The Frozen Summit (watch for download updates)

Avoozl

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New screen shots posted.

Good news:
Progress was slowing down, but with P now taking part of the load, the Frozen Summit should be done in half the time.
 

evilsquirrel

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looks like this map is really shaping up, i like the look of those screenshots and await your maps release :D
 

Crow

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YOU DONT GOT TIME TO MAKE A PROFILE
Looks nice!

Here are some suggestions/comments:

Pic 2: are those all overlapping brushes? If they are, just make sure they arnt causing any crazy lag. I realize its hard to make a good looking rock barracade with hl :p

Seems like all you have in your open space are trees. Granted I havent visited the map in a while, but Id suggest adding rocks and hills and such so its not all flat.


__________________________
Artwork by Adam Phillips
http://www.biteycastle.com/html.shtml
40ty.png
 

Avoozl

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Crow said:
Pic 2: are those all overlapping brushes? If they are, just make sure they arnt causing any crazy lag.

Yes, but I replaced a less attractive barricade with it and noticed no large lag jump + its a func_breakable so it doesnt hang around forever.

Seems like all you have in your open space are trees. Granted I havent visited the map in a while, but Id suggest adding rocks and hills and such so its not all flat.

You wont see any rocks until you go underground, but the terrain will be further detailed for the coming release.
 

evilsquirrel

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Avoozl said:
Crow said:
Pic 2: are those all overlapping brushes? If they are, just make sure they arnt causing any crazy lag.

Yes, but I replaced a less attractive barricade with it and noticed no large lag jump + its a func_breakable so it doesnt hang around forever.

thats why its not going all crazy-lag on you...because entities dont split up the map like world brushes do...though, if you do go TOO crazy on them they'll still lag you, just for different reasons ;)
 

Thothie

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I think he's waiting on some scripts from me still - sounds as though he's expanded it quite a lot.

Getting slowed down, cuz I'm working on monster scripts and monster AI at the same time. Also tried to get him a more dynamic weather controller, but it failed for some yet unknown reason.
 

Avoozl

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Thothie said:
I think he's waiting on some scripts from me still - sounds as though he's expanded it quite a lot.

Getting slowed down, cuz I'm working on monster scripts and monster AI at the same time. Also tried to get him a more dynamic weather controller, but it failed for some yet unknown reason.


The release of this map you saw previously will resemble the next release only in that it is snow themed. I have added many new areas, monsters, rewards, a new npc, and a whole lot more. The only thing that you should expect, is that you will get thoroughly owned by it :twisted:. I will be timing the release of this map with Thothie's next beta update.
 

evilsquirrel

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juuuust like my map :D

that is...if i can get it all working properly...not really a problem if it doesnt though, so i guess i'll release when the next patch comes out no matter what ;)
 

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haha the map works perfectly with no one in it.. jk

yea all I have to do is the last room and then to avo to touch up and package for release
 

Avoozl

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I just finished adding more vis blocks, working on the 4 transitions now. Next is mainly work in the caverns which P has done an excellent job with the brush work. Soon I will be texturing, adding lighting, clipping, and monsters to the caverns. After that, testing and fine tuning until its release on the 14th.


By the way, I could really use the help of a level 25+ testing a certain area I just restructured.
 

evilsquirrel

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i would, but i'm in class till about 5...then i'm goin home and workin on foutpost and concepting/layouts - maybe bloodrose if i can get the correct sc.dll (or if i manually go through and de-activate all the things that make it not work...)
 

Avoozl

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I struggled through 1 test today solo, HARD AS HELL! I died a pretty rediculous amount of times but got alot of information. The entities and triggers all seem to be in order above ground and the monsters are plenty difficult. Aesthetically, the map is looks the best the Wpoly count allows.

I have run in to two major problems:

1) With the addition of new transition areas to fit the new beta map, the Wpoly has decided it wants a fourth digit. It now ranges from 300-1200, 1200 in the most open areas, with the largest views obtainable. Possible reasons include terrain detailing, cliff detailing, and large open areas.

2) For some reason a morc is not spawning with the rest and as a result the fire when all monsters die doesnt fire the next sequence, which puts a stop to the map progression completely. Doesnt always happen, just on occasion.
 

Thothie

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Solution to #1 would be to simplify the exits... #2, is a bit of a hack, but if you absolutely can't figure why he's not spawning, you can leave a buffer of 1 or 2 on the trigger counter. I had an issue with this in Highlands_msc with that first wave of like 16 spiders. There must be some circumstance internal to the hard code in which it refuses to spawn a monster in MSC. (too much CPU lag would be my guess)
 

Avoozl

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Yea, I plan to add a dogleg into one of the the new areas, hopefully cut down on the viewable distance. The morc thing is troublesome though.
 

Avoozl

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Added a whole lot of new screenshots to give you guys a better idea of how the map is coming along.
 

evilsquirrel

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that morc thing sonuds ilke a problem i had with wave2 on my map...

if its got multiple types tied to the same msarea_monsterspawn, try cutting that monster spawn up and linking each type to a different mosnter spwan, then having a trigger_counter get triggered each time one of those is depleted...unless i'm just tired and not understanding what you're saying...
 

Avoozl

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I do have alot of morcs tied to 1 monster spawn, that may be the issue. I'll try to rework it tommorow.
 

J-M v2.5.5

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You have fog in the "caverns of unspeakable evil"... how?

Also, you should really not go higher than 1200 WPOLY. In fact, 1000 WPOLY is a wise limit, 1200 is pushing it.

Take Crow's orc place: 1300+ WPOLY, massive lag
What about Crow's sky castle: 2000+ WPOLY, uber lag
(not trying to portray Crow as a bad mapper here, his maps rock, he just needs to do some optimization)
 

evilsquirrel

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optimization is your friend...


i'd need to look at said high wpoly areas to figure out how to optimize them..but i might be able to come up with some ideas...
 

Avoozl

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Wpoly stays under 600 for 90% of the map. Theres a few areas where you can see crazy far though and thats the problem, I just need add some vis blocks to fix it. It is my goal to stay under 800 wpoly. I will work on that and the morc spawn issue today. Hopefully I'll have a working copy of the upper map ready for final bug testing and playablility testing later today.
 

evilsquirrel

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you dont *have* to stay under 800 in MSC you know, it cant run in software mode!

it is a good goal though, but if theres an area thats not really high combat, or anything, its fine to go over 1000...but it better look pretty damn good! ;)

i'll help you test later too...just gonna do some things on my map for a bit...
 

Thothie

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Take Crow's orc place: 1300+ WPOLY, massive lag
What about Crow's sky castle: 2000+ WPOLY, uber lag
(not trying to portray Crow as a bad mapper here, his maps rock, he just needs to do some optimization)
Should point out those would be the result of him being over ambitious on his very first maps. ;)

You have fog in the "caverns of unspeakable evil"... how?
weather/make_snow
 
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