certain places), but really it was a free-for-all.

This map fits in with stuff I’ve done in the past anyway, because I haven’t really cared about creating a map purely to have it played to death, but usually I’ve started off either with a technical idea, or a certain style in mind, and gone from there.

I put in a fair few things to make sure that all the map gets played in, and hopefully it’ll at least be fun - I must admit I’m being a bit cheeky in using this map to test out a few new ideas (eg two transmitting locations for the documents - could work, could fall flat on it’s face), but overall I can’t see why it shouldn’t be a laugh - the mapping itself is for the most part of an extremely high standard, and more to the point, it’s set up for 64 players :wink:

Anyway enjoy it - and as another point, when the final is released, I’ve got permission from the various people involved to release the source too, so people can have a nose around \o/


(nodgam) #8

gerbil, i get too low fps … :bash:


(G0-Gerbil) #9

Care to be a bit more precise? EG:

Your CPU / RAM / Graphics card + VRAM

What framerates you get and where?

Considering you made no comment on transmitter (which generally runs half the speed of this), I can’t help but wonder if you’ve accidentally upped the res massively and applied 4x AA :wink:

One thing that does occur to me however is that it might be eating up a lot of VRAM because of the large number of textures (one of the reasons that the lightmap resolution is so low - I had to limit VRAM usage somehow).

If it IS this, then I’ll have to go back and do another re-texturing pass to cut down on the number / size of textures used throughout the map.


(nodgam) #10

ok lets go :smiley:

amd xp 2100+, gf4200, 512 mb ram and (oh wonder) i get only 30-40 fps in the outside areas. 1024*768, NO AA, medium details. must be your texture thingy

I can’t help but wonder if you’ve accidentally upped the res massively and applied 4x AA

NO WAY ! , why should i do this ? i´m not looking for a reason to complain about this map, the fps just suck outside.
(its just too funny: you were complaining about low fps on several maps and giving tips for mappers and then you release this map; think about it)


(G0-Gerbil) #11

You missed off how much VRAM you have?

And I’m well aware that you were making your point because of my FPS rampage, hence why I made my comment. Doh. Jokes aren’t funny when you have to explain them :frowning:

Anyway, I’ll wait to see what other people get - I don’t drop below 100 fps anywhere in the map, usually it’s nearer or above 200.

And there are several outside areas, is it all of them - they vary in visual complexity. If you want to help as opposed to try to rub my nose in it (which WILL fail), then the more details the better :slight_smile:

Oh, and does the framerate increase ‘dramatically’ when you enable the simple sky? (By ‘dramatically’ I mean more than you’d expect from toggling this option - use the official maps for comparison).


(G0-Gerbil) #12

BTW I just did

/imagelist
/com_hunksused

on oasis, goldrush, and mp_forum_b1.

  • mp_forum uses more actual individual images than the others (943 for forum, oasis = roughly 850 (forgot to make a note of it), and goldrush has 903).
  • mp_forum has less actual texels than oasis, but not goldrush (3 million, to oasis’ 3.2 million, and goldrush’s 2.5 million)
  • mp_forum uses more RAM than either, although it’s only about 2 meg more than oasis (41 as opposed to 39 - 32 for goldrush).

So I don’t think it’s the texture thingy, but bringing the number of textures down to a goldrush level shouldn’t be a problem, nor should losing a bit off the file-size, since the passageways or my section can lose detail should they need to.

If other people could give framerate feedback I’d be grateful, along with any other comments you wish to impart :slight_smile:


(SCDS_reyalP) #13

If you do give framerate feedback, it is good if you can mention what kind of performance you get on the official maps as well.


(Gecko) #14

Strange map :/. It looks like Unreal in some areas :moo: .


(Wraith2k3) #15

lol, I’m dumb. I just loaded up ET to try the map, looked all through the map list and couldn’t find it anywhere. “Hmm, thats strange” thought I.

Then I had to smack myself round the head - I hadn’t even downloaded it yet, DOH!

Edit:

wow, nice job. A little confusing, and it doesn’t make any sense but I guess thats the idea. I especially liked Chavo One’s area, SCDS_reyalP’s and Gerbil #2.

And whats with that fox/dog thing at axis spawn?


(SiX) #16

Interesting map.
It has a very quake2/mp_resurrection mixed feeling to it…

It ran very well though.


(Irrelevant) #17

Very impressive. I look forward to the final version, and playing it multiplayer.

I get a solid 80 fps throughout. That’s better than some of the SD maps. :clap:

There’s something odd about the wall around the axis spawn room. I can’t quite work out what it is, but there’s a graphical glitch or something.


(MindLink) #18

Well, interesting map… Some areas look quite good while others are a little bland in some places but oh well… Seems to be a little complicated and since it was put together from different mappers I don’t believe much thought was put into gameplay… Well, it’s huge, that’s true, so I guess it’ll be quite hard to have some fun games on low-playercount servers… The FPS are pretty good around the map on my system (barely ever goes below the 100 FPS, most of the times around 150) so I’d say thats acceptable… As show-off for some skills nice though I don’t really believe that it’ll play any good, but we’ll see about that once it’s up on some servers.
Cheers
:moo:


(G0-Gerbil) #19

Heh cheers for feedback, seems like framerates are ok for everyone bar 1 person :wink:

Yeah the map is disjointed, there was never going to be a way around it - gives it a rather unique flavour all of it’s own. It has also occurred to me as I worked on it that it might well give people a good flavour of styles, so they might get inspiration from it :slight_smile: (eg I want to do more of my warehousey style (gerbil #2), I really liked the look of that. Expect my station map to be along that line if I ever get around to it).

Certainly I think Chavo One’s bit is not something we’ve yet seen in ET, partly because it dropped the whole ‘undead’ side, and partly because it’s sadly lacking in X-lab textures, but I think it looks great :slight_smile: Also, for you Venice fans, it’ll give you a sneak peak of his abilities (which I might add only seem to keep growing). I’d also add that his section in particular got re-textured and brushes deleted to it’s detriment from it’s original RTCW incarnation. It’s still good, but that’s a testemant to his mapping skills, not my retexturing.

As for the bits in Grizzly’s start - the dog bit is an obvious easter egg - I don’t know why, but his avatar is that animating pink dog :slight_smile:
Also, textures being a bit weird - yeah, it’s because he used patches in some rather odd ways, and there’s not really a way of getting proper texture coverage of it. It wasn’t really my place to change it (kinda went away from the idea behind the map), and I think it’s bearable, not to mention made me think about how I’d get around that problem should I encounter it in my own maps in the future, so it benefitted me.

To Gecko - it looks like Unreal? I’ve not played that, care to expand on this comment for my own curiosity?

As for the gameplay, really my main concern was to make as much of the map have a purpose, that’s why there’s so many things dotted around - the only areas with very little to do in them other than run through are two of my own - I have 3 bits in there as it is, so didn’t want to hog all the objectives :slight_smile:

As an aside, of the people who made this map, the ones who are (or will be) mapping for ET to my knowledge are only myself, SCDS_reyalP and Chavo One - I’m going to try to track down the rest and see what plans (if any) they have for ET - I think 1 or 2 are staying with RTCW for the time being (maybe we can get Sin to convert their maps ;)).

Anyway, cheers and all feedback is welcome -> have a :drink: from me :clap:


(SirLiveAlot) #20

i found a few problems with the map.
http://www.planetwolfenstein.com/rf/1.jpg
http://www.planetwolfenstein.com/rf/2.jpg
http://www.planetwolfenstein.com/rf/3.jpg
http://www.planetwolfenstein.com/rf/4.jpg