Forum posts

Posted 19 years ago2004-12-16 16:44:40 UTC
in How to push them r_speeds to the limit.. Post #78688
Well, I don't want to continue this useless agruement as I have been, and take blame for, because the topic is now irrelavent. This map is going down to the recycle bin. Don't worry, it had nothing to do with anything that happened on the forums, I've just gotten so tired of this map that continuing it feels like torture. I swear, it had nothing to do with what anyone said. I just want to set straight that this topic is now dead.
Posted 19 years ago2004-12-15 19:11:05 UTC
in How to push them r_speeds to the limit.. Post #78537
It's a replica of the globe theatre. I'm trying to make it semi-accurate to the real globe, and I can't change where the details are placed in the real building. Call the details in the actual globe theatre misplaced, or say the globe isn't fit for mapping in the first place, say what you want, I know you'll find some arguement to resort to. But I'm done listening to it, because I disagree with hazardous's base opinion, and those little branches aren't doing anything. I overread nothing, hazardous just neglected to write the sentence in a way that would assure no misinterpretations. And Anonymous, if you don't want to look like one of those stupid noobs yourself, register.
Posted 19 years ago2004-12-15 00:59:21 UTC
in How to push them r_speeds to the limit.. Post #78412
Heh. Well, this map is designed specifically for show, not for gameplay. I just decided to use CS as a medium. Why I didn't choose HL, who knows...

I don't really understand what you mean by putting textures at medium/low or whatever. Besides that, I've been trying some stuff people have said, hasn't really worked yet, but I don't regret doing it.
Posted 19 years ago2004-12-14 22:26:51 UTC
in How do you give a grunt a crowbar? Post #78391
Be wary that making your own models and editting code takes lots of committment. It's not a matter of 'I wanna learn to code real quick so I can change a grunt's weapons'. If you can code, model, and map, all on an above-average standard, you're up to a professional level. Modding always starts as a hobby, but it either gets serious, or it gets nowhere.
Posted 19 years ago2004-12-14 20:00:15 UTC
in How to push them r_speeds to the limit.. Post #78384
I didn't mean to sound like I was boasting. I seriously thought the map was too complex to compile, I wasn't just pointing out what fine detail it had. Of course, I've been proven wrong by Anonymous, who surely knows more about mapping than me. I don't know about the compile process, or much about r_speeds, I just map. That probably the source of my problem. On the other hand, I'm not going to listen to you tell me how to map. I like detail. I have admitted myself that this causes many r_speed problems, so you don't have to tell me. I'd like to point out that saying "No-one will walk through your map, 'Wow nice detail on that ceiling.' as this is a waste of r_speeds" is just flat out false. People who like good maps point out detail positively. They don't see it as a negative simply because it wastes r_speed. If they did, maps with all square rooms and rectangular halls would be getting 5 star ratings. These seem to be the ones getting crappy ratings. I've seen maps with beautiful detail, and they run very smoothly. I'm only trying to reach this level, or at least strive for it for god's sake. About using models, that's a worthy suggestion. If I could get myself around to learning to make models, I'd take this path, but mapping seems so much more practical.
Posted 19 years ago2004-12-14 01:57:05 UTC
in How to push them r_speeds to the limit.. Post #78239
Ok, first of all, I AM using ZHLT. That must not be the problem. Second of all (and I should have mentioned this in the map description), I had the lights, player spawn, and sky box all in there before I deleted them to make the screenshot. I should have specified that the person downloading the map needs to put those back in, and I will go back and change that. Uh, yeah, and I forgot to include a wad file. Kind of a premature posting, sorry bout that.
Posted 19 years ago2004-12-14 01:05:46 UTC
in Only way to make doors is by carving? Post #78232
Clipping can be very helpful as well. In fact, there are some things that cannot be done with vertex manipulation, and can be done using the clip tool. Carving is one of those things you forget exists as you map more.
Posted 19 years ago2004-12-14 00:34:53 UTC
in How to push them r_speeds to the limit.. Post #78229
...just get me to map for you. In minutes, you'll have a map that's unquestionably too complex to compile! Want an even greater effect? Give me a realistic image to map by. I'll swear never to leave even the smallest detail unmapped. Once I'm finally done, you can sit back and enjoy the 1 trillion year compile process! Sounds fun, eh?

Well, I started mapping a replica of the globe theatre yesterday, expecting to finish with the complete deal... not a seating segment missed. Well, I've merely mapped the stage thus far, and the above stated has already taken place. I waited a good 15 minutes to see if the compile process would ever get past a certain point, no luck. I'm not surprised at all, I went into overwhelming detail mapping the stage, so much so that I'm actually proud of what I've done and wish to keep this map more than any I've actually successfully compiled. Here's an idea: Is the HL2 engine more tolerant to high detail? I can't imagine it not being. Mabey I should convert this into an HL2 map. Of course, that mean buying HL2, which I didn't plan on doing. Mabey I should reconsider for mapping purposes.

I'll have this map up for a gander in the problem maps section shortly. It's open to suggestions of any sort. The map is cs_globetheatre.