 Nitin Has A Point
#1815 posted by Friction on 2005/02/25 05:23:19
I know I've went overboard on some of the wall details due to the lack of planning. Different kinds of trims and wall extrusions too near eachothers, especially in the corridor on left. I'll fixx0rate.
 Friction
#1816 posted by nitin on 2005/02/25 06:52:26
"Different kinds of trims and wall extrusions too near eachothers, especially in the corridor on left"
thats what I was trying to say.
 Friction
#1817 posted by Kinn on 2005/02/25 07:24:57
Looks very, very good; especially the lighting. I think I also agree with nitin, in that the wedge wall extrusions on the left corridor might be a bit too much.
#1818 posted by Zwiffle on 2005/02/25 11:46:59
Looks like the Happy Days of Doom3 maps.
 MP Thomasc Teaser
 Wow
#1820 posted by DaZ on 2005/02/26 04:03:46
really like the look of that T_Creutzenberg!
Are those new textures? I dont recall seeing them in doom3, and they are very sexy indeed.
Love the colour scheme too, very monotone but with the red lights adding some colour, makes the map feel very bleak and harsh.
Be sure to post back here when its released eh!
 Yah
#1821 posted by Kinn on 2005/02/26 04:50:41
Looks nice, T :)
I'm glad we're starting to see some quality coming through now for D3
 That Is By Far The Coolest Looking Doom3 Map
#1822 posted by nitin on 2005/02/26 05:11:08
that I've seen pics of.
how does it run though?
 Curious
#1823 posted by than on 2005/02/26 06:04:31
The screens look great. I was just wondering how much of that comes from existing Doom 3 mapmodels and how much is new - did you make much in Max/maya/whatever?
 That Looks Great
#1824 posted by Zwiffle on 2005/02/26 06:41:40
But it's MP, so I don't care.
 Looks Nice
#1825 posted by Lunaran on 2005/02/26 08:48:57
for high spec machines
Meaning "I can't be arsed to optimize properly" I assume?
 Thanks For The Comments
DaZ: It's nearly all Doom 3 textures, I created a lot of decals myself though
nitin: It'll run a little bit slower than the multiplayer maps shipped with the game
than: I used a few model from the original game and created all the rest in Doom3Ed myself
Lunaran: Why not wait with such comment until the map is released? The map file is included and you can then check yourself what else to optimize.
 Like I Said In D3W Already
#1827 posted by Friction on 2005/02/26 09:31:47
Kickass! I'm so going to stea... borrow your idea of decal usage.
That barrel trap is pretty neat idea btw.
 Comments
#1828 posted by Lunaran on 2005/02/27 20:13:32
Why not wait with such comment until the map is released?
Because I'm commenting on what you said. Simply stating "this is a map for high end systems" is a copout, and it reflects the attitude of the mapper to go gonzo with looks without taking the responsibility of ensuring the map runs acceptably on the same spectrum of machines that the original game does.
Also, since I don't have a high end machine, maybe I won't be checking?
 Don't Listen To Him
#1829 posted by pope on 2005/02/27 20:16:07
you just deflated his e-penis a little bit
#1830 posted by metlslime on 2005/02/27 21:54:40
it's designed for high-end vaginas
 Oh Poo.
#1831 posted by Friction on 2005/02/27 22:07:14
I somehow can't believe that map would be slower than the ID originals, atleast not when compared to some SP maps. Hell, i got less than 10FPS in combat at times. Looks it could be portaled up quite nicely, which helps a lot.
 Friction
#1832 posted by cant map on 2005/02/28 00:47:33
try cubemaps on lights or swinging hang lamps?
 T_Creutzenberg
#1833 posted by cant map on 2005/02/28 01:19:45
croud is demanding SP version!
('Large' and 'high spec' sounds scary tho :))
btw, are there any d3 servers for large player load (more than 4 per map) running
 Well ...
Lunaran: Well, then don't check it.
Friciton: id mp maps run with about 40 to 65 fps on my machine, mine does with about 30 to 65.
 Meh
#1835 posted by Kinn on 2005/02/28 01:59:02
Who cares if the map is aimed at machines higher than Doom3's recommended spec? I know I certainly wasn't gunning for a Pentium 75 when I made my Quake maps :P
Anyway, T_Creutzenberg is a pro and I'm sure this map will rock.
 Kinn
#1836 posted by Lunaran on 2005/02/28 09:16:36
Yeah, well, Quake wasn't released six months ago.
I'm not debating that the shots look nice - you've done an excellent job and I hope that when I finally have Doom3 maps to show off they look that nice. But saying "this map is for high end machines" says to me that you're either seeing slowdowns in-game and don't want to take the time to do anything about it, or you're covering for doing so in the future.
It's obvious nobody wants to make the mental leap of actually listening to me so I'll quit posting.
 Lunaran,
#1837 posted by necros on 2005/02/28 09:34:36
that's not necessarily true.
if the original vision of the map was something that called for larger spaces and more "stuff" (let's use a general term here ;) ) than the original id maps, then no matter how much it is optimized it will still run slower than the id maps. it's just that optimized it might get 35fps as opposed to 25fps unoptimized, so you're argument isn't rock solid anyway.
 Another Thing...
#1838 posted by than on 2005/02/28 12:35:18
if the map is designed for large player counts, then it must be designed to be played using mods which allow them, since the max standard player count is just 4 (unless a patch has changed that.) Obviously there must be an audience with pcs to run the map with lots of players.
I don't really see reason to criticise on the grounds that the map is designed for high-end machines anyway. Doom 3 doesn't really run acceptably on the p4 2.2ghz 512mb gf4 system I use at work - even in low detail 640*480. I consider this machine to be a decent enough games machine, but id obviously doesn't.
 Just For Clarification
#1839 posted by Lunaran on 2005/02/28 15:59:37
by "optimization" I meant all the different mapping practices that fall under the realm of ensuring good performance, including designing and building from the ground up with an eye on such.
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