[QUOTE=Tydax;16643091]I wonder if anyone can get over 10 FPS on that map.[/QUOTE]
You're probably using an Intel graphics accelerator as opposed to a proper Nvidia Geforce or ATI card. I have a laptop from 2003, works fine on mine :S
I'm kidding. Btw, I didn't dl the map, and I've a 9800GTX. But there's a lot of water, and Source hates water. That's why you can't get a great framerate on gm_construct (and I wonder if there is some nodraw in, too).
[QUOTE=Tydax;16653143]I'm kidding. Btw, I didn't dl the map, and I've a 9800GTX. But there's a lot of water, and Source hates water. That's why you can't get a great framerate on gm_construct (and I wonder if there is some nodraw in, too).[/QUOTE]
I get great framerate on construct. And I get between 80 and 150 fps on this map... That's not bad at all... Certainly higher than 10...
Yea I was expecting to get a crap frame rate in this map but was really suprised. It must be very well optimized.
Something like this would be kool,i did this with SMBP tho
[url=http://www.xfire.com/video/10fb71/][img]http://video.xfire.com/10fb71-4.jpg[/img][/url]
Dude, I've found a hidden spot already :P, it's a jail room, all I'm gonna say though
[QUOTE=Nowhere Man;16680379]Dude, I've found a hidden spot already :P, it's a jail room, all I'm gonna say though[/QUOTE]
Its like the only place that actually uses the wire imput thing except for like one other place. I love the entrance to it, its so unsuspecting =D
There's at least ten wire points. If you go to that large square area with all the rooms some of the garages have doors. Look above the ratchet button and there'll be a box. They all do the same thing though, I guess I could have added some to control steam and other environmental things.
Also about those lock down doors, the tunnel with orange lighting has a couple doors built in, but I never added any control device for them. If you play SP or any server with cheats you can use ent fire to toggle them. Their names are 'tunnel_bulk1' and 'tunnel_bulk2'
The map took just under an hour to fully compile with normal vising and final lighting.
Personally, I was disappointed to see the drawbridge had buttons but no wire input boxes. And, my wire user didnt work on the buttons. =(
OMFG! i am in love with the architecture of your map is just want to make love to it!
[QUOTE=rctfanatic;16685113]Personally, I was disappointed to see the drawbridge had buttons but no wire input boxes. And, my wire user didnt work on the buttons. =([/QUOTE]
This. Is the box simply hidden away from the bridge, or does it just not exist at all?
One bug I found is that your water inside the complex has a different density or somesuch than the water outside. I noticed this mostly with the tunnels/archways on the side with the small outpost (same one with the artifact). It's a sudden change too.
Other than that and the lack of ramps, it's a beautifully crafted map.
I really want this map, but the download links hate me. They start fine, usually, and stop around 30% or less, 500+ kb/s then nothing. I really wanted to try it out.
Cool stuff.
there is 1 thing that would make this map so much better, if the skybox didnt connect to the walls around the outside and you could actually fly above the map, otherwise its cool
please make V2 that allows to fly above the map,
oh btw my friend says he seen a ghost on the map? is he just pulling my leg or is this true?
i love this map, i really do. it is so amazing.
I love GM_excess_construct, but at first I though it "needed more cowbell". This is that cowbell.
love this map. For some reason the architecture reminds me of Palm Desert/ Palm Springs CA
I love that map !
I bet you already know this, but both your maps are godly. Oh and you are my new favorite mapper, my last one was Xhizor.
do you think GMOD could handle it if the water and spa sections where cut off excess construct and replaced with this map
[QUOTE=eps200;17678165]do you think GMOD could handle it if the water and spa sections where cut off excess construct and replaced with this map[/QUOTE]
No, it wouldn't work. This map originally started off that way, as an expansion to excess construct. Excess construct was poorly optimized. After a few of the small sections I was running into a lot of problems I didn't want to deal with so I cut it and made it into a separate map.
**PROBLEM** Props float WAY more outside in the water than the internal areas.
[QUOTE=223344;17750832]No, it wouldn't work. This map originally started off that way, as an expansion to excess construct. Excess construct was poorly optimized. After a few of the small sections I was running into a lot of problems I didn't want to deal with so I cut it and made it into a separate map.[/QUOTE]
in that case could we have a flat area maybee on top as a roof to the whole place which would also allow for flying?
[QUOTE=evan_madore;17758327]**PROBLEM** Props float WAY more outside in the water than the internal areas.[/QUOTE]
This area here:
[img]http://imgur.voxcdn.com/TRQPT.jpg[/img]
has weird density problems. I have no idea what is causing it.
[QUOTE=eps200;17830303]in that case could we have a flat area maybee on top as a roof to the whole place which would also allow for flying?[/QUOTE]
I considered doing this, but there is one big problem with it. The way the map is now provides for much better performance. If I were to make a large empty space over the map for flying, tons more would be rendered at any given time. It would drop framerates by a ton and probably cause the vertex buffer problem that excess construct had.
Good job, downloaded
[QUOTE=223344;16607798]The only similarity I can find is how a few parts are textured the same way. The overall design/layout seems a good deal different to me.[/QUOTE]
Well, the skybox is similar, too.
When's the next map coming out?
Great map.
Looks awesome, awesome idea, love the wire input doors and the news cast area, I am adding it to my map raid I'm doing today. Thanks.
[QUOTE=Penguiin;16562224]The water looks like gatorade... [/QUOTE]
omogowd you're right, it's so blue it looks toxic.
Sorry, you need to Log In to post a reply to this thread.