Day of deafeat maps..

WaffleSpoonWaffleSpoon Join Date: 2002-01-30 Member: 133Members
<div class="IPBDescription">R_speeds</div>I love the DoD maps, especially the broken houses and sounds.. but anywho.. do you guys realize the mere -size- of those maps.. take overlord or dog1 for instance.. the viewing distance is breathtaking.. you can se a hl standard size player be small as 0.5 CM.. that is frikkin small, and there isnt a single lag even with over 25 players.. how the shiznit can they do that???

if anyone knows, tell me cuz I already love my bridge I made for NS <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->.. indoor ofcourse.. one side is marine, other is alien.. the alien side brakes into three hallways each leading to a hive.. if u fall down u..ehm.. kindo die  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

ah well, nough talk, just let me know if you have any idea.. would be appreciated.

Comments

  • YolmerYolmer Join Date: 2002-01-25 Member: 84Members
    Well, the DoD 2.0 maps are made by some of the most talented mappers I've ever seen. Too bad all of the old maps got cut though. I really liked Cherbourg and Seg3.

    Anyway, I think that they've managed to keep the r_speeds low by clever use of VIS blockers and maybe hint brushes. What is a problem on those maps for low end computer users like me, is that the e_poly rises very high, often 16000+. For someone with a good computer, that doesn't matter since the Half-Life engine is much better on handling e_poly than handling w_poly.
  • UnknownUnknown Join Date: 1970-01-01 Member:
    tell me, do you think you can actualy put to many viz blockers in a map like those in dod 2.0?
  • YolmerYolmer Join Date: 2002-01-25 Member: 84Members
    Ahum, every brush blocks VIS if it's not an entity. So, yes.
  • WaffleSpoonWaffleSpoon Join Date: 2002-01-30 Member: 133Members
    but.. in the dog1 I cannot say I really can figure out how they did???...
  • FreestylerFreestyler The First NS Fan Join Date: 2002-01-24 Member: 20Members
    Maybe you should go and ask im_reaper in the <a href="http://www.invasionworks.com" target="_blank">Inavasion Works</a> forums?  Or you could go to their IRC channel on gamesnet @ #invasionworks
  • badmofobadmofo Join Date: 2002-01-28 Member: 121Members
    it's actually not all that hard...Being a mapper for UP I have dealt with large open spaces and all I can say is you can fill up the ENTIRE WC grid with terrain and even put a few buildings in it, and keep the r_speeds below 800.  If you so much as even divide that into 4 quarters...you still have a lot of terrain and are looking at 200 r_speeds.  The trick is to have detail in your textures and not in your brushwork.
  • cyberdaemoncyberdaemon Join Date: 2002-02-06 Member: 169Members
    well i make one level like that - but i just started making of it - u can dl it www.hot.ee/cyberdaemon/house2.map i quess (i allways update it to - so i can see that progress)
    one bad thing is - i newer tested it cos i cant - wc dont allow me to add player start points and stuff cos there is only some boxes and stuff in add meu but nothing like that
  • WaffleSpoonWaffleSpoon Join Date: 2002-01-30 Member: 133Members
    hey deamon, u sure u have the right fgd file then?.. I didnt really understand ur prob, but it sounds like you dont have the ns.fgd in wc.. mebbe Im wrong, if so, sorry..

    then on to the DoD maps.. I know u can craete alot of things with textures, but Ive tried and no luck.. I just wanna know if there is anyway of blocking lights for instance if that is what makes r_speeds go crazy (think someone said something bout it earlier)... if you can create a illusionary wall in the middle of the room to make HL know its two rooms, make the player see one.. and he can walk through the wall(invisible offcourse) not knowin it, but the game engine would.. and therefor lowering the r_speeds as hl thinks its two, smaller rooms..
  • YolmerYolmer Join Date: 2002-01-25 Member: 84Members
    I think you are talking about hintbrushes, but they don't really work like that. Check out <a href="http://countermap.counter-strike.net" target="_blank">http://countermap.counter-strike.net</a> for some hintbrush tutorials.
  • cyberdaemoncyberdaemon Join Date: 2002-02-06 Member: 169Members
    hey dark - i make this level to sven co-op i quess - just for practice (but i dont understand why this asks for ns.fdg file to go work ?) and my name is daemon
    well everybody send me to somewhere - look at this page or whatever - i still ask here one thing - i made a ladder but its ingame invisible - why ?
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    This is really a HL mapping question not for these forums, but I will answer it anyway.

    A HL ladder is 2 entities.  One entity is an invisible func_ladder(which allows the player to climb), the other is a func_wall with rendermode set to solid so you can see though the rungs.
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