dr_darkcave_beta

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Raymond
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dr_darkcave_beta

Post by Raymond » Fri Mar 23, 2012 11:41 pm

My new map is ready; I think seeing it will say all that needs to be said. :)

http://www.mediafire.com/?mmbjlgkdc1x5tjd

It needs testing obviously; also, please rename the finished version to deathrun_darkcave

Raymond
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Re: dr_darkcave_beta

Post by Raymond » Sat Mar 24, 2012 2:23 pm

Tested it a little bit, found a couple of little problems. Fixed it in this version:


http://www.mediafire.com/?3ly2pd91ljd10cz

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Re: dr_darkcave_beta

Post by Raymond » Sat Mar 24, 2012 2:32 pm


[GR]doodleninja
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Re: dr_darkcave_beta

Post by [GR]doodleninja » Sat Mar 24, 2012 3:31 pm

its kinda magic *-*



hot new map!

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Re: dr_darkcave_beta

Post by [GR]$xgamingzx$ » Sat Mar 24, 2012 4:49 pm

Wow looks Nice :D

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nick_6893
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Re: dr_darkcave_beta

Post by nick_6893 » Sat Mar 24, 2012 10:13 pm

We should have time to test it out tomorrow, looks pretty neat from the screenshots.

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Re: dr_darkcave_beta

Post by ant_8490 » Mon Mar 26, 2012 7:46 am

I tested out the map and it looks really cool, but 2 thing:

1) very low fps at the spawn room (or when you look in that direction) - probably because of all the displacements. When you compiled, did you check the summary screen at then end? Were any of the categories over 100%? If so, this will probably crash a lot of people.

2) Did you run "buildcubemaps"? If so, then i cant just rename the map, because the cubemap images are relative to the name, but i think if i were to run it again it should still work. It will just have some extra unnecessary data packed into the map.
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Re: dr_darkcave_beta

Post by Xseba360 » Mon Mar 26, 2012 10:30 am

ant_8490 wrote:2) Did you run "buildcubemaps"? If so, then i cant just rename the map, because the cubemap images are relative to the name, but i think if i were to run it again it should still work. It will just have some extra unnecessary data packed into the map.
Oooorrrr... just use pakrat to rename cubemap imgs inside the bsp.

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Re: dr_darkcave_beta

Post by ThomasBonjj » Mon Mar 26, 2012 3:19 pm

...
Looks like a big map.
Gonna be a big lag.
*flips table*

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Re: dr_darkcave_beta

Post by Raymond » Mon Mar 26, 2012 5:55 pm

No nothing was over 100%, the spawn room is just laggy. There's several other spots like that too, but not nearly as severe. Though I did forget to run buildcubemaps.

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Re: dr_darkcave_beta

Post by Raymond » Thu Mar 29, 2012 10:21 pm

Alright Ant I'm gonna re-edit some things, I'm going to work on cleaning up the map and making it more compact so that the entire map isn't rendered at once. No need to test the crappier versions, I'll get started on the 'cleaned up' versiom tomorrow.

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ant_8490
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Re: dr_darkcave_beta

Post by ant_8490 » Fri Mar 30, 2012 2:48 am

Raymond wrote:Alright Ant I'm gonna re-edit some things, I'm going to work on cleaning up the map and making it more compact so that the entire map isn't rendered at once. No need to test the crappier versions, I'll get started on the 'cleaned up' versiom tomorrow.
awesome
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Re: dr_darkcave_beta

Post by Raymond » Fri Mar 30, 2012 10:25 pm

Alright here's the final version (assuming that there are no further problems that you should tell me about.)

I get like 100 fps more in all of those previous bad spots; currently there's only one bad spot, but it's not too horrible.
I used buildcubemaps and optimized the map to the best of my ability. I hope everyone likes it.

Edit:

Fixed link to go to the correct map..
http://www.mediafire.com/?n8fvws1qqaq1rvt

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ant_8490
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Re: dr_darkcave_beta

Post by ant_8490 » Sat Mar 31, 2012 12:21 am

Definitely better fps than before, but it will be low for other people still (just based on other maps that people complain about low fps on). Nothing we can do about that though. I'll fully test out all the endings with Nick tomorrow.
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Re: dr_darkcave_beta

Post by [GR]doodleninja » Sat Mar 31, 2012 2:50 am

sounds cool