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Posted: Sat Oct 14, 2006 11:26 pm
by DW_Wraith
Newest revision is up now. The map is pretty much done. I will try to give it a once-over tomorrow sometime to make sure everything is alright.

Posted: Sat Oct 14, 2006 11:31 pm
by DW_Hornet
Wraith its going for a 6v6.

Posted: Sun Oct 15, 2006 8:17 am
by SweetTooth
i checked out a download you put up yesterday Wraith when hornet said you just removed one of the terrains. is this current one different? i am on the road today so i wiont be able to check this out till much later. :(

THanks in advance though.

Posted: Sun Oct 15, 2006 2:44 pm
by DW_Wraith
Hornet must have mis-understood me. I didn't remove one of the terrains at all. I just removed sections (made invisible) areas where the two overlapped and the one beneath the upper one was painted out. The map uses 2 terrains, and if both sections are visible, yet one terrain will never be seen or felt by the player, then you might as well shut off its visibility and thereby lessen the amount of calculations used for collision.

I put up the newest revision as of now, and had fixed a few holes that I missed from the past revision. I played it with 31 bots plus myself on my local server and it played really well. I know you aren't planning on using it for 32 players, so with 12 I'd imagine that it should play smooth. In fact I will do that after this message is posted.

The people who did this map, or the last ones to work on it before me did a really good job of things. I like the look of it and about the only thing I would do to possibly further the fps rate is to a couple of the rock type structures that have a wide base, that is for the most part always stuck way underground, to lop that off in a 3d editor to simplify it a bit and then replant that mesh back in the map. You can always add more fog as an option also. The collision models for everything was done really well, kudo's to whomever did it, its not an easy thing to do.

If I were you, trash the rev. B, get the rev. C and look at it. I hope this will help you.

GL and HF,

Wraith

Posted: Sun Oct 15, 2006 3:24 pm
by DW_Hornet
there is a map hole large enough for a man to get into at the blue primary stairs coming from the middle. In some places im getting more frames others less.

Posted: Sun Oct 15, 2006 3:38 pm
by SweetTooth
DW_Hornet wrote:there is a map hole large enough for a man to get into at the blue primary stairs coming from the middle. In some places im getting more frames others less.
pictures of this hole?

EDIT: i think i just found it. damnit wasnt there in the last beta sabotage did. hmmm i blame wraith :p lol

Posted: Sun Oct 15, 2006 3:51 pm
by DW_Hornet
SweetTooth wrote:
DW_Hornet wrote:there is a map hole large enough for a man to get into at the blue primary stairs coming from the middle. In some places im getting more frames others less.
pictures of this hole?

EDIT: i think i just found it. damnit wasnt there in the last beta sabotage did. hmmm i blame wraith :p lol
there both easy fixes just need to put the terrian back in with the visibility brush. there is a rather small one on one of the upper rox, it just cuaght my eye while flying a raptor. Its not huge but its there.

Posted: Sun Oct 15, 2006 7:01 pm
by DW_Wraith
ok, all the holes are fixed now, in addition I found a few other things that I tweaked. The gameplay seems a bit smoother than before. 12 man playing went really well.

Rev. D

Sorry about the holes... busy weekend, trying to get too much done too quickly.

Posted: Mon Oct 16, 2006 12:25 pm
by SweetTooth
were you done or was there anythign else you were taking a look at?

Posted: Mon Oct 16, 2006 6:16 pm
by puresabotage
Hey wraith thanks for making those changes...

I made a few changes after your release.... this is the latest version please make any future edits as beta9a.


http://purehighspeed.com/puregaming/gam ... -Beta9.zip

thanks

//sab