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Messages - mookie

#1
CS Mapping & Modelling / de_astute_b1
March 12, 2008, 06:30:28 PM
Quote from: Whitey;225711I can't fix that unless I make the partition a lotthicker which would look silly.  I've tried various textures with the same result.
You might be able to fix this by reducing glowproxysize.
#2
CS Mapping & Modelling / de_astute_b1
March 08, 2008, 09:12:00 AM
The map looks pretty good all around but there are some things you really need to fix up. The biggest one is the brushwork which makes performance on the whole map bad.

In Hammer, midway down the right side is VisGroups. What this does is let you pick what parts of the map you're working on. Under Auto, uncheck everything except for World Geometry and anything within it (nodraw, sky) and you should be left looking at everything in your map that seals it up. This should make it easy to see where your map is going to leak.

Walking around quickly what it seems like you've done is to tie a lot of things to entities that are ceilings and floors, and maybe in some places walls. Pretty much no entities are solid to VBSP so what you need to do is either move this stuff back to world or back them with brushes of nodraw that will seal up parts of the map. Instead what you have is a giant box around the map which you really shouldn't ever have to do unless you've made an outdoor map.

What you have is many places being able to see many other places that are fully out of sight (walk around with mat_wireframe set and you'll see what I mean), and in some places lighting errors being caused because some large brushes are facing on part of your giant box instead of facing the void. I'm guessing VVIS took a long time which should always be a sign of trouble (VVIS should run in under two minutes on most maps).

The other thing you need to fix is that at bombsite A, it's easy to stand on the edge of the fins on the sub so that when you plant the bomb drops into the water. I'm not sure if underwater defusing is possible but it'd be a pain in the ass to say the least.

Where you have the Ts going past some APCs and over to a split tunnel, you could open up the door to the APCs, then open up exits from the APCs to the dark red hallway on the left and the hallway just outside the lounge to the right, and block off the tunnel where each of the trucks are. That would give the Ts quicker access to the center routes of the map without throwing off the timing of Ts getting to the supply room outside A.

You could probably take the Blackhawk out of the map without losing anything.