Ns_trust - Beta Release
FrieChamp
Join Date: 2002-01-27 Member: 115Members
<div class="IPBDescription">Screens & Download</div> Hey everybody!
I have finished a beta version of my NS map and would like to hear your opinion. You can check out a bunch of screenshots below.
You can download the map <a href='http://www.friechamp.net/ns_trust_beta.zip' target='_blank'>right here</a>
(Note: You will need the <a href='http://www.natural-selection.org/downloads/NS2-wad.zip' target='_blank'>ns2.wad</a> to play this map!)
Comments and <b>playtests</b> appreciated!
(Dropship + Holo model by Jmv_Cyber)
Background:
Any contact to the cargo carrier "CC-Trust 152" has been lost. Its emergency system
activated the auto-pilot and followed its route to the next civilized star system,
which happened to be the Earth's galaxy. While passing the orbit of Mars, a squad
of marines enters the carrier and checks it for possible threats...
Screenshots:
<img src='http://www.friechamp.net/images/ns_trust4.JPG' border='0' alt='user posted image'>
<img src='http://www.friechamp.net/images/ns_trust9.JPG' border='0' alt='user posted image'>
<img src='http://www.friechamp.net/images/ns_trust13.JPG' border='0' alt='user posted image'>
<img src='http://www.friechamp.net/images/ns_trust1.JPG' border='0' alt='user posted image'>
<img src='http://www.friechamp.net/images/ns_trust15.JPG' border='0' alt='user posted image'>
<img src='http://www.friechamp.net/images/ns_trust14.JPG' border='0' alt='user posted image'>
<img src='http://www.friechamp.net/images/ns_trust3.JPG' border='0' alt='user posted image'>
<img src='http://www.friechamp.net/images/ns_trust2.JPG' border='0' alt='user posted image'>
<img src='http://www.friechamp.net/images/ns_trust5.JPG' border='0' alt='user posted image'>
<img src='http://www.friechamp.net/images/ns_trust6.JPG' border='0' alt='user posted image'>
<img src='http://www.friechamp.net/images/ns_trust11.JPG' border='0' alt='user posted image'>
<img src='http://www.friechamp.net/images/ns_trust10.JPG' border='0' alt='user posted image'>
<img src='http://www.friechamp.net/images/ns_trust7.JPG' border='0' alt='user posted image'>
<img src='http://www.friechamp.net/images/ns_trust12.JPG' border='0' alt='user posted image'>
<img src='http://www.friechamp.net/images/ns_trust18.JPG' border='0' alt='user posted image'>
<img src='http://www.friechamp.net/images/ns_trust16.JPG' border='0' alt='user posted image'>
<img src='http://www.friechamp.net/images/ns_trust17.JPG' border='0' alt='user posted image'>
<img src='http://www.friechamp.net/images/ns_trust19.JPG' border='0' alt='user posted image'>
I have finished a beta version of my NS map and would like to hear your opinion. You can check out a bunch of screenshots below.
You can download the map <a href='http://www.friechamp.net/ns_trust_beta.zip' target='_blank'>right here</a>
(Note: You will need the <a href='http://www.natural-selection.org/downloads/NS2-wad.zip' target='_blank'>ns2.wad</a> to play this map!)
Comments and <b>playtests</b> appreciated!
(Dropship + Holo model by Jmv_Cyber)
Background:
Any contact to the cargo carrier "CC-Trust 152" has been lost. Its emergency system
activated the auto-pilot and followed its route to the next civilized star system,
which happened to be the Earth's galaxy. While passing the orbit of Mars, a squad
of marines enters the carrier and checks it for possible threats...
Screenshots:
<img src='http://www.friechamp.net/images/ns_trust4.JPG' border='0' alt='user posted image'>
<img src='http://www.friechamp.net/images/ns_trust9.JPG' border='0' alt='user posted image'>
<img src='http://www.friechamp.net/images/ns_trust13.JPG' border='0' alt='user posted image'>
<img src='http://www.friechamp.net/images/ns_trust1.JPG' border='0' alt='user posted image'>
<img src='http://www.friechamp.net/images/ns_trust15.JPG' border='0' alt='user posted image'>
<img src='http://www.friechamp.net/images/ns_trust14.JPG' border='0' alt='user posted image'>
<img src='http://www.friechamp.net/images/ns_trust3.JPG' border='0' alt='user posted image'>
<img src='http://www.friechamp.net/images/ns_trust2.JPG' border='0' alt='user posted image'>
<img src='http://www.friechamp.net/images/ns_trust5.JPG' border='0' alt='user posted image'>
<img src='http://www.friechamp.net/images/ns_trust6.JPG' border='0' alt='user posted image'>
<img src='http://www.friechamp.net/images/ns_trust11.JPG' border='0' alt='user posted image'>
<img src='http://www.friechamp.net/images/ns_trust10.JPG' border='0' alt='user posted image'>
<img src='http://www.friechamp.net/images/ns_trust7.JPG' border='0' alt='user posted image'>
<img src='http://www.friechamp.net/images/ns_trust12.JPG' border='0' alt='user posted image'>
<img src='http://www.friechamp.net/images/ns_trust18.JPG' border='0' alt='user posted image'>
<img src='http://www.friechamp.net/images/ns_trust16.JPG' border='0' alt='user posted image'>
<img src='http://www.friechamp.net/images/ns_trust17.JPG' border='0' alt='user posted image'>
<img src='http://www.friechamp.net/images/ns_trust19.JPG' border='0' alt='user posted image'>
Comments
Well that the best smiley promoting my feelings about this map... Thats some very nice architecture and lighting you got going there.
Never seen a layout like this one, different...
btw this map has got to have a story behind it
*screams tell us <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> !!!* <--nm this I read the ns_trust_beta.txt in the zip
GreetzZz Kouji_San
[edit] I see typos <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> [/edit]
Just walked arround a bit with r_speeds on... but your layout needs some work cause at some points the r_speeds get up to 850 tot 1100+
The problem you now have is that it is going to have major lagg problems and also is not very kind to people who dont have a heavy 3d card.
I absolutely do <b>NOT</b> want you to take this as a flame but as constructive criticism <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <span style='color:gray'>(Kouji San never flames)</span>
If you work arround the layout with visblockers like you used in some hives it might just work to get arround this problem and if you do so you will have a superb map on your hands.
I hope you take this advice since at its current state it will only play well on a LAN perhaps.
Location which need work at a first glance:
- Power supply
- Mainframe intersection looking towards Power supply
- Mainframe intersection looking towards Cargo room
- Cargo room looking in the direction of hive impulse generator
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><b>Resource Limits </b>
peak w-polys (r_speeds #) under 1000 for the commander view
average w-polys under 700 for the commander view
peak w-polys under 700 for all other players
average w-polys under 500 for all other players
peak baseline e-polys under 2100 for all other players
~4MB maximum texture memory usage (all texture memory used, not just the amount stored in the BSP as TEXINFO)
fewer than 300 runtime entities used on the map (fewer than 200 recommended)? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
quote taken from the <a href='http://www.natural-selection.org/Mapping_Guidelines.html#Resource_Limits' target='_blank'>mapping guidelines</a>
GreetzZz Kouji San
I would, if I didn't move closely along the HL engine limits. The map used to be bigger, I even had to cut a couple of rooms, because I got an "allocblock:full" error. It was bad <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I see typos<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
English isn't my first language, so there might be a couple of typos. Feel free to point them out to me!
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The problem you now have is that it is going to have major lagg problems and also is not very kind to people who dont have a heavy 3d card.If you work arround the layout with visblockers like you used in some hives it might just work to get arround this problem<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I added visblockers in the hives? Oh, I didn't know that <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Well, I experimented with hint brushes in the troublesome areas, but apparently they aren't that effective. I will work on the r_speeds..
Thanks for the feedback <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Corner beams post w/e don't look right in pic 5.
I like pic 1, 2, and 11 the best <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
So get to work on filling in that middle area, because that map looks so awesome it should be a crime to not add more to it!!
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> allocblock:full
A tough one to figure out, vague error that usually shows up when you start the game or during compile, or even when WC/Hammer starts up - you have gone over the memory limit somewhere for some reason. It can be too little RAM (128M is about minimum), a leaf saw into leaf error, too long pathnames, too many textures, too big a level, too big or too many model/sprites, too big a wav sound file - or it could be that old "too many wads" mistake, a huge "noob" brush around the map to prevent leaks, too many SKY faces on hidden brush faces in the level - or even something else. Example: In early versions of NS, the 3D area info location entities were a major cause.
If it happens during compile, do not use WC/Hammer to "run" the map, but use a front end or batch file to compile with. You could also get more RAM.
(The following may still be handy, however be aware that Software mode allocates memory dynamicly, so it may automaticly seem to "fix" any error. Therefore the following info MAY lead you into a dead end:
Some brush-based entities have rendering properties that, when they interact in OpenGL/D3D video cards, they crash. Switch Half-Life to Software mode first, then load the map. If it loads you now know it is something that is handle different in software, then for Opengl/d3d check water, glows, additive, sprites, transparencies (illusionaries, windows, ect.), env_beams and so on.)
If it happens in opening a level in WC, it may be you have an animating model showing in one view. You must switch to single view instead of multiple, and try different ones until you get past it.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I realize it says "too big a level" but I have found that this error is fixable on almost any sized map. (Notice I said "almost". There are exceptions of course.)
EDIT: LOL, I said in the beginning of my post that I didn't know where people got the idea, but I do since I posted Tommy14's take on it. LOL, shows you how tired I am. (Haven't slept in awhile.)
~ DarkATi
I mean I made 2 typos... But I'll keep and eye on you grammar <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
tip:
Type "gl_wireframe 2" (without the quotes) in the console, developer mode must be to 1, sv_cheat to I think...
Now you will see what is rendered (in wireframe) when you walk through your level. If you walk up to a room with a wall blocking your view into the room the room behind the wall shouldn't be rendered. (the visblocker <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->), if it still is rendered make the visblocker wider and the entrances into the room smaller.
In combination with r_speeds 1 they are the 2 most powerfull detection tools for r_speeds problem areas...
[edit]<span style='color:gray'>Note: I like the readyroom music <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--></span>[/edit]
The screenshots show are huge varied style and atmosphere, ranging from light/man-made style architecture- to the dark eery areas that chill ure bones <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I can exclude pretty much all the other possible reasons which may cause such an error except for the "map being too big" and your "small textures" theory. As I mentioned, I have cut rooms from my map and the error disappeared. Maybe it was a too small texture or something else I'm not sure. I will probably take the risk and slowly add more rooms and see what happens.
Thanks for the tips Kouji San, althought they are known to me. Hint brushes are just not that easy to handle as it sounds in tutorials and natural visblockers like common walls would prolly change the layout too intensively in this stage of the map (means I couldn't be arsed to do it and will rather try other methods like the hint brushes) <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I can exclude pretty much all the other possible reasons which may cause such an error except for the "map being too big" and your "small textures" theory. As I mentioned, I have cut rooms from my map and the error disappeared. Maybe it was a too small texture or something else I'm not sure. I will probably take the risk and slowly add more rooms and see what happens.
Thanks for the tips Kouji San, althought they are known to me. Hint brushes are just not that easy to handle as it sounds in tutorials and natural visblockers like common walls would prolly change the layout too intensively in this stage of the map (means I couldn't be arsed to do it and will rather try other methods like the hint brushes) <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I really hope you can conquer allocblock too because this map looks awesome man!
Great work and good luck. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
~ DarkATi
HOLY CRAP!
There's this nifty thing called <i>compression</i>... it allows you to take screenies and make them so they aren't <i>TWELVE MEGABYTES</i> in total! I suggest you reduce the size and increase the compression on your screenshots to make things easy on broadband and dial-up users alike! Whoo!
*nevermind* we are morons... forgot about buildminimap command
Unless you start with vis blockers, all you are doing with hint brushes is slicing your rooms into itty bitty peices, which hurts r_speeds real bad. I have found it is better to split the floor into smaller blocks rather than chucking around hint brushes, most of the time.
This is the nasty trap that gets many first-time mappers (often several times). You MUST build the entire map from the ground up with visibility blocking in mind. Unless you put enough stuff in there to block the players view the map will run real slow.
Nice tight vis blocking is good because it means you can make each room very detailed without slowing down the surrounding rooms.
I look forward to getting my hands on your map and offering some solid advice.
-Parallax
Split this into smaller peices and this problem should go away. Read on for more advice....
-Parallax
Trust me, a whole section of that corridor being drawn in the background can be cut off.
I will leave the picture posting at that. If you want a hand to edit your map, I am happy to lend one. You have some very beautiful rooms in there, and I think that your layout is near perfect for good rspeeds. You just need to split some entities up into smaller peices and add a couple of hint brushes.
-Parallax
Btw I had the same problem in H-juntion on my map where i put the supportbeams all in one entity... I tried to save entity count and r_speeds...
the entitycount was gone but the r_speeds went up from 520 to 730... I was like WTH!!! why are the supportbeams rendered all over the place...
My solution was to make all supportbeams normal solids and leave a 1 grid gap between walls, ceiling and floor. Now the r_speeds are down from 730 to 517 at a maximum looking towards the broken door/hallway...
My tip and also Parallax mentioned it...
<b>USE AS FEW AS POSSIBLE SOLID ENTITIES!!! </b>and if you do use solid entities make sure they are small <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Normal solids produce much less r_speeds... MUCH LESS and also look better lit since it will block light...
(don't know about the zoner's block light stuff makes mine look dark <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> I only use them in doors to stop light from messing up the light on the other side of the door)
GreetzZz Kouji San
So I got one major problem now. I am at 495 of 500 possible brush based entities, need to split up many of them to decrease the r_speeds plus having requests to expand the layout (which I would like to follow since there needs to be at least one more hallway around the "carrier bridge" hive). Suggestions? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
(One more time thanks for the comments guys, especially to you Parallax, if I cannot move on by myself I will give you access to the .rmf and we can tweak it together)
2 solid entities (15 sided cylinders)
2 normal solids (15 sided cylinders)
What I did was to crouch behind one so I could see the second one behind it in "gl_wireframe 2" completely
r _speeds solid entities: 56 w-poly
<img src='http://members.home.nl/m.borgman/ns-forum/cylindertest01.jpg' border='0' alt='user posted image'>
r _speeds normal solids: 36 w-poly
<img src='http://members.home.nl/m.borgman/ns-forum/cylindertest02.jpg' border='0' alt='user posted image'>
It seems that the solid entity is seen completely all arround somehow and the normal solid only the side you look at. translating this to your problem:
All you need to do is select the large solid entities en move them back to world, now if they touch the ceiling, floor or wall. vertex manipulate them so that theres a 1 unit/grid gap between them.
The larger a solid entity is the further the distance you can see it (even through walls 512x512 is seen everywhere in the level I read somewhere else). If you have one entity which is made up by 2 brushes for example and you only see one of them the other is still rendered even if you can't possible see it (180 degrees bend for example)
You'll most likely save approximately 40-50% on w-poly this way...
[edit]Added the pictures[/edit]
by the way, that room with the plants and the hologram thingy(?), anyway you can jump on it, dunno if it's supposed to be so.
inveigle: Yeah I came across this bug before, thanks for pointing it out though, I appreciate it.
-Parallax