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TheBloodTV [ALPHA] Rate Topic: ***** 1 Votes

map based on my workplace

#1 User is offline   noobdesign Icon

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Posted 17 August 2011 - 04:28 AM

Hi everyone,
i'm working on my first map, so i have alot to learn still...

UPDATE 21 AUG 2011

The first is "High Quality" with all the details i wanted the map to have.

The second is "Lite Version" where i deleted all the models (cars, trees, etc) and without any building or element outside the battle area (big walls borders)

DOWNLOAD THE HQ VERSION (28.7 MB)

modes
FFA
TD
CTF

DOWNLOAD THE LITE VERSION(11.6 MB)

modes
FFA
TD


This map is based on my workplace and some buildings around. For the real photos, work in progress, etc. the discussion is: HERE.

This is based on real Rome buildings (See on Google Maps)

Please test the map with your friends, i need opinion on playability, layout, and i'd like to know if it runs smoothly on your computers.


IMAGE GALLERY
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I wait for suggestions and insults, :wink: let me know if you see missing textures or things i can improve.

This post has been edited by noobdesign: 21 August 2011 - 08:42 PM


#2 User is offline   theRipper Icon

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Posted 17 August 2011 - 06:54 AM

just you wait :) 2fps


overuse of models is bad for urt engine :/


tons of tris
A.K.A. [idgaf.]Face(Clan Leader)



#4 User is offline   noobdesign Icon

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Posted 17 August 2011 - 11:46 AM

View PosttheRipper, on 17 August 2011 - 06:54 AM, said:

just you wait :) 2fps


overuse of models is bad for urt engine :/


tons of tris


?! you having issues with fps?
strange, i'm going smoothly around 80-90 fps with a craopy videocard.

i still need to caulk hidden faces btw...

#5 User is offline   theRipper Icon

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Posted 17 August 2011 - 03:49 PM

i ahvent tested it yet but i assumed it would be low fps

View PostRaideR, on 17 August 2011 - 11:00 AM, said:

Not for HD However, more models the better for HD Really. This is in main part due to VBOs being used, the cost of a model is much lower.

However, sure you are correct in terms of 4.x series. FSP testing is integral part of any mapping cycle!




ooo awesome
A.K.A. [idgaf.]Face(Clan Leader)


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#6 User is offline   ottone Icon

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Posted 17 August 2011 - 04:36 PM

hello,

If you want to test your map technically, open UrbanTerror and write the following commands from console:
/sv_pure 0
/cg_standardchat 1 (chat quake3arena old style)
/r_speeds 1
/devmap your-map-name

some values ​​appear at the top left:
00/00 shaders/surf 0 leafs 0000 verts 00000 tris

note:
surf value
around 1500 ---> excellent work
around 2500 ---> good value
3000 ---> discrete value
>3000 ---> no way, your job is a crappy map

tris value
<30000 ---> nice work

there is another command: /r_showtris to see the triangles loaded/processed by the computer

have fun

This post has been edited by ottone: 17 August 2011 - 05:03 PM


#7 User is offline   noobdesign Icon

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Posted 17 August 2011 - 08:50 PM

well seems that regarding optimization, i have alot to learn... my surf goes from 1800 to 2700 while i go around at street level, but flies high to 5k and even 7k when i go to higher and wider spots, where the sight is more open, like the ancient tower in the map!
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Moreover it seems that even if building walls are structural (select, right click, make structural), they doesn't prevent the outside from being rendered: in thees SS i'm inside a building
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BUT

even if the numbers are double of what Ottone suggested, the FPS is still good even in the hardest part (6949 surf -> 70 FPS)...

Maybe 3k surf is for computers that have 10-15 years.... but it seems that my 2008 laptop can manage it smoothly, maybe the benchmark must be updated?

Suggestions?

#8 User is offline   theRipper Icon

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Posted 17 August 2011 - 09:30 PM

http://www.twisted-s...tut1/index.html

:)
A.K.A. [idgaf.]Face(Clan Leader)


#9 User is offline   ObScUrE Icon

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Posted 18 August 2011 - 12:21 AM

Quote

even if the numbers are double of what Ottone suggested, the FPS is still good even in the hardest part (6949 surf -> 70 FPS)...

Maybe 3k surf is for computers that have 10-15 years.... but it seems that my 2008 laptop can manage it smoothly, maybe the benchmark must be updated?

You should try it under real circumstances, when you don't plan to build a singleplayer map for UrT.

Quote

BenQ-XL2420T|Filco-Ninja-TKL-MXRed|Logitech-G403|AKG-K70201000010 01101100 01110101 01110100 01010010 01100001 01110101 00100100 01100011 01101000~The quieter you become, the more you are able to hear.~

#10 User is offline   noobdesign Icon

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Posted 18 August 2011 - 12:48 AM

@ Ripper i knew that, but that refers to a map where you have no high points where you can see everything: from the top of some buildings here you have an overall view, that's why because i can't split my map in parts using that trick: if i do that i won't be able to see after where i split when i climb up, right?
I there anything i can do to make it lighter, that fits my layout?

I'm trying to create this map with some vertical and open spaces, so that is more interesting that the usual flat maps (i personally don't like casa or abbey too much... i'm more the riyadh, terrorism 6, type)

@ Obscure you're damn right, and i'm worried about FPS performances since i know that open areas are bitches (and open areas + models = death), but i won't be able to test with my usual team until few more days, that's why i released an early alpha, to get some feedbacks from the community... someone may try that in lan or online to test (even if there are only team deathmatch spawns for now)

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