tesis5x

Half-Life: Deathmatch HLDM
tesis5x by cetinakyuz
Posted 6 years ago2018-04-12 14:17:07 UTC • Unfinished • Half-Life: Deathmatch
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Name
tesis5x
By
cetinakyuz cetinakyuz
Type
Map
Engine
Goldsource
Game
Half-Life: Deathmatch
Category
Unfinished
Included
BSP
Created
6 years ago2018-04-12 14:17:07 UTC
Updated
6 years ago2018-04-12 14:17:07 UTC
Views
1942
Downloads
550
Comments
8
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Working on my new HLDM map. I need your comments to improve it.

8 Comments

Commented 6 years ago2018-04-19 19:35:19 UTC Comment #21326
w_poly reaches 2000, did you compile with fast VIS? Compile with VIS -full. Also same problem as with your previous map, an animated light is causing extreme fps drops. Other than that nice geometry but texturing and lighting are a bit repetitive.
Commented 5 years ago2018-04-25 16:23:38 UTC Comment #21328
Thank you, Bruce. Any advice about FPS drops and texturing/lighting?
Commented 5 years ago2018-04-25 20:40:17 UTC Comment #21329
Try adding Hint brushes to corners if you know how to add those. Also make everything that doesn't cause a leak or open a room too much, a func_detail
Commented 5 years ago2018-04-26 07:08:59 UTC Comment #21330
here is tesis5x's rmf. can someone examine and criticize? i can't find right spot point to place hint brush.
Commented 5 years ago2018-04-26 12:49:08 UTC Comment #21331
http://twhl.info/tutorial.php?id=71

Some basics regarding what hint brushes are.

As for the placement, you should try following this guide instead: https://gamebanana.com/articles/59

It's for Source but there shouldn't be any significant difference.
Commented 5 years ago2018-04-27 06:30:26 UTC Comment #21332
Like I said, make sure you compile with VIS -full and remove all animated lights, make the trucks func_wall or func_detail. As for lighting, use diffrrent shapes, sizes, placements and colors of lights.
Commented 5 years ago2018-04-27 09:48:07 UTC Comment #21333
Almost everything i made func_wall already and vis full. You are right, i see 3000 wpoly and it's really crazy. I'm afraid this map gonna trash.
Commented 5 years ago2018-04-27 13:20:55 UTC Comment #21334
As far as I know func_* entities are always rendered no matter where you currently are and they also add up to the entity limit. Unlike func_detail.
Don't forget that hints can help too.

Bad map design can also be a problem. If you have any badly-made parts of your map that are relatively expensive for the engine to render then try redesigning them, partially or completely.

But even if your map reaches 2000-2500 wpolys in certain spots then it doesn't mean it's trash, believe me. I mean, it's 2018 and nowadays people are definitely capable of running 2500+ wpoly maps at a framerate higher than 30 FPS.

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