Ns_andromeda_beta2 Released

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Comments

  • CyborgguineapigCyborgguineapig Join Date: 2002-11-01 Member: 3233Members
    edited January 2003
    This map has potential but some things still need tweaking. I did notice the improvements made to the newest beta such as a real skybox for the wind tunnel and some better textures as well for areas of your map. Lighting and texturing still need the most fixes but I give you leeway on texturing since it can be one of the hardest parts of creating a map due to its tediousness, the process of aligning and matching, as well as mood for the map (gloomy, musky,metal,industrial,sewer, lab, high teck) Texturing is probably the hardest part for the map I'm trying to create. Although I will probably never make a map better than yours I'm sure you can take constructive criticism from an amateur mapper like myself. I think the lighting without fixtures thing is common sense and I'm actually trying to help make your map more pleasing for the community. Thats why I say it has potential.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    The biggest problem right now is finding out what causes the lag spikes. Its happening on every single server this map is played on and frankly Im fed up with it. It might play fine for 10 minutes without a spike, but it MIGHT spike for 6-10 seconds at a time 10 times in 5 minutes. This is not a problem with my map specifically because I've been mapping other stuff for years and never seen this garbage. It happens on every server I've seen the map on. If anyone, especially Flayra, has any notion to what NS specific server handling could cause this sort of thing, please feel free to say so.

    My map does not have too many entities, its only at 35 percent entity usage. Its at about 96 percent planes usage. The rspeeds are generally excellent, a few areas are a little bit high but nothing terrible.

    PS: About the light fixtures, there arent any because I dont have the polys available to make light fixtures that look like they belong, AND skulks need ceilings to smoothly walk on in the places I left them out. If you look closely you will find nearly every official NS map has many spotlights coming from places with no fixture, but its usually subtle and you dont notice it without looking closely.
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    If it helps any I only noticed brief choke periods on this map when someone connected to download - and this happens on all maps on all servers that allow downloads. So PLEASE people get the map first. The server downloads remain active so that custom sprays wads and textures can be exchanged but you should have the bulk of the map.
    The one time I noticed a lag spike was when we had 6 players (I think, maybe 5) with cheatmode on. There was a lot of garbage about datagram oversize and pings spiked to 600-700 (even my ping went to 600 and I'm on a 100mb lan conection with the server so I normally have 5-15). I turned off cheatmode and the lag spike disapeared, might be nothing to do with the map.
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    <!--QuoteBegin--^Requiem^+Jan 20 2003, 11:45 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (^Requiem^ @ Jan 20 2003, 11:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->nearly every official NS map has many spotlights coming from places with no fixture, but its usually subtle and you dont notice it without looking closely.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    They aren't subtle in your map, you need to put some sort of light fixtures in. If you're worried about over doing it with the polys, just delete the light fixtures that don't emit light.....!

    You can also put the lights into the ceiling, so there are no bumps for skulks to snag on.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Expect the next release to be much more substantial.... RC1 probably.

    I plan on fixing the many imbalances I've found in beta 2, and add details and stuff people have mentioned in these threads.
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