[Map] DM-Nosgoth - Sanctuary of the Clans

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Nelsoncarmo26
1337 Haxor
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DM - Nosgoth - Sanctuary of the Clans

This map is the updated version of DM-Nosgoth-KainCastle.

A lot of changes have been made, and now it actually looks like the sanctuary of the clans.

- Clan flags have been added
- The top ledge in the pillar room has been added.
- Created a room for each clan
- The pillars now have their respective symbol and colour.
- Modified the front of the sanctuary to look more like the original.
- ... and a lot more...

http://www.filefront.com/17234812/DM-No ... fClans.zip
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DW_Ant
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Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

Much better looking map, but still some adjustments are requested:
  • Plants collision should be set to false
  • Lighting should be sourced. Why is this room lit?
  • The lighting in the flag rooms appear extra bright. Especially with the white marble texture, it hurts your eyes to stay in there. (The white flag room however, looks good. The other flags are bright).
  • You got some nice torch emitters. You could place an orange light around there.
  • Could use some map optimization. My computer went down to 10 fps while rendering all monsters and projectiles. Place a zone portal in every doorway that leads to the outdoors (three zones total).
    Also don't forget to remove any access terrain that players can't see. Not sure if you fixed it in this version, but I do recall seeing the old valley part of the terrain in your previous version.
[/color]
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

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Nelsoncarmo26
1337 Haxor
Posts: 395
Joined: Tue Sep 08, 2009 1:21 pm
Xfire: QuantumEquilibrium
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I don't know what you mean, with the light should be sourced.
If i don't have lighting in there, it goes too dark. Specially the pillars, they go black.

The rest is easy... just forgot how to do the zone portals, i don't have that tutorial.
Need to find it again.
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DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

Nelsoncarmo26 wrote:I don't know what you mean, with the light should be sourced.
Where is this light coming from? Why is this room lit up when there aren't any (visual) light bulbs in the room?
Don't just place a ceiling light, too. Try placing something that fits with the atmosphere.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

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{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
Nelsoncarmo26
1337 Haxor
Posts: 395
Joined: Tue Sep 08, 2009 1:21 pm
Xfire: QuantumEquilibrium
Location: Portugal
Contact:

Ok, i messed around with the lighting for a while, but since it's a big room, there is no way to make like the light is coming from the torches, as too much brightness, it just blinds you, and to much radius just doesn't look like it's from the tourches.

So, I played around with the settings a bit, and this is the best i could get out of it.
The lights are orange like you sugested, and they are all coming from the tourches.
I deleted any other remaining lights, and so it looks nice, but a bit of the pillars are darkened, but like i said, that's the best i could do.

Everything else is also done.
Map optimization... like removing excess terrain, zoning, etc...

Hope this one is now ready for the server too.
http://www.filefront.com/17279105/DM-No ... ary-V2.zip
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Nelsoncarmo26
1337 Haxor
Posts: 395
Joined: Tue Sep 08, 2009 1:21 pm
Xfire: QuantumEquilibrium
Location: Portugal
Contact:

Here is the latest update:
Whatever previous files you had of this map, delete them and use this one.
http://www.gamefront.com/files/20034335 ... ctuary_zip
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DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

We had a run through Nosgoth Sanctuary earlier this night. Here's what we found:

  • A portion of the terrain is outside of its zone. This portion is inside the castle (near the entrance door). The problem with this is that the terrain will not detect any collision (meaning players could walk through and sometimes even fall through the terrain when stepping outside). We were able to replicate this multiple times. You also may notice that the terrain suddenly disappears soon as you lose sight from the exterior zone.
    To fix this, make sure the terrain is completely inside the zone either by adjust the terrain or by adjusting the zone portals.
  • The terrain dips along the wall of the castle is quite annoying when monsters are pushing players back. Once the players fall in these dips, they get stuck there until they shoot themselves out or trans out. Either way, it disrupts the flow. Simply making the terrain smooth along the wall will fix this. Or a blocking volume over the dips will do, too.
  • The skybox is a bit humorous with the football shaped planet. I would recommend revising the skybox. Most likely that your SkyZoneInfo is not centered and touching the bottom of the sky box.
  • You need to make sure that you aren't consuming resources on objects that shouldn't be rendered in the first place. In your map, you have access terrain way out there. Simply using the invisibility tool to remove terrain that shouldn't exist will save frame rates.
  • The lighting in the main room is not sourced. Those are some nice looking shadows there, but there isn't an explanation why you placed a light bulb in the middle of the room. I think a Chandelier in the middle will be perfect for your room. Of course a modern light chandelier won't fit your theme, but chandeliers from Black Sunday may fit very nicely (uses fire).
[/color]
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
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