Can someone please optimize my map? Created 17 years ago2006-07-26 16:34:18 UTC by Elementalwindx Elementalwindx

Created 17 years ago2006-07-26 16:34:18 UTC by Elementalwindx Elementalwindx

Posted 17 years ago2006-07-26 16:34:18 UTC Post #191745
I am new to maping in source and I sucked at mapping in hl1, can someone please optimize my hl2 map as I really do not understand how to do it myself? :(

Also I need someone to fix the player starts, everyone keeps spawning at the same info_player_start.

Thanks guys.

Map can be found at:
http://www.helpmehit9s.com/maps/test.bsp
http://www.helpmehit9s.com/maps/test.lin
http://www.helpmehit9s.com/maps/test.log
http://www.helpmehit9s.com/maps/test.prt
http://www.helpmehit9s.com/maps/test.vmf
http://www.helpmehit9s.com/maps/test.vmx

Thanks!
Posted 17 years ago2006-07-26 17:00:58 UTC Post #191747
Also I need someone to fix the player starts, everyone keeps spawning at the same info_player_start.
So its a deathmatch map? You need info_player_deathmatch for those. Info_player_start is only used in singleplayer maps.
The Mad Carrot The Mad CarrotMad Carrot
Posted 17 years ago2006-07-26 20:50:17 UTC Post #191755
ah ok. i wish someone would help me with the optimizing it though :(
Posted 17 years ago2006-07-26 21:30:56 UTC Post #191759
valve developer wiki. Type optimizing in it. It has a Looong article about it.
Posted 17 years ago2006-07-26 21:32:25 UTC Post #191760
just so you know, all you need to optimize the map is the .vmf file.
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2006-07-26 23:58:17 UTC Post #191788
I dont understand the article :( As you can see when you download my map I tried to optimize it but um....yeah. it didnt work. :(
Posted 17 years ago2006-07-27 00:35:17 UTC Post #191789
Here's some quick tips:

Use func_detail. If you have detail bits of brushwork that don't serve to block VIS (i.e. they're not huge walls or something) then turn 'em into func_detail.

Use nodraw to texture faces that the player never sees.

Map intelligently. Make sure brushwork doesn't collide with each.

Don't use a gigantic skybox to seal your map. This extends the length of the compile and makes your map laggy.

Try this site: http://www.student.kun.nl/rvanhoorn/Optimization.htm
AJ AJGlorious Overlord
Posted 17 years ago2006-07-27 14:09:30 UTC Post #191823
It doesnt even have a skybox cause its just a REALLY tall box that everyone places in that teleports to smaller rooms. But when your at the top of that box and your looking down thru the glass you have to break, it gets REAL laggy. None of my brushwork is colliding with each other, I did the nodraw stuff, even on faces you cant see but had textures, I dont think I really did anything with details yet because there really is not much with details in the map :- Still learning that part.
Posted 17 years ago2006-07-28 00:56:19 UTC Post #191871
Just out of curiosity, what are your comp specs? They may be just enough to run HL2, but perhaps not an area so large.
Posted 17 years ago2006-10-01 01:00:41 UTC Post #198147
nodraw stuff, even on faces you cant see
you mean only on faces you cant see, right?
Archie ArchieGoodbye Moonmen
Posted 17 years ago2006-10-02 09:19:26 UTC Post #198274
I wrote a big tutorial on Optimization, as soon as ant Finishes it Ill send you the link.
Posted 17 years ago2006-10-02 09:28:41 UTC Post #198276
its just a REALLY tall box that everyone places in that teleports to smaller rooms. But when your at the top of that box and your looking down thru the glass you have to break, it gets REAL laggy
First problem: the type of map you are making is a huge killbox. No way to optimize that I'm afraid.
Second problem: each time there's a layer of glass, the engine takes a performance hit rendering everything behind the glass. In this case, you have multiple layers, so the effect is multiplied.
If we add the 13 barrels, 8 apc wheels, airboat, 4 ragdolls, a ship and lots of weapon models, the effect must be pretty bad indeed :(
If you do things the engine wasn't meant to do, you're bound to run into problems.
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