Someone can decompile this map? Created 3 years ago2021-08-14 19:55:11 UTC by Mr. Cowboy Zombie Mr. Cowboy Zombie

Created 3 years ago2021-08-14 19:55:11 UTC by Mr. Cowboy Zombie Mr. Cowboy Zombie

Posted 3 years ago2021-08-14 19:55:11 UTC Post #345882
I made i time ago to try had some optimization, but is impossible... always I play it with 10 or more of 10 players FPS's go sh*t
Please someone with more advanced skills mapping and optimization could decompile it and fix it?
Is my best map of ALL counter-strike
Mr. Cowboy Zombie Mr. Cowboy ZombieSemper fidelis
Posted 3 years ago2021-08-14 22:40:30 UTC Post #345884
Decompiling a map will break the geometry and will stop the map compiling whatsoever.
I'm confused, though - you made this - why can't you provide the .rmf? :lol:

I had a run around - it doesn't look too badly optimised from a brushwork perspective, but it looks like it was maybe compiled with Fast VIS settings - walls like this should be blocking VIS, but instead the entire map is rendering almost all the time.
the entire map is renderingthe entire map is rendering
Also note that the rotated sign is splitting the brushwork behind it. This sort of wall detail should be tied to either a func_detail or a func_wall to prevent it from splitting the brushwork into odd angles.

Also dynamic lights are bizarrely a huge strain on older systems in multiplayer goldsource games. The red lights at the nightclub staircase will probably be lowering your fps.
a classy establishment would never use dynamic lightsa classy establishment would never use dynamic lights
As a more general review of the map:
CT spawn needs more than one exit, and I'm very curious about why the gun store uses solid texture-based guns... CS has all of those guns as models already :P
Also I hope some of the imagery used is satirical.
Archie ArchieGoodbye Moonmen
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