ONS-Mothership

Here's a specific forum for discussing potential maps, maps that need a vacation and optimizations and modifications for better playability.
zeus
1337 Haxor
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Joined: Wed May 03, 2006 11:00 pm
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So, do you think it is worth working on? Or should we just scrap it.

It is a beautiful map. However, I don't know how the game play is. There is lots of Z action.

The cannons would be kind of cool if they were not automatic. You can get into them. But, with them being automatic, they kind of suck. Plus, I believe that there are some bugs in which the blue cannons shoot at its own teammates.
DW_Wraith
DW Clan Member
Posts: 846
Joined: Sun Jan 08, 2006 12:00 am

Sorry it has taken me awhile to reply. It feels like its been a week, however it seems it was only a day or so...lol

Since looking at the map. I think it is indeed possible to have the map work on a 32 person server. I have begun the optimization process, and while it will take me some time to get it done, I can post the on-going process on a day by day basis if your interested in seeing if the fps are going up and whatever else.

It is a beautiful map, although the green lights at the main cores get to me at times.

The part that was messed up is fixed at the main node, I will try to keep an eye out for the second anomoly but for now I just want to optimize the terrain. I will upload the revision when I get home from work. I just took the stock map, and began work on it sunday evening. oh yeah, before I forget, I took out the automatic gunfire thing-a-ma-bobs, they are annoying as hell in an ons-map. For those that d/l the revision, let me know your thoughts, but right now I just want to plug away and see how fast I can get the map to run. It has 3 seperate terrains, usually 2 are overlapping over alot of the map. I think thats why the filesize is so high as well as the amount of time it takes to actually show up after being loaded in-game. (just my theory).

I want to leave it to zeus and whomever about core placements//nodes/weapons/ammo etc. I'm not interested in that for the most part. I do like the layout as it stands however, and since zeus may not have as much time as I do, I have decided to proceed with this and want to see it become a finished product should zeus not have the time in the future. I consider zeus the project manager of this map, so anyone wanting some sort of change should be asking him.

[ I don't make the maps you play, I make the maps you play, play better. ]
zeus
1337 Haxor
Posts: 965
Joined: Wed May 03, 2006 11:00 pm
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Go for it man. I just tried to eliminate that BSP bug by moving that one blocking volume. 30 mins later I still had the same error. So, I don't know if it something that I am doing or what.

So, if you want to optimize it, I will work on it afterwords to fix the vehicles and lockers.

Did you notice some of the nodes have automatic cannons as well? They are slightly different.
DW_Wraith
DW Clan Member
Posts: 846
Joined: Sun Jan 08, 2006 12:00 am

You can look at what I've done so far. Its a .rar file (winrar). The filesize has actually come down in size. It is just under 40MB decompressed. Still alot of work to be done. The automatic guns are gone. File is in the map project folder.
zeus
1337 Haxor
Posts: 965
Joined: Wed May 03, 2006 11:00 pm
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Well, I downloaded it and recompiled it and no BSP errors. So, whatever you did fixed me as well. I did notice that all of the jump dests were not working. I did not check in the editor to see if they were deleted. I just tried to jump up to a Raptor and I went straight up for like 3 feet.

Those big floating things in each base are a framerate killer. I think that they could probably be removed. They don't server much purpose except there are some sniper rifles up there, which I would remove anyways. I think that lightning and shock are probably better for this map.

Also, that thing with the tank on it.. That could probably be dropped. Why stick a tank up in the middle of the air?

Have you noticed that when you look longways at the ship on the right side your fps drops? I didn't look to see if you had deleted the volumes or not.
DW_Wraith
DW Clan Member
Posts: 846
Joined: Sun Jan 08, 2006 12:00 am

Right now, for the most part, I'm trying to stay focused on terrain optimization. I think that your right about the tank and moving it down, plus the jump spots will be redone in due time. Also I was thinking about changing out the base cores enclosure to get rid of the flashing lights in there, I like them everywhere else, but it too much in the base, with the pipes, and walls etc. I'll replace the map with the newest revision when I get home, as I have done alot more work since yesterday. I hope to have the main terrain optimizations done by fri, with the revised map posted late fri or sat afternoon for your perusal.
zeus
1337 Haxor
Posts: 965
Joined: Wed May 03, 2006 11:00 pm
Contact:

You da man!
DW_Wraith
DW Clan Member
Posts: 846
Joined: Sun Jan 08, 2006 12:00 am

Newest revision is up. I have started to remove a couple of anti-portals, and a few volumes that were not doing much. I can get an average rate of about 35 fps with my 8 pipeline nvidia 6600GT 256mb card at work (1GB mem, AMD 3000 XP barton)

At home, I get about 60 and out of the base upwards over 100fps in ceratin areas. (7900GTX 512mb) AMD64 4800Dual core 2GB mem. This is played while the editor is running (hitting the joystick button and doing a stat fps)

Slowly improving. Brought down the height of the current volumes and numerous other little things also.

More improvements coming soon.
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