dm_storageyard_beta

clarky003

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Im addicted to the hammer :p..

you can get it here:
http://www.pcgamemods.com/10480/

screens:

storageyard1.jpg



http://img.photobucket.com/albums/v238/Clarky003/storageyard2.jpg

http://img.photobucket.com/albums/v238/Clarky003/storageyard3.jpg

http://img.photobucket.com/albums/v238/Clarky003/storageyard4.jpg

storageyard5.jpg


http://img.photobucket.com/albums/v238/Clarky003/storageyard6.jpg

http://img.photobucket.com/albums/v238/Clarky003/storageyard7.jpg

storageyard8.jpg


feedback always welcome :) .. hav fun. oh.. and for those who want a CS:S version, be patient , ill do one when the map is Ironed out properly :).
 
Hey wait.... I just noticed...

eh...

The guy in the buffet, with the white shirt to the right...

Oh, and I played the map, it's pretty good. Better than anything I can do.
The big problem is that it lags. I don't know why. I can see you tried to get the FPS up with the prop popin level thing, but it still lags!
:|

Maybe you should invest some time in simplifying the terrain geometry, that could be the source of the problem.
 
well the cause of the lag at the moment is evading me, its my main concern, uping the performance and to see how everyone else copes atm, which is why i released it. Ive experimented with occlusion brushes, and some still remain in the map, but I agree the performance certainly doesnt seem prop related..

also theres nocticeable performance decreases when using point_spotlights , for some reason having several in a local area inside or outside kills performance completely, if i get rid of that point_spotlight effect in the storage area it will most definately increase the performance.. but id like to keep it, still dont know why theres such perfomance problems associated with that , when ive seen plenty of point_spotlight effects used in other maps. Ive experimented with areaportals, and there really isnt any improvement.. but ill keep at it.. reduce some displacement detail, but im getting decent fps on a 9800 pro, averaging 40.. any other optimising suggestions. lay them on me :)
 
I dl ed it and played, its a nice map.
but yer surrounding areas are a bit empty, there is a lot of grass and sum buildings but nothing more. Maybe u can add sum trees??

Btw ill add a mirror at LanmaniaX.
 
i wanted it to feel slightly desolate and dry, but i can do that yeh.

I also found the source of the major slow downs, its the alpha sprite grass, on 3 displacement surfaces, the one in the large storage area causes the lag in fps when you look at it at an angle where the other sprite grass displacements are behind.

so theres too much sprite grass being rendered.. ill cut down on that ... and add some extra stuff into the surrounding area. so I'll get it back to you asap, thanks for the mirror.
 
Don't forget to include the slams now that they're out. :)

Very nice map, from the look at least. It's very nicely lit and textured.
 
thanks Jonny, great facility recreation btw :), looking forward to it.
 
i really really like the look of it from the screens. i LOVE realistic looking maps...

want to work together on your next map ? :p

:)
 
hehe, that would be a cool idea. ive fancied doing something really clever with TV's , because playing with my brother just now, i didnt actually fully realise that the plasma screen in the front store room really adds a great twist, if your paying attention you can see people who are coming in, towards the front of the building, if your on your own paying too much attention to the screen you can let your guard down to the other two access points in the room, it often results in hilarity, especially with the S.L.A.M.

combining efforts would be ace. id like to sit and think of something really clever and quite ambitious :). perhaps for a base choose a real life location and roughly base it on that, because unless you have a fantastic imagination or vision its the best way to get something looking right.
 
lol, talk about an original idea. :rolleyes:

Too open in some areas... Doesn't make for good gameplay at all...

That's about all I can infer from this distance...
 
oh haha i meant, i like the look from the "screenshots". :p

havent tried the map out yet though. I will soon.
 
that's some great geometry on the white building. the map is pretty nice too. great job!
 
Veg is right though, its very open, for two reasons, I tried to stay true to the reference layout. and I wanted a slower pace of action... a map where your kills are more calculated . If you want to hunt, and hide, I think its the perfect change of pace. :), and the ambiance can quite easily be changed...

warehouse_night0000.jpg


warehouse_night0005.jpg


warehouse_night0004.jpg


warehouse_night0003.jpg


warehouse_night0001.jpg
 
I liek this ambient much more...GJ!
Btw adding new mirror.
 
Mkay i seem not to have added a mirror of this map yet...stupid me.
Will do now!
 
im going to post the night map when ive finished doing the Counterstrike day and night versions, then ill just post them all in one zip file,

I have to be fair to the CS community, as it would be mean of me not to , when several people have asked for it.

Also it is very open in certain area's, so im going to spice those sections up a bit, I guess this map is now classified as ongoing work :O but unfortunately, I wont have as much spare time to get it updated due to university.
 
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