Ns_enceladus
Sir_Pepe
Join Date: 2002-12-15 Member: 10845Members
<div class="IPBDescription">release</div> Well, not much to say, except that everything in the map may change in future versions. Let the screenshots do the talking:
<a href='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/02.jpg' target='_blank'><img src='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/tn_02.jpg' border='0' alt='user posted image' /></a> <a href='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/04.jpg' target='_blank'><img src='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/tn_04.jpg' border='0' alt='user posted image' /></a>
<a href='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/05.jpg' target='_blank'><img src='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/tn_05.jpg' border='0' alt='user posted image' /></a> <a href='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/09.jpg' target='_blank'><img src='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/tn_09.jpg' border='0' alt='user posted image' /></a>
<a href='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/11.jpg' target='_blank'><img src='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/tn_11.jpg' border='0' alt='user posted image' /></a> <a href='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/12.jpg' target='_blank'><img src='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/tn_12.jpg' border='0' alt='user posted image' /></a>
More screenshots & download link as usual on <a href='http://nsworld.ns-central.co.uk/Map.php?UniqueID=358' target='_blank'><b>NS World</b></a>
Enjoy, and don't forget to set r_detailtextures to 1 for this map <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
<a href='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/02.jpg' target='_blank'><img src='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/tn_02.jpg' border='0' alt='user posted image' /></a> <a href='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/04.jpg' target='_blank'><img src='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/tn_04.jpg' border='0' alt='user posted image' /></a>
<a href='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/05.jpg' target='_blank'><img src='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/tn_05.jpg' border='0' alt='user posted image' /></a> <a href='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/09.jpg' target='_blank'><img src='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/tn_09.jpg' border='0' alt='user posted image' /></a>
<a href='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/11.jpg' target='_blank'><img src='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/tn_11.jpg' border='0' alt='user posted image' /></a> <a href='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/12.jpg' target='_blank'><img src='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/tn_12.jpg' border='0' alt='user posted image' /></a>
More screenshots & download link as usual on <a href='http://nsworld.ns-central.co.uk/Map.php?UniqueID=358' target='_blank'><b>NS World</b></a>
Enjoy, and don't forget to set r_detailtextures to 1 for this map <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Comments
I can play all the other NS maps at a steady 60 fps (I have v-sync on), even with detailtextures enabled and particle systems on screen... yet this map gives me 20-30fps.
1. It's not the r_speeds, those are under the limits.
2. It's not the visible particle systems, since the framerate is consistently low in all areas.
3. It's not the detail textures, since I turned them off and didn't notice any increase in FPS.
4. It's not my computer, it's an Athlon 2ghz with Geforce3 card, and I run the other maps at 60fps.
Only thing I can think of is that you might be overdoing some sound effects, or there's a lot of entity activity (Not sure exactly).
a feat in architecture to be sure, the layout is kind of wierd. SO many weld points
we can make the end of corridors just turn, and not end in ANOTHER door we can't open, so many doors that don't work.
in the hallways around the hives the "infested" textures get very repetitive.
on the FPS issue, i don't know what it is either, i get 20-40 when w-polys are 400. whereas on my map i get 60fps when my w-polys are 1100 (i really need someone with a crappy computer to test that for me, even though my map is nowhere close to finished) i have AMD2400+XP nvidia mx440
btw, i am NOT bashing your map, you did an AWESOME job, i'm just trying to give helpful criticism, i hope others do the same for me.
edit: would r_detailtextures 1 be doin it?
I did mention r_speeds, it stands for rendering speeds and is a console command that shows how many world polygons are visible at one time. His VIS blocking is fine, otherwise his r_speeds would be over the 800 limit.
-The FPS issue. (What could be causing this?)
-So many doors you can't use. (I say put a little red light next to them to mark their locked status)
Using more than 6 megs of lightdata on Cagey's tools. It's a possibility, there were reports that it gave poor framerates because of that...
/me cries.
NATURAL-SELECTION BSP REPORTER
Written by Philip Searle (Version 1.1; 07032004)
Guidelines v2.2.0, Last updated February 6, 2004
================================================================================
G E N E R A L
================================================================================
Map ns_enceladus.bsp
Game Natural-Selection
Mode Classic
================================================================================
E N T I T Y R E P O R T
================================================================================
Entity summary
Number Type
---------------------------------
337 Non-runtime
232 Runtime (this is the one that counts)
---------------------------------
569 Total
Entity breakdown by classname
Total Non-runtime Runtime Classname
---------------------------------------------------------
45 0 45 func_illusionary
29 0 29 func_seethrough
24 0 24 cycler_weapon
20 0 20 env_particles_custom
15 0 15 func_wall
14 0 14 ambient_generic
11 0 11 func_conveyor
11 0 11 target_mp3audio
10 0 10 func_door
9 0 9 func_resource
8 0 8 func_weldable
7 0 7 env_sprite
5 0 5 func_ladder
3 0 3 cycler
3 0 3 team_hive
2 0 2 func_breakable
2 0 2 func_wall_toggle
2 0 2 info_join_team
2 0 2 trigger_hurt
1 0 1 env_gamma
1 0 1 env_render
1 0 1 func_button
1 0 1 func_door_rotating
1 0 1 info_gameplay
1 0 1 info_join_autoassign
1 0 1 info_mapinfo
1 0 1 info_spectate
1 0 1 team_command
1 0 1 worldspawn
94 94 0 light
89 89 0 light_spot
64 64 0 info_team_start
57 57 0 info_location
32 32 0 info_player_start
1 1 0 info_texlights
================================================================================
G U I D E L I N E C O N F O R M A N C E
================================================================================
Required entities
Expected Found Result Classname
---------------------------------------------------------
1 1 PASS info_mapinfo
32 32 PASS info_player_start
= 1 = 1 PASS info_join_team (marine)
= 1 = 1 PASS info_join_team (alien)
= 1 1 PASS info_spectate
= 1 1 PASS info_join_autoassign
3 3 PASS team_hive
1 1 PASS team_command
0 0 PASS team_armory
= 4 9 PASS func_resource
16 16 PASS info_team_start (marine)
48 48 PASS info_team_start (alien)
Runtime entity limit
Maximum Actual Result
---------------------------------------------------------
275 232 PASS
Map prefix
Expected Actual Result
---------------------------------------------------------
ns_ or co_ ns_ PASS
================================================================================
P O T E N T I A L O P T I M I S A T I O N S
================================================================================
If client-side modelssprites were implemented, this map could save
Number Classname
---------------------------------
3 cycler
0 cycler_sprite
24 cycler_weapon
7 env_sprite
---------------------------------
34 Total
No runtime entities can be saved by replacing info_target's with info_null's.
nice "released"-thread, a decent ns_map, a download of the betaversion...
I SIMPLY LIKE IT!
ps: Kommt sofort auf NS_ Server =)
<img src='http://students.washington.edu/garyh2/stash/ns_enceladus0004.jpg' border='0' alt='user posted image' />
Looks fine but now...
<img src='http://students.washington.edu/garyh2/stash/ns_enceladus0003.jpg' border='0' alt='user posted image' />
Stuff is still rendering but its not visible, probably funcwall/entities.
Couple more.
<img src='http://students.washington.edu/garyh2/stash/ns_enceladus0000.jpg' border='0' alt='user posted image' />
<img src='http://students.washington.edu/garyh2/stash/ns_enceladus0001.jpg' border='0' alt='user posted image' />
The r_speeds are low, but its rendering stuff way off in the distance, which is not good. Fix that and you're good to go.
To fix this put the individual brushes into seperate brush based entities so they are smaller, it will result into more runtime entities.
And since this is probably not the problem for the fps drops I'd leave it as it is. Since run time entities. Uhm arent they more cpu intensive for the server/client connection then client side r_speeds (which are good in this map it seems)?
Excellent job on atmosphere, I hope the FPS issue doesnt take too much to fix. I cant wait to play this online. I love the layout.
Only gripe I might bring up is that the infestation texture is a bit repetitive. And all the locked doors. Some indication that they are locked would be nice.
Anyway, great map.
I think your problem is due to:
Not feeding the Cookie monster. He will do that sometimes.
I'm quite surprised about the fps issue. I didn't notice it because i was only watching the wpoly and none of my playtesters reported this... strange thing. If Mendasp is right, i have to kill ~1mb of lightdata... :/
Vis and/or particle systems are definitely not the problem.
I already had a different texture for useable doors before the release, but i somehow forgot to actually use them in the map. I hope that will avoid some confusion in future versions.
The repetitive infestation textures are another problem... 4MB texmen is not much, so atm there are only 2 infested wall textures allover. I don't know if i can/will do something about this.
Thanks for all your feedback <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
People, it's not about VIS. The r_speeds are low so that's not the cause.
Anyway, great map Pepe, it's looking really good, and those detail textures sure give it that extra bit of detail.
The unopenable doors are annoying since you don't know if you can or can't open them, like someone said maybe add red lights around them, or make the buton to open doors sparking and ripped out of the wall or something.
Just something to tell people, No you cannot pass <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
The fps is an issue I guess it depends on your computer, I have a POS and noticed it, wasn't to bad, but thats because I was by myself. I'm sure it's nothing big that's causing it and youll find it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->