• TT25 - Great Huge Low Lag Build Map
    46 replies, posted
If those are tracks then I've been doing them wrong.
[QUOTE=Rombishead;23806098]No need to prohibit flatgrass and construct remakes. But nice work on the logo.[/QUOTE] Yes there is when every fucking person thinks we need another generic remake. [editline]09:45AM[/editline] [QUOTE=Ard Patrinel;23817806]ran 50-car trains .[/QUOTE] hello bullshit.
[QUOTE=gerbile4;23823960]Yes there is when every fucking person thinks we need another generic remake. [/QUOTE] I don't mind build maps that are interesting. But in order to be interesting, they need to have a certain flair that you don't get with other maps.
[QUOTE=Black-Ice;23821283]If those are tracks then I've been doing them wrong.[/QUOTE] Nah, you've been doing them right. This map is REALLY old. [QUOTE=gerbile4;23823960]hello bullshit.[/QUOTE] hello lern2buildformorethanfiveminutes
[QUOTE=Ard Patrinel;23833336]Nah, you've been doing them right. This map is REALLY old. hello lern2buildformorethanfiveminutes[/QUOTE] If your server needs this map to run properly, 50 car trains will send your server to hell and back, with a lost virginity and 6 different STDs in the process.
You probably added 1-2 MB with that beast logo.
Gm_flatgrass is, I shit you not, Eleven brushes in size. (six for skybox&ground, one for centre of spawn area, four more for the edges There is no way your map lags less than that. Size is not a factor. This map is badly lit, improperly textured and smacks of a "first map".
I don't think map size or complexity plays in at all for "lag" It'd take longer for the server to load, but once it's loaded I'm pretty sure it makes no difference. It's not like the server has to process the physics properties of displacements and brushes on the run, all of that info is stored in the map. All the server needs to keep track of is the player positions, and the physics props themselves. A dedicated server isn't rendering anything, all it's doing it keeping track of the player's position in relation to the world.
[QUOTE=Wolfie13;23843542]Gm_flatgrass is, I shit you not, Eleven brushes in size. (six for skybox&ground, one for centre of spawn area, four more for the edges There is no way your map lags less than that. Size is not a factor. This map is badly lit, improperly textured and smacks of a "first map".[/QUOTE] Spawn is 5 brushes. 4 for the edge and 1 for the centre.
Holy shit! this was the first map I ever played Gmod on - I've been looking for it everywhere! Even if it isn't the '07 version, thanks :love:. it was also the first map I was banned on, for putting bombs on the railways
Saying [I]'It won't lag'[/I] is no excuse for making a shitty looking map.
[QUOTE=WebOfTrust;23844622]Spawn is 5 brushes. 4 for the edge and 1 for the centre.[/QUOTE] That's what I said you box.
[QUOTE=WebOfTrust;23844622]Spawn is 5 brushes. 4 for the edge and 1 for the centre.[/QUOTE] Urgh... No. 4 walls, 1 roof, 1 ground, 5 brushes for the spawn. [editline]01:24PM[/editline] [QUOTE=Wolfie13;23844964]That's what I said you box.[/QUOTE] Learn2math.
[QUOTE=~ZOMG;23868307]Urgh... No. 4 walls, 1 roof, 1 ground, 5 brushes for the spawn. [editline]01:24PM[/editline] [QUOTE=Wolfie13;23844964][QUOTE=WebOfTrust;23844622][QUOTE=Wolfie13;23843542]Gm_flatgrass is, I shit you not, Eleven brushes in size. (six for skybox&ground, one for centre of spawn area, four more for the edges There is no way your map lags less than that. Size is not a factor. This map is badly lit, improperly textured and smacks of a "first map".[/QUOTE] Spawn is 5 brushes. 4 for the edge and 1 for the centre.[/QUOTE] That's what I said you box.[/QUOTE] Learn2math.[/QUOTE] My god, are you all competing for the fail comparison contest ? Wolfie13 said : "Eleven brushes in size. six for skybox&ground, one for centre of spawn area, four more for the edges" (6 + 1 + 4 = 11) WebOfTrust said : "Spawn is 5 brushes. 4 for the edge and 1 for the centre." ...which is exactly what Wolfie13 said with "one for centre of spawn area, four more for the edges", talking about the spawn. ~ZOMG replied : "4 walls, 1 roof, 1 ground, 5 brushes for the spawn." which is exactly what Wolfie13 said since the beginning. (4 + 1 + 1 + 5 = 11) By the way, you don't count that stuff in brushes. In Hammer, you won't get the same results if you're compiling a perfect 1024x1024x1024 room with one of the corners on the (0,0,0) coordinate of the map (or a corner with (x,y,z) coords in which |x| % 1024 == |y| % 1024 == |z| % 1024 == 0), than one which is not : [b]Compiling a map litteraly SLICES the map every 1024 units over each axis[/b]. If you place the >center< of the flatgrass spawn as the (0,0,0) coordinate, you will get slightly more polygons than if you did align the >bottom corner< to (0,0,0). You won't either get the same results if your brushes visible polygons have their textures aligned perfectly to its surface or not. [b]Compiling slices surfaces according to a subdivision of the texture size therefore requires alignment[/b]. In flatgrass, this is really minor, but imagine if you place a layer of misaligned textures onto a slice surface on Hammer in a elaborated map. You don't count in brushes, but you do count on the clean placement of your brushes and alignment of your textures.
[QUOTE=ntzu;23834183]If your server needs this map to run properly, 50 car trains will send your server to hell and back, with a lost virginity and 6 different STDs in the process.[/QUOTE] :v: though that is... I never said that a server would "need" this map to "run properly." I used to run big trains on the BBS server, which is where this came from. The largest train I ever pulled was 50 cars; I usually ran about 10, if even that. Wireconstruct, Mobenix, Botmap, even trainworld don't have enough trackage for a 50-car train. Also, all those maps have so much else going on that a 50-car train would probably lag all to hell. [QUOTE=Wolfie13;23843542]...smacks of a "first map".[/QUOTE] Actually...this was the creator's about fifth map and the 3rd version of this map. The original was "traintrack13," followed by "TT24." Subsequently, he released a "TT26" and a slight bugfix, the exact name of which eludes me at the moment. TT26 had displacement caves and an even larger track layout (if you can imagine that).
horrible map
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