De_Lockup Release + screens

if it's a dm_ map, why are there letters pointing (presumably) to bomb sites?
 
why are there point_spotlights coming out of the windows?
 
Yeah looks good apart from those bits. Try the lightshaft model in the effects props folder and see if that looks any better. Alternatively, dustmotes?
 
Yeah the spotlights are a bit off , i try to fix that.
Glad most like it:)
 
hi. I tried it out last night, had a couple comments.

Of course, yes, it is Big. Didn't have time to really consider it, and I do prefer smaller maps, but it seemed to be interesting with a smooth layout.

I noticed that there are blue shadows under props. I didn't know this was controllable by the mapper... but it looks a bit odd.


I also noticed that the reflections on objects looks like a sunset, and not the actual surroundings. I do suppose this is fixable.


The biggest issue I had was an incredibly bad stutter in the framerate when near the CT spawn. Perhaps it's the particulars of my system and config, but I feel it would make this area unplayable. These two shots are taken in the exact same location. They are cropped for size, and may not represent the actual frame rate, since the budget panel is open, and screenshots were being taken.


This last one may be a fluke of taking screenshots in quick succession. Almost 1 second render time, wow. But this spot did stutter as well. Note that moving to the other side of the room even had my back at a failrly steady 90-130 or so.


This last is addressing some issues with the props. There are a fair number of props you can jump on/into, and I noticed that the collision/physics calcs with these aren't great. The player 'bobs' up and down. It would make camping in/on these objects unpleasant. the following shot shows what I mean. Maybe you could change the prop type to fix this (or have a player clip box or whatever, I dunno).
delockupb1ss73ek.gif


Overall, looks fairly cool. :) Lighting seems pretty good, though could use a bit more variation maybe?

Edit: Oh yeah, FYI, for the graphics issue, my sys is: 3000+ Athlon 64; GeForce 6800 GT; all graphics at high, max shaders; 1280x1024, 16xAF, 2xAA.
 
Very nice map. A few adjustments and this would be one of the best custom maps.
 
Thx for the feedback people and special thx go to Phisionary for all the time he put in it:)

Most points are valid points and i even have 1 stutter/fps problem in my map but for some reason i dont have it on the places you showed me , infact its 100% smooth on those places.

What i do have is a stutter the first time i come to the middle of the map , its not to many polys you see at one time that makes it stutter is lookes to me like its cashing the textures but after that the whole map is smooth to me.


Maybe someone else can test the places Phisionary pointed out and tell us if you do or dont have this problem.


Ps: I did the blue lights to make the looks of the map a bit warmer but it also gives me blue shadows at the most place's and i tryed to make the big dumpsters you can climb into another type prop but no other type will showup other than 2 types , the one i use and another one but you can walk right trough it:)


Thx again! , and i hope some servers will use the map
 
From the budget panel screenshots are posted I was thinking it might be the dynamic lights (in one shot it was off-the screen for dynamic lights), but if you don't get that effect, I would think it's either 1) something specific to my vid-card or 2) related to the DX level.
I wouldn't think dynamic lights would do that, but what do I know. :\

About the dumpsters. I'm assuming they do not need to be moved. I'm not sure why all the types wouldn't show up, but you could keep the typ, and model an invisible clipping brush that is the same shape as the dumpster. Quite a pain-in-the-ass, I know, but it should fix it.

Ah, well. You could leave it and see how it plays too I guess. Meh.
 
Back
Top