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View Poll Results: Rock textures?
nature/blendrockdirt007d (old screens) 54 38.03%
de_dust/rockwall01 (new screens) 48 33.80%
nature/rockwall009b (see hammer) 16 11.27%
halflife/-*out_rk* (hl: source & hl1) 14 9.86%
other (please specify in a post) 10 7.04%
Voters: 142. You may not vote on this poll

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Old 10-08-2007, 09:17 AM   #1041
Custos
 
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I can't be expected to read all these pages so I might be repeating this.

This map is eating all my fps.
In the big canyon i have 10-15 fps and in the base it's like 20-50. The only place where it's acting normal is near middle bridge.

Edit: and its on an empty server!
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Old 10-08-2007, 10:27 AM   #1042
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rofl, i have 150 fps on badlands, while i have only 25 to 30 fps on de_dust in css.
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Old 10-08-2007, 12:47 PM   #1043
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Sweet map, love the changes and it's a seriously extremely impressive piece of work!

The only things that stick out are:

The team lights in the main canyon look weird. It's far too strong for daytime. Some of the cliffs in the main canyon lean forward at the top too much and it's kind of claustrophobic as a result...it's hard though, because there's not much that you can do there...but I'd rather see more of the skybox than the same looking cliff overhang's everywhere though - mix it up a little.

One of the ladders was broken too, you had to jump to climb up it.

The FR is weird too, that lift doesn't quite work and from memory there was no ladder to climb out of flag room???

Very well down though, it's been great watching the progression of this map! The ground textures/plants and dust are perfect...I actually said "wow" out loud, which I haven't done while gaming for a long time! Hope you still have plans for it! My brother and I had a blast playing this map. Thanks
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Old 10-08-2007, 01:14 PM   #1044
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Quote:
Originally Posted by stino
rofl, i have 150 fps on badlands, while i have only 25 to 30 fps on de_dust in css.
You're just gonna rofl me?
I didn't mean to bash your map. Just telling it like it is.
So you have an idea why i have this issue?
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Old 10-08-2007, 03:18 PM   #1045
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Got lots of potential, but needs a lot of work still imo. My basic thoughts:

- Remove the fake doors at the back of the respawn.
- Make all the doors stay open forever, and open/close with big ontouch/onendtouch triggers (i.e. not when the door itself is touched).
- Remove that red/blue rock lighting outdoors.
- Lots of texture and lighting mismatches outside, where either you haven't sewn the displacements together or haven't aligned the textures. This is a lot of work to get right, but is definitely worth it as it just looks scrappy atm (whereas it could look v nice indeed).
- Make the light models non-solid in the btm of the big column with the fan at the top.
- Use better or more varied grill textures throughout the map. They don't look at all like convincing solid surfaces atm, but more importantly will adversely effect gameplay by making the visuals muddled and unclear. I would change a lot of them to solid textures, but leave just the odd grill section here and there to keep the feeling of something else being through there (which is what you seem to be wanting).
- Use models instead of the flat textures for girders around the map (for example, under the bridge outside).
- Door into top of fr area (and the corridor behind it) not finished yet I assume?

FPS is completely fine for me btw.
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Old 10-08-2007, 06:28 PM   #1046
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Quote:
Originally Posted by Custos
You're just gonna rofl me?
I didn't mean to bash your map. Just telling it like it is.
So you have an idea why i have this issue?
no idea, but noticed a few strange things about the map, but i'll remove the dustclouds, those drop a little fps when you are in them

Quote:
Got lots of potential, but needs a lot of work still imo. My basic thoughts:

- Remove the fake doors at the back of the respawn.
i was going to barricade them so it's clear that they are closed.
Quote:
- Make all the doors stay open forever, and open/close with big ontouch/onendtouch triggers (i.e. not when the door itself is touched).
All doors open when you touch trigger, and when trigger is empty they close.
Quote:
- Remove that red/blue rock lighting outdoors.
need to be corrected a bit.
Quote:
- Lots of texture and lighting mismatches outside, where either you haven't sewn the displacements together or haven't aligned the textures. This is a lot of work to get right, but is definitely worth it as it just looks scrappy atm (whereas it could look v nice indeed).
displacements are all sewed together, but some don't light correct, and i have no idea why.
Quote:
- Make the light models non-solid in the btm of the big column with the fan at the top.
should be without collisions, might have overlooked a few.
Quote:
- Use better or more varied grill textures throughout the map. They don't look at all like convincing solid surfaces atm, but more importantly will adversely effect gameplay by making the visuals muddled and unclear. I would change a lot of them to solid textures, but leave just the odd grill section here and there to keep the feeling of something else being through there (which is what you seem to be wanting).
- Use models instead of the flat textures for girders around the map (for example, under the bridge outside).
Girders are where? i thought girders where metal beams, didn't had models for those when i started
Quote:

- Door into top of fr area (and the corridor behind it) not finished yet I assume?
why do you assume that? becouse they float a bit?
Quote:

FPS is completely fine for me btw.
Quote:
Sweet map, love the changes and it's a seriously extremely impressive piece of work!

The only things that stick out are:

The team lights in the main canyon look weird. It's far too strong for daytime. Some of the cliffs in the main canyon lean forward at the top too much and it's kind of claustrophobic as a result...it's hard though, because there's not much that you can do there...but I'd rather see more of the skybox than the same looking cliff overhang's everywhere though - mix it up a little.
same as above , needs to be changed, but was focussing more on gameplay then on visuals
Quote:
One of the ladders was broken too, you had to jump to climb up it.
eh, location?
Quote:
The FR is weird too, that lift doesn't quite work and from memory there was no ladder to climb out of flag room???
there was a ladder to climb out of the flagroom, and even more, the flag was where te elevator was.
Quote:
Very well down though, it's been great watching the progression of this map! The ground textures/plants and dust are perfect...I actually said "wow" out loud, which I haven't done while gaming for a long time! Hope you still have plans for it! My brother and I had a blast playing this map. Thanks

Last edited by stino; 10-08-2007 at 06:35 PM.
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Old 11-21-2007, 03:47 AM   #1047
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Ah good to hear about you taking out the dust clouds.. those certainly raped my fps. 30 to 50 on the map on average, down to an occasional 5-10 (stuttering like hell for the first 2, 3 seconds) while in the canyon


Overall it's lovely though. Felt like i was visiting an old friend.
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Old 11-21-2007, 04:06 PM   #1048
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anychance this will be out in time for me to include it in the Community Map Pack?
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Old 11-23-2007, 10:47 AM   #1049
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depends on when you want to release the map pack? and if the map could be released in an official release or not
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Old 11-23-2007, 02:45 PM   #1050
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The post say's 21st of Dec. and he is just doing final maps. As far as Official that would be up to the Dev team.
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Old 11-23-2007, 07:52 PM   #1051
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Yeah I will be releasing it on the 21 of dec. also I don't think that the devs are going to support community maps in the official maps, although they might. Definitely can't wait to see this map completed though, one of my fav maps!
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Old 11-24-2007, 06:55 AM   #1052
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well, badlands isn't the only community map, and some already got in the official release..
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Old 11-24-2007, 06:56 AM   #1053
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i think i'll find a bit time to work on badlands, i have only a few bugs left to fix
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Old 11-24-2007, 08:40 AM   #1054
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Quote:
Originally Posted by stino
well, badlands isn't the only community map, and some already got in the official release..
yeah I know...it's up to them which one's they include...none the less would love to see this out soon, i'm glad your working on it again!
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Old 11-24-2007, 10:00 AM   #1055
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Quote:
Originally Posted by Dr.Satan
yeah I know...it's up to them which one's they include...none the less would love to see this out soon, i'm glad your working on it again!
not again, just still

the long compile times are the only thing that hold me from testing my fixes
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Old 12-17-2007, 05:07 PM   #1056
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Let me know as soon as it's done will get the new version put up on server.
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Old 12-20-2007, 05:53 PM   #1057
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hey Stino...what's the status on this? Is it ready to go? The map pack is going out tomorrow and I would love to include this in it!
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Old 12-21-2007, 12:05 PM   #1058
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terribly sorry, something kicked me back, lets all thank valve for destroying something that worked. For some reason i could do my test compile when i was watching TV so i started a full compile at night and guess what? CRASH of vbsp
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Old 12-21-2007, 02:16 PM   #1059
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I have a question. Can you please put your name on it such as ff_stino_badlands?

The only reason I ask it it's not the same as the old badlands. I just don't like the elevator below the flag and the extra entrances... I think the actual ff_badlands name should be preserved until someone makes a very similar remake or port. I mean, don't get me wrong, I love your map, but I love badlands more to say that I don't want to have it's name possibly ruined because of a few things in it.
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Old 12-21-2007, 02:28 PM   #1060
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Think of it this way. ff_well =/= well ff_crossover =/= crossover ff_badlands =/= badlands.
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