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Anyone wanna test a WiP map for me?

Posted: March 17th, 2006, 0:26
by Dr. kitteny berk
Clicky

Mostly this is just something i've been half working on for a while, there's a lot of scenery to be added still.

It's just a bastardisation of cs:s assault to be more like 1.6, also for me to play with cool stuff.


Known Problems:
The lighting is all fucking weird
There's a bit near the CT roof where you can stand on a light. (in the hiding space near the bin)


edit: just uploaded new version with the .nav included, will stop your CSS building it (badly) itself, no changes to the map.

Posted: March 17th, 2006, 1:46
by FatherJack
Had quick runaround on my own and with bots, and apart from it looking as if it was compiled with fullbright on, found it a little jerky.

Removing the overhanging building near the CT spawn in a similar vein to the original could introduce some gameplay problems, as the T's have a clear shot at the hostage rescue point from their roof, but with the extension of the ladder the CTs have a similar vantage point.

However in doing this it has exposed a few areas that aren't meant to be seen, such the ground the water tower is supposedly standing on near the CT spawn, and has also increased some of the view distances which may account for some of the jerkiness I experienced.

Posted: March 17th, 2006, 1:57
by Dr. kitteny berk
FatherJack wrote:Had quick runaround on my own and with bots, and apart from it looking as if it was compiled with fullbright on, found it a little jerky.
well, fullbright is on (it's mush faster for compiling)
Removing the overhanging building near the CT spawn in a similar vein to the original could introduce some gameplay problems, as the T's have a clear shot at the hostage rescue point from their roof, but with the extension of the ladder the CTs have a similar vantage point.
good point, the hossie points should be moved match the 1.6 version
However in doing this it has exposed a few areas that aren't meant to be seen, such the ground the water tower is supposedly standing on near the CT spawn, and has also increased some of the view distances which may account for some of the jerkiness I experienced.
a lot of the scene stuff back there still needs a lot of work, but i'm not sure where to go with it yet.

also, a lot of the optimisations have been removed, which won't help much.

Posted: March 17th, 2006, 2:05
by FatherJack
Dr. kitteny berk wrote: well, fullbright is on (it's mush faster for compiling)

also, a lot of the optimisations have been removed
Given that you've "optimised" it purely for compiling speed, I'd guess it will work out okay - it wasn't that jerky. I was just concerned that building's removal would generate slowdowns in the corners, owing to the client "seeing too much", but that's probably unfounded.

Posted: March 17th, 2006, 2:10
by Dr. kitteny berk
a lot of the optimisations limit the visibility within the level (that limit what's rendered unless something is triggered.

for example, if you have a door, you can disable rendering behind it until the door is opened.

*but* in lower end machines (or good ones with overhigh settings), this can cause nasty stutters when you get to these points.

Posted: March 31st, 2006, 14:24
by Tomo2k5
It's not bad, You should do the sniper tower though :P I preferred the 1.6 version of assault narf.