Apok@lypse´s nrg plant - some problems

Mapmaking? Modeling? Discuss all that stuff that's too complicated for most mere mortals here.
DW_Ant
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Location: North Carolina

We had some time to take a good look at the energy plant. I didn't really get a good first impression since it was like a slide-show on my end (I averaged about 3-8 fps). You'll need to optimize this map. Here are some of the ideas in what you could do to speed this up.
  • Place some anti portals, or make some BSP antiportals. Do not make BSP surfaces antiportals if you subtracted another brush on that surface (ie: windows or doors). This will cause HOM.
  • Reduce the number of max particles on emitters. I was down to one frame per second when I jumped into the smoke...not good.
  • Disable collision on the mesh emitter inside the central building (the adrenaline). It would also help if you reduced the max particles, too.
  • Reducing the life time range will increase the density of the adren mesh emitter.
  • Reduce max particles on teleporters.
  • Reduce max particles on the fire emitter.
Note: When I say reduce particles, I don't mean simply to reduce the max particles. I understand that you may not want to see individual particles. It does help if you increase the size of each particle so you wont see individual particles.
We've also noticed that you are using multie tiled sprite emitters. You can subdivide each particle so it'll animate each particle while showing one tile at a time. To do this, go to the emitter's properties--->Textures. USubdivisions and VSubdivision set these numbers to the # of tiles. If you have four by four tiles, then set this value to four. Be sure to set bBlendSubdivisions to true if you want a nice fade between the frames.

There are many other methods you may apply to optimize your map. Be sure to check out Map Optimization Tutorial for further detail.

There are several other things to address:
  • Collision on Plants: Simply set the ferns' collision properties to false so these plants wont stop players and projectiles in their tracks.
  • Reactor B Collision: The dome on Reactor B will annihilate all who dares to jump on top of it. May I suggest a blocking volume over these domes? The editor doesn't like spherical BSP brushes, and it'll cause issues like this.
  • Teleporter Collision in Corner Towers: On top inside of any corner tower...when you jump down and lean to any corner, you'll miss the teleporter. Simply increasing the teleporter's collision radius will do the trick.
  • Flickering Glass: You may have noticed that the windows or the glass tubes may be flickering. An easy fix is to simply reduce the size of the glass by one uu (unreal unit). For the tubes, set the Z Draw Scale to 0.95. For the windows, set the X or Y Draw Scale (which ever is the thickness of the window) to 0.95.
  • Mini Boss message appeared, but he didn't spawn. Please verify that you are using the correct actor.
  • Ability to Close the Doors: I would recommend in disabling the ability to close the doors. You may always encounter that meanie that will isolate themselves in the room. Or you may isolate yourself in the room, take the teleporter, then forgetting to leave a trans. Or isolate yourself in that room, get yourself killed somehow...and umm...a nasty result of an angry team since they can't get the link gun or run to safety.
    To avoid conflicts like these, I think it'll be best if you'll simply disable the ability to close the doors.
  • Underground Safety: The underground area appears to be too safe. Easy Idling, farting around players, and simple boredom will occur down here. Just a few path nodes down here should increase interest in this map.
Now there is one more main concern that needs to be addressed. The channel counts were way over the top and ... that's bad. I was averaging about 600+ channels (you shouldn't go higher than 400). I was surprised I didn't get packetloss, lag, and none of that during the test, but it's bound to happen frequently. Each adren pill is another addition to the channel count, each ammo pickup is a channel count, each monster, every projectile is a channel count. Although you can't do anything about the monsters and the projectiles, but at least you can help the total channel counts by reducing the amount of pickups. I understand that the main theme of this map is to have lots and lots of pills. You can keep that theme, but you should place some fake adren pills as a substitute. For the pills outside, maybe you can place static mesh adren pills for each pickup and have a couple real adren pills with a higher quantity of adren. I'm certain that you've seen the colored adren pills from other maps in MM. You can extract that map or download it from the MM Crypt. You can copy the adren pills from that map and paste it onto yours. The neat thing about these pills is that players can distinguish the difference from the real pills from the fakes. Not only that, but you may also set the amount of adren is supplied per pill so you don't lose any adrenaline quantity.
I understand it may look silly to have a bunch of fake adren pills all over the place, but you can justify this. You can mention or make it look like that these pills aren't ready yet. Treat it like a plant, and the fruit is not ripen yet or something. Just an analogy. I'm sure you can find some justification.
Don't forget to set the collision of the fake adren pills to false so the players wont stump their toes every time they come by one.

Another way in reducing your channel count is to reduce the amount of ammo pickups. Right now you have four ammo pickups per weapon, you don't really need that much. One ammo per weapon will do the trick. You can always place some fake ammo if you want this plant to look like it's loaded with supplies.

Same with the health vials underground. Replacing the pack with one health vial of higher quantity of hp will do the trick. If you apply these methods in reducing the channel counts, you should be down to a safer playable range.

Other than the things mentioned, this map does have potential. It's very unique, it has a theme, it has style. It just needs some care on some of the problems. If you need to prioritize on things, I would recommend:
  1. Channel Counts
  2. Optimization
  3. Safety (difficulty balance)
  4. Collision
    -Reactor Domes
    -Ferns
  5. Then the misc stuff
    -Flickering Glass
    -Mini boss
    -Teleporters in corner towers
    -Any other adjustments you see fit
Good luck to you. I'm looking forward to your next beta![/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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DW_Apok@lypse
DW Clan Member
Posts: 356
Joined: Wed Apr 22, 2009 5:09 am
Xfire: apokalypse86
Location: Leonberg, Germany
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Thanks Ant,
Ok i´m looking to fix that things

But there will be some problems later.

For example if i biuld a blocking volume at top, sniper shooter cant shoot well, because they shoot on blocking volume wall.

Second in which part of map are antiportals good?

Apo :sbigsmile:
Energy-Plant -> Elimination-Chamber -> Crossfire-Xtreme -> Anniversary
Nano-Technics -> Choco-Wars -> Dragon-Tower ->
(Next Map Fall 2016) Survive
DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

Well you don't need to build a cubical blocking volume to block off the spheres. A cone will work just fine. It's also okay about the "shooting invisible wall" deal. By default the collision blocking volume for (bBlockZeroExtendTraces = false) means that it will not block projectiles. So any projectile (excluding trans, mines, redeemer, and shock ball) will go right through that blocking volume :D

I would concentrate your anti portals in the middle of the map. The more actors the portals hide, the better. So you could place some large anti portal at the walls of the central building to cover most of the other half of the map ;)
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}
DW_Apok@lypse
DW Clan Member
Posts: 356
Joined: Wed Apr 22, 2009 5:09 am
Xfire: apokalypse86
Location: Leonberg, Germany
Contact:

Ok i got fixed all points without anti portal and path notes at tunnels.
And emitters are reduced by a fourth of it original textur.

I think tomorrow beta is ready!! :ssmile:

One question:
You say i can Antiportal the center building, but if i do that i antiportal windows and doors too and that causes HOM.

Can i do that without getting HOM?

Apo :sbigsmile:
Energy-Plant -> Elimination-Chamber -> Crossfire-Xtreme -> Anniversary
Nano-Technics -> Choco-Wars -> Dragon-Tower ->
(Next Map Fall 2016) Survive
DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

You can place an antiportal underneath the windows, and above the windows.

Since your doors cover a large chunk of the wall, you could place an antiportal inside the door, and have the antiportal's attach actor property (in movement category) to match the mover's tag property. This way the antiportal will move with the door.

The windows are too small to place an antiportal so I wouldn't worry about placing an antiportal inside the windows ;)
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}
DW_Apok@lypse
DW Clan Member
Posts: 356
Joined: Wed Apr 22, 2009 5:09 am
Xfire: apokalypse86
Location: Leonberg, Germany
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Ok here is now the beta version of DM-Energy-Plant-beta3.
I hope all problems are fixed now.

Update is coming!!!

Apo :sbigsmile:
Energy-Plant -> Elimination-Chamber -> Crossfire-Xtreme -> Anniversary
Nano-Technics -> Choco-Wars -> Dragon-Tower ->
(Next Map Fall 2016) Survive
DW_KarmaKat
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Posts: 2005
Joined: Thu Mar 23, 2006 12:00 am
Xfire: KarmaKat

Apok@lypse wrote:Ok here is now the beta version of DM-Energy-Plant-beta3.
I hope all problems are fixed now.

Update is coming!!!

Apo :sbigsmile:

Hmm...no link to beta3 in your post?? Apo, are ya still working on another update? :)

KKat


:flower:
Karma...a term that comprises the entire cycle of cause & effect...
Kat...a supercilious quadrupedal pile of fur that doesn´t give a flying fig for Karma...
DW_Apok@lypse
DW Clan Member
Posts: 356
Joined: Wed Apr 22, 2009 5:09 am
Xfire: apokalypse86
Location: Leonberg, Germany
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Hi Karmakat :ssmile: ,
sorry forgot to upload.

Here is DM-Energy-Plant-beta3.

> DM-Energy-Plant-beta3 <

There are some changes in background.
And some portal changes.

Best regards

Apo :sbigsmile:
Energy-Plant -> Elimination-Chamber -> Crossfire-Xtreme -> Anniversary
Nano-Technics -> Choco-Wars -> Dragon-Tower ->
(Next Map Fall 2016) Survive
DW_Apok@lypse
DW Clan Member
Posts: 356
Joined: Wed Apr 22, 2009 5:09 am
Xfire: apokalypse86
Location: Leonberg, Germany
Contact:

Ok, this here is the final version of DM-Energy-Plant.
Special thanks to DW_Ant, DW_Karmakat and DW_Acy for map testing.

Here is download link for map :swink: .

>>> DM-Energy-Plant-beta4 <<<


Apo :sbigsmile:
Energy-Plant -> Elimination-Chamber -> Crossfire-Xtreme -> Anniversary
Nano-Technics -> Choco-Wars -> Dragon-Tower ->
(Next Map Fall 2016) Survive
DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

Energy Plant is approved!
It is on its way to the servers.
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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