dr_darkcave_beta

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Raymond
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dr_darkcave_beta

Post by Raymond »

My new map is ready; I think seeing it will say all that needs to be said. :)

http://www.mediafire.com/?mmbjlgkdc1x5tjd

It needs testing obviously; also, please rename the finished version to deathrun_darkcave
Raymond
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Re: dr_darkcave_beta

Post by Raymond »

Tested it a little bit, found a couple of little problems. Fixed it in this version:


http://www.mediafire.com/?3ly2pd91ljd10cz
Raymond
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Re: dr_darkcave_beta

Post by Raymond »

[GR]doodleninja
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Re: dr_darkcave_beta

Post by [GR]doodleninja »

its kinda magic *-*



hot new map!
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Re: dr_darkcave_beta

Post by [GR]$xgamingzx$ »

Wow looks Nice :D
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nick_6893
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Re: dr_darkcave_beta

Post by nick_6893 »

We should have time to test it out tomorrow, looks pretty neat from the screenshots.
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ant_8490
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Re: dr_darkcave_beta

Post by ant_8490 »

I tested out the map and it looks really cool, but 2 thing:

1) very low fps at the spawn room (or when you look in that direction) - probably because of all the displacements. When you compiled, did you check the summary screen at then end? Were any of the categories over 100%? If so, this will probably crash a lot of people.

2) Did you run "buildcubemaps"? If so, then i cant just rename the map, because the cubemap images are relative to the name, but i think if i were to run it again it should still work. It will just have some extra unnecessary data packed into the map.
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Xseba360
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Re: dr_darkcave_beta

Post by Xseba360 »

ant_8490 wrote:2) Did you run "buildcubemaps"? If so, then i cant just rename the map, because the cubemap images are relative to the name, but i think if i were to run it again it should still work. It will just have some extra unnecessary data packed into the map.
Oooorrrr... just use pakrat to rename cubemap imgs inside the bsp.
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Re: dr_darkcave_beta

Post by ThomasBonjj »

...
Looks like a big map.
Gonna be a big lag.
*flips table*
Raymond
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Re: dr_darkcave_beta

Post by Raymond »

No nothing was over 100%, the spawn room is just laggy. There's several other spots like that too, but not nearly as severe. Though I did forget to run buildcubemaps.
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Re: dr_darkcave_beta

Post by Raymond »

Alright Ant I'm gonna re-edit some things, I'm going to work on cleaning up the map and making it more compact so that the entire map isn't rendered at once. No need to test the crappier versions, I'll get started on the 'cleaned up' versiom tomorrow.
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ant_8490
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Re: dr_darkcave_beta

Post by ant_8490 »

Raymond wrote:Alright Ant I'm gonna re-edit some things, I'm going to work on cleaning up the map and making it more compact so that the entire map isn't rendered at once. No need to test the crappier versions, I'll get started on the 'cleaned up' versiom tomorrow.
awesome
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Raymond
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Re: dr_darkcave_beta

Post by Raymond »

Alright here's the final version (assuming that there are no further problems that you should tell me about.)

I get like 100 fps more in all of those previous bad spots; currently there's only one bad spot, but it's not too horrible.
I used buildcubemaps and optimized the map to the best of my ability. I hope everyone likes it.

Edit:

Fixed link to go to the correct map..
http://www.mediafire.com/?n8fvws1qqaq1rvt
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ant_8490
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Re: dr_darkcave_beta

Post by ant_8490 »

Definitely better fps than before, but it will be low for other people still (just based on other maps that people complain about low fps on). Nothing we can do about that though. I'll fully test out all the endings with Nick tomorrow.
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Re: dr_darkcave_beta

Post by [GR]doodleninja »

sounds cool