PDA

View Full Version : PL whiteforest


Hellfire
03-18-2009, 06:31 AM
WIP
my second map,first payload map ever developed by me
4-CP map with some nice horizontal and vertical gameplay, also featuring a lot of close- and mid-combat gameplay

in development since 15.12.2008, was frozen 4 some time,but now on track

BUILDLOG:

PREVIOUS VERSIONS: http://forums.tf2maps.net/attachment.php?attachmentid=891&stc=1&d=1238315954
------------------------------------------------------------------------------------------

b38(upd.22.03.09 13.00msk)
thinking of 3rd and 4th game zones


new:
-massive background improvement in all gamezones
-some new game areas
-bluspawn B added (temp. redspawn)
-additional game areas&alternate routes in gamezone B

fixes:
-fixed some "stucks"
-fixed some walls starting above the ground
-fixed some strange shadowing
-fixed "stuck" in payload cart model

improvements:
-some tonemap improvements
-added some CLIPs for smother player movement

known issues:
-some displacement missalign
-some props missalign

------------------------------------------------------------------------------------------

pre-b39(upd.29.03.09 10.00msk)
thinking of 3rd and 4th game zones


new:
-new geometry in gamezone B
-new building in gamezome B
-added spawndoors (now rly working) on blu spawn_1
-added door between gamezones A and D (closes after 1st cap)
-added func_respawnroomvisualizer on bluspawn 1
-added signs(dynamic) for better orientation
-added forward blu spawn on cap_B in gamezone B

fixes:
-fixed occluders
-fixed blubase on payload hud using red icon
-fixed the ability to stuck between gamezones A and D on capturing point A

improvements:
-improved perfomance (10-80%,avg:20%)


known issues:
-strange visleaf behaviour
-still below 150fps in gamezone B


#################################################

DEVLOG:
-concept #DONE#
-art #DONE#
-initial build (~10) #DONE#
-dev.builds (~40-50) #in progress#
-playtest1* #DONE#
-playtest2*
-teaser
-playtest3*
-beta**
-beta2**
-release
*closed playtest,number represents map versions and not the number of test
**a version for the "gameday",balanced after some close tests, fully opdened with download links

Hellfire
03-18-2009, 09:26 AM
3 new shots from the final build36 version

Hellfire
03-18-2009, 04:56 PM
bug found during closed playtest))) sentry-in-da-tree

Hellfire
03-19-2009, 05:56 PM
i know that noone is watching this thread..so i most likely doing it 4 myself))

here is a shot of cart startposition from pre-build37 (1.00 20.03.09)

Owlruler
03-19-2009, 06:06 PM
looks nice nipet.

see, more people are watching this thread :P

Westerhound
03-19-2009, 07:13 PM
Already in the first screenshot you can see that there is putplr-black stuff in the windows :/ Looks nice other ways

Vander
03-19-2009, 07:57 PM
Try using these console commands when you take screens:

sv_cheats 1
cl_drawhud 0
r_drawviewmodel 0
noclip

Looking good. One thing I notice is the geometry tends to be simple in some areas. Try to break it up a little and give more variety.

Hellfire
03-20-2009, 01:15 AM
looks nice nipet.

see, more people are watching this thread :P

thx)

Already in the first screenshot you can see that there is putplr-black stuff in the windows :/ Looks nice other ways

yeah,fixed that already while moving closer to b37.

Try using these console commands when you take screens:

sv_cheats 1
cl_drawhud 0
r_drawviewmodel 0
noclip

Looking good. One thing I notice is the geometry tends to be simple in some areas. Try to break it up a little and give more variety.

thanks 4 cmd. yeah,there is such a problem in some places,ill try to make it better) compare 1st shot and the last one) its the same place)

Hellfire
03-20-2009, 05:22 AM
updated devlog in thread header an two new shots featuring
1)overview of the first game area (blu spawn)
2)view on 1st CP

Vander
03-20-2009, 08:54 AM
Where does the name whipeforest come from?

Hellfire
03-20-2009, 10:01 AM
Where does the name whipeforest come from?

its an mistake,and no way to correct it( its WHITEFOREST)))

Hellfire
03-20-2009, 10:57 AM
btw,here is an overview of b37. first just a shot,second with explanation

Hellfire
03-21-2009, 07:26 AM
b37 finished,CHANGELOG on 1st page updated,moving to b38

3 new shots from pre-b38 (also added them at thread header)

Vander
03-21-2009, 08:14 AM
Looking better with every screen!

btw, you could probably get an admin to change the title.

Hellfire
03-21-2009, 09:02 AM
Looking better with every screen!

btw, you could probably get an admin to change the title.

thx,im trying to do my best)))

about admin,ive wrote him,still no reply

Hellfire
03-21-2009, 05:35 PM
First two shots from b38 gamezone C and an overview comparison.
Remember,its all still in progress)))
Thats why smts is "orange" and smth still not allign well. Something may also look awful. But i will fix\tune\add\allign )

one of shots added to thread header, CHANGELOD updated

GrimGriz
03-22-2009, 12:15 AM
I voted yes on the poll, but I really wanted to pick "just submit it to gameday"

A Boojum Snark
03-22-2009, 12:28 AM
its an mistake,and no way to correct it( its WHITEFOREST)))
Changed it for ya! :) First official action as a mod :P

Hellfire
03-22-2009, 02:06 AM
I voted yes on the poll, but I really wanted to pick "just submit it to gameday"

of corse it will be on gameday))
but kind of later) see the DEVLOG on 1st page to get the idea) i dont want to put a raw product on gameday as some do, i want to put close to release one only to tweak balance and fix bugs) and thats what i call "beta", and not the orange versions or even not my todays one. but a close, "playtest" versions will be release soon,i suppose. the question is,wheather to simply put a link or host a game)


Changed it for ya! :) First official action as a mod :P

great god, i thought it would be whiPeforest 4ever)) thx a lot

GrimGriz
03-22-2009, 02:47 AM
the question is,wheather to simply put a link or host a game)



Well, my answer is...it doesn't matter as I probably won't go out of my way to test it...but I'll gladly test it on a gameday :)

Hellfire
03-22-2009, 03:01 AM
Well, my answer is...it doesn't matter as I probably won't go out of my way to test it...but I'll gladly test it on a gameday :)

i udnerstand this) i already got a server 4 a "playtest" versions)) but it will surely be a beta 4 gameday)) thats where u will see it i suppose)

Hellfire
03-22-2009, 03:50 AM
3 new comparison shots.
now comparing what has changed through las 10 builds (b28->pre-b38)

pretty funny

+updated CHANGELOG

Hellfire
03-22-2009, 09:24 AM
being asked by some of my friends, i pushed a first playtest version. build name is pt1b38b2. this srtrange latters and numbers means "PlayTest 1 Build 38 Beta 2" ^^ its still not a gameday version as something is not done, but i will get feedback for errorfixing and balancing))

Some changes were done spec. 4 this version:
>setup time increased from 45 to 65 sec
>blu spawndoor trigger set to OFF untill setup is over
>gamezone D closed with a brush as it is not ready
>added some medkids and ammopacks
>added some arrows

Hellfire
03-22-2009, 12:56 PM
1st gametest shown that people dont like this map..kind of upset..((

Hellfire
03-22-2009, 12:57 PM
very upset

Hellfire
03-22-2009, 01:05 PM
even added a download link to this goddamit playtest1 version

GrimGriz
03-22-2009, 04:08 PM
3 new comparison shots.
now comparing what has changed through las 10 builds (b28->pre-b38)

pretty funny

+updated CHANGELOG

I don't know about funny, but comparison shots are always cool to see.

Hellfire
03-23-2009, 04:06 AM
As a result of some feedbacks on the yesterday playtest, ive decided to end b38 development at this point ang go for the b39
the main aims are:
>clipping for softer movement in some places
>total perfomance optimisation
>more intuitive gameplay (esp. when playing 1st time)
>more healthpacks and ammopacks

Based on a pool vote results,ive uploaded "playtest1" version, you can download it on the first page. Im still waiting for the feedbacks)

BTW ive got a Q:how to use areaportals? if i just put some funk_areaportalwindow, it crashes when the game starts, dua to a engine error "portalnum > numareaportals"

Hellfire
03-23-2009, 05:52 PM
spent a lot of time working on an optimisation.
the aim fps is within allways_150+_mostly_200+ range (my pc is good,but not everybody has such)
due to what i see through the testing is that when my fps hits 100 or less it could be laggy on others pcs. so i made something about it
>occluders
>triggered occluders
>pixel-base fade
>distance-base fade
>optimised HINT brushing
>less dynamic props
>lightscale set to 32
>some dynamic light replaced

in some places it increased fps from 90 to 160.suppose thats good result
the general idea is to divide the whole gamespace to 4 viz-zones,at the same time player can see one,maximum two zones,other covered by occluder to totaly cut all props and with visleafs to cut geometry.

ive added an illustration.
http://myassco.dgh.ru/forum/download/file.php?id=42
The main problem is visleaf 2.
it has its own big background and it sees visleaf 1 and visleaf3, whitch also got lot of stuff and space. optimisation work is mostly done to this leaf)

tomorrow ill work more on HINTsmremaking all viszones,and afterwards optimising occluders and fades
and some more FPS shots here:

GrimGriz
03-25-2009, 09:54 AM
I'll be referencing this when I start tackling optimization myself :)

Hellfire
03-25-2009, 01:47 PM
its still in progress,ive got some problems) wait for the build39 and "how_ive_done_itt" post))

Hellfire
03-26-2009, 01:05 AM
Seems I've gone the wrong way here. I'm returning back to original payload_b39b1.vmf and optimize from the basis again. All recent devbuilds (b39occ/b39fade/b39fo/b39b2) go for a delition..

Ravidge
03-26-2009, 04:23 AM
You really don't need to tell us everytime you make a small change. You should make a stable release, have it tested and gather as much feedback you can, maybe keep a list of things you need to fix. THEN, you start working on implementing all those fixes and tinker with the bugs/errors UNTIL you reach a point where you can't progress without more testing. Then you can release the next stable release and repeat the process.

The way you present your optimizing just to find out in the end it didn't work just leaves me with the words "then why did I have to read all this?" in my head. Seriously, It's great that you experiment and try to optimize, but don't post progress on something that will end up deleted within just a few days. You could have just done the experimenting behind closed doors and only show the end product!

Sorry for derailing this thread with a non-feedback post. But as a viewer, I think this thread is messy and hard to follow- which in turn makes me lose interest in the map before even playing it...

I probably sound like a total ass, but I'm trying to be helpful here.

Hellfire
03-26-2009, 08:37 AM
Ravidge,i think your post make sence..but i dunno what to write,i never get answers when i ask smth directly about mapping problem, so im just writing smth..and waiting someone to criticise me and say how is this rly should be done)) but k,ill post when the stable build is done.
thx

Hellfire
03-28-2009, 05:02 PM
b39 soon)
>improved perfomance
>gameplay changes
>balancing

Hellfire
04-01-2009, 08:09 AM
feedback
F: you know, its fine,but the first part rly seems like just an experemental one,it is not enjoyable in terms of gameplay
A:huh..well..k,i was thinking of totaly remaking it

F: second one is messy and a heaven spot for good snipers
A:fixing in progress

F: perfomance still lagz beneath playable sometimes
A:m.b. u got an old-slow pc? anyway fps will be boosted in b39

sorenn
04-01-2009, 07:01 PM
i think the screens look hot.