[Map] Colesberg (4km) [WIP]

Maps created by PR community members.
Rambo Hunter
Posts: 1899
Joined: 2006-12-22 18:40

Re: [WIP] Colesberg

Post by Rambo Hunter »

That looks amazing.

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Tannhauser
Posts: 1210
Joined: 2007-11-22 03:06

Re: [WIP] Colesberg

Post by Tannhauser »

[R-CON]marcoelnk wrote:Undergrowth is far too high and dense... that wont work ingame due to gameplay and performance issues.
Was the map tested by maker? I'd like to know if marco's right.. Because he might be. :?
«Hollywood jackasses who insist on spending seriously huge amounts of money to make films that even my cat won't watch. And he'll happily sit in the bathroom and watch me shit.»
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space
Posts: 2337
Joined: 2008-03-02 06:42

Re: [WIP] Colesberg

Post by space »

The map can be fine in testing, but it needs a large margin of error, to allow for 63 other players, light maps, destructible objects etc etc
LtSoucy
Posts: 3089
Joined: 2007-03-23 20:04

Re: [WIP] Colesberg

Post by LtSoucy »

Tannhauser wrote:Was the map tested by maker? I'd like to know if marco's right.. Because he might be. :?

He is, its a large reason of lag and gameplay issues. As he said, knock the denisty down a bit and test it again.
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M_Striker
Posts: 513
Joined: 2008-05-31 00:36

Re: [WIP] Colesberg

Post by M_Striker »

Looks like a wasteland blown away by a nuclear bomb. It looks cool
Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: [WIP] Colesberg

Post by Alex6714 »

For complete vehicle warfare that looks absolutely awesome.
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CodeRedFox
Retired PR Developer
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Re: [WIP] Colesberg

Post by CodeRedFox »

Hey nice job buddie!
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vfn4i83
Posts: 110
Joined: 2006-06-17 06:24

Re: [WIP] Colesberg

Post by vfn4i83 »

Wow, nice map.
║--║-╔══-╔═╗--║--║----║--¹--╔══╗-╔══╗--
║--║-╠═---║--║--║--╚══╣--║-╠══╣-╠═-------
-╚╝--║-----║--╚═╝--------║--║-╚══╝-╚══╝---
rangedReCon
Posts: 880
Joined: 2007-05-28 04:14

Re: [WIP] Colesberg

Post by rangedReCon »

Woah shit, that looks intensely awesome!
[img][IMG]http://i188.photobucket.com/albums/z120/rangedReCon/12303-willbomb.gif[/img][/IMG]
RedAlertSF
Posts: 877
Joined: 2008-10-07 14:21

Re: [WIP] Colesberg

Post by RedAlertSF »

Wow, I want to play this one ASAP! Looks awesome!
marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [WIP] Colesberg

Post by marcoelnk »

Its not only due to performance reasons but simply because the undergrowth is not visable from a certain distance... so player walking through it will think they are in cover but they simply arent.
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Conman51
Posts: 2628
Joined: 2008-05-03 00:27

Re: [WIP] Colesberg

Post by Conman51 »

looks cool
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smee
Posts: 516
Joined: 2007-11-15 10:43

Re: [WIP] Colesberg

Post by smee »

what view & fog range is it going to have?

Great looking map
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Rhino
Retired PR Developer
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Re: [WIP] Colesberg

Post by Rhino »

the map in general looks like a pretty good start but you seriously need to sort out your undergrowth as that is going to be a huge problem.

Right now looks like you have your undergrowth draw distance bumped up extremely high, huge density on it and that is going to lag out 80% of the systems to **** making this map unplayable. Keep the density, height etc you have right now and lowering the draw distance will mean players will think they are concealed when in fact they are lying on open ground which is very, very bad for game play as where in a realistic scenario that would put the player who is in the grass concealed at a slight advantage as he can't be seen thou ingame its going to do the 100% opposite and put the player who should be at an advantage into a huge disadvantage as he can't see out of the grass that the guy shooting him can't even see meaning the guy in the grass can not easily return fire without exposing himself even more.

Would also work on your overgrowth settings and light settings a bit more, and would also only use the google map colourmap as a base texture to work off, and paint over the top of it it refining the colours etc.

Apart from that looks like a good start, keep it up :)
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [WIP] Colesberg

Post by Rudd »

This looks like no other map in PR WELL DONE!

Getting my new comp set up this weekend, and I might follow ur example in making maps (I've been playing for ages now, but my current comp is crashing too much on the maps I've made so I'm on hold)
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Terror_Terror_Terror
Posts: 116
Joined: 2008-01-16 17:56

Re: [WIP] Colesberg

Post by Terror_Terror_Terror »

spacemanc wrote:The map can be fine in testing, but it needs a large margin of error, to allow for 63 other players, light maps, destructible objects etc etc
Yeah and people with crappy computers :wink:
PikminDoctor
Posts: 235
Joined: 2007-06-12 10:39

Re: [WIP] Colesberg

Post by PikminDoctor »

Rhino wrote:the map in general looks like a pretty good start but you seriously need to sort out your undergrowth as that is going to be a huge problem.

Right now looks like you have your undergrowth draw distance bumped up extremely high, huge density on it and that is going to lag out 80% of the systems to **** making this map unplayable. Keep the density, height etc you have right now and lowering the draw distance will mean players will think they are concealed when in fact they are lying on open ground which is very, very bad for game play as where in a realistic scenario that would put the player who is in the grass concealed at a slight advantage as he can't be seen thou ingame its going to do the 100% opposite and put the player who should be at an advantage into a huge disadvantage as he can't see out of the grass that the guy shooting him can't even see meaning the guy in the grass can not easily return fire without exposing himself even more.

Would also work on your overgrowth settings and light settings a bit more, and would also only use the google map colourmap as a base texture to work off, and paint over the top of it it refining the colours etc.

Apart from that looks like a good start, keep it up :)

Hi, in answer to your questions:

The ultimate view distance of the level is 1000, but the fog becomes dense enough to hide everything at just 500. The undergrowth and overgrowth view distance is also 500, and the undergrowth appears to be more dense then it really is because it's bigger. However I guess with vehicles and people running around everywhere I might turn density down or make the fog, undergrowth and overgrowth 400 and another thing I could do is really make the detail texture less detailed in areas where there's lots of undergrowth because people won't be looking at it much. Still, at the moment I can run it on my £700 laptop on highest graphics and resolution with a very smooth framerate, (actually I think I might of taken these screenshots on a medium graphics setting by accident because I was testing to see what it would look like on various settings) the only problem is I haven't tested it with other people in it at all :D
Last edited by PikminDoctor on 2009-02-14 11:58, edited 1 time in total.
Rhino
Retired PR Developer
Posts: 47909
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Re: [WIP] Colesberg

Post by Rhino »

ehhh, view distance at 1k and fog stop at 500m? that is 500m of wasted view distance... you fog stop should be around 50m under the view distance to conceal objects drawing in instantly so they fade in, that's the only reason why fog is there. Objects still draw behind the fog so your just wasting like 500m... Bump your fog upto 950m or bring your view distance down :p

Undergrowth should never render more than 100m, it will cause huge problems for a lot of users, very few systems can handle loads of undergrowth, but most can not.

Overgrowth should also be bumped upto the same level your draw distance is more or less.

Hope that helps.
CareBear
Posts: 4036
Joined: 2007-04-19 17:41

Re: [WIP] Colesberg

Post by CareBear »

Im likeing the look of this map already! =D
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PikminDoctor
Posts: 235
Joined: 2007-06-12 10:39

Re: [WIP] Colesberg

Post by PikminDoctor »

Rhino wrote:ehhh, view distance at 1k and fog stop at 500m? that is 500m of wasted view distance... you fog stop should be around 50m under the view distance to conceal objects drawing in instantly so they fade in, that's the only reason why fog is there. Objects still draw behind the fog so your just wasting like 500m... Bump your fog upto 950m or bring your view distance down :p

Undergrowth should never render more than 100m, it will cause huge problems for a lot of users, very few systems can handle loads of undergrowth, but most can not.

Overgrowth should also be bumped upto the same level your draw distance is more or less.

Hope that helps.
I know that's what other maps do, but I've done a lot of fiddling:

Having the view distance 500 more then the maximum distance you can see in fog doesn't help much with gun battles, because no one can see anything past that point. However it's not wasted, the main purpose is that the player can see the grey outlines of hills in the distance which is helpful for finding your way around and feels more realistic. Essentially my level has a real draw distance of 500 for everything. Now I've tested this and usually having more then 150 undergrowth draw distance would slow everything way down, but by turning the overgrowth draw distance down to 500 (which is where things disappear in the fog anyway) I can bring the undergrowth up to 500 and things run really smooth. I'll have to get you a copy and also try it out on other peoples computers to test this more thoroughly though I guess. However you are right about the fog, I'll have to make it stop at less than 500 because it's exponential or something. Thanks!
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