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ttt_ldt_nuclear


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#41 Psycix

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Posted 05 April 2012 - 00:22

Its funny. Every time I give advice you scrap a part of your previous work. xD

LDT is LDT.


#42 FRAG

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Posted 05 April 2012 - 01:18

Hey it's how it should work :D

ITERATION MO FO!

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#43 Max

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Posted 05 April 2012 - 11:58

Can i go nuclear about absoluteley nothing on this map?

#44 FRAG

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Posted 05 April 2012 - 13:24

How about go troll somewhere else you rage cake.

Your not wanted here.

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#45 Domnomnom

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Posted 05 April 2012 - 13:35

Posted Image





EDIT by psy:
Pointless post. -.-
Dont do it.

Edited by psycix, 05 April 2012 - 15:16.

Oui oui chevaux

#46 Hardcore Bob

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Posted 05 April 2012 - 16:39

I just tested it.
Not sure what to say about it, seeing as it is still in alpha, it's hard to give CC.
But here's what I didn't like about the map:

1. Emptyness
Throw down as many static props as you want, the world seems so empty still!
This is obviously characteristic for the alpha phase of a map, but still, you really need to fundamentally change the geometry as it is.

2. Floating rock
I'm assuming you won't keep it this way.
The map is still a square concrete block, and the "edge of the world" is clearly visible.
The 3D skybox is a beginning, but it's still quite small and undetailed.
I'd suggest enlarging the 3D skybox, and trying to refrain from the square map principle.

3. Mixed themes
So far, your map has shown a standard industrial theme (Like a lot of CS:S maps, like Port and Nuke), a sort of Steampunk old rusty machines-theme, and a high-tech combine theme.
I'd suggest sticking with one or the other. :P Right now it's a mess. There's a fancy combine reactor with steampunk generators next to it. There's a fancy combine control room with an old logo with flaking paint on the wall.

It just doesn't add up, you know?


I hope this helps. :)

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#47 FRAG

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Posted 05 April 2012 - 17:00

Thanks for the feedback bob I'll hit each one of your points as they are listed.

1. Emptyness

Your quite right the map is still empty, I've tried getting props here and there to block out a bit more but the reason I have not done so much yet links to your point 3 so the answer will be there :)

2. Floating rock

Haha yes I know it's a floating map in the middle of the terrain, My plan was to re-create the "3 mile island" look

example.
Posted Image

As playing on the whole island would be way to big for a TTT map I wanted to have the players only in a section of the Island, the 3D skybox at the moment is really just a reference and my next plan of action was to start working on it's environment to fix it better with the "floating block" so there is a reason it's a block just at the moment it's not apparent.

3. Mixed Themes.

There are indeed a few themes in the map, this was mostly because I wanted to experiment with what source has to offer without chucking in too much custom content and thus making the map size way too big in filesize, I have however gone with a theme that suits the map and what assets I have, the map now centers around Nuclear Research (hence the cargo warehouse for incoming research parts and such) there is no combine reactor but rather a Nuclear pool.

example (thanks Psycix)

http://www.lowyinter...203 nuclear.jpg

This will tie into a nice feature of the map that Psycix generated, I would tell you what that Idea is but I want to wait till I have some parts of it set-up.

Hope this covers your points and thanks for trying out the map :)

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#48 Hardcore Bob

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Posted 05 April 2012 - 17:05

Don't worry about custom content, it's 2012, the engine is 8 years old, it's okay if a map is over 50mb...
Internet connections have dramatically increased you know... :P

I'd severely disadvise in ever putting filesize over quality in the Source engine.

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#49 FRAG

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Posted 05 April 2012 - 18:47

What I meant about filesize was more in the way of models and such, Textures are easily compressed whereas models take a bit of work in order to keep a balance between quality and size, I can't start dumping 200mb models into the map, It would just be over kill.

I have not modeled anything for source in a year or two so my knowledge may be a bit outdated with it comes to the importing pipeline but that was my main worry anyway.

I'll be posting some screenshots later :)

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#50 Psycix

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Posted 05 April 2012 - 19:21

I can't start dumping 200mb models into the map, It would just be over kill.

Hmmm. I am unsure whether or not this is technically possible.

LDT is LDT.


#51 Hardcore Bob

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Posted 05 April 2012 - 19:24

From my conversations with Pandaboy, I've constructed that geometry barely takes any filesize, it's just harder on graphic performance.
Textures don't do much for performance, but really increase something's filesize.

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#52 FRAG

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Posted 05 April 2012 - 19:26

O.K I'll put it like this, When I create a model I like to have detail, my level of detail creates models that are very large in file size, one model I created last year was 1.8GB in size.

Although that level of detail is not needed in source (as bob pointed out, it's 8 years old now) I'm a perfectionist so those file sizes will hit high (as I don't want something that would be the same to look at if it was made with BSP)

This is not the point though, I doubt I will make any models as I don't really have time.

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#53 Psycix

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Posted 05 April 2012 - 19:37

I think that has nothing to do with perfectionism, but with terrible optimization instead :P

LDT is LDT.


#54 FRAG

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Posted 05 April 2012 - 19:46

Well you can think what you like, it had nothing to do with poor optimization, the model was for CG purposes inside the VUE renderer of 3DS Max for showcasing.

What I was getting at is I like having no limits when it comes to creating models, ya get me?

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#55 Psycix

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Posted 05 April 2012 - 19:55

A model with no limits?

Okay.

Create a sphere (our planet earth)
Put a coca cola can on it (relative size matches)
Then put more spheres, to build our solar system (also to scale)
Then copypaste that until you get the milkyway (to scale)
And copypaste the milkyway until you get the universe to scale.

Or simpler:
A line with the length of the diameter of the visible universe, and then put a cube of 1 meter on it.

LDT is LDT.


#56 FRAG

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Posted 05 April 2012 - 20:03

......................................

Posted Image

You know exactly what I mean!

Anyway!

MOVING ON

Remember this room?

Posted Image

Well it's now this.

Posted Image

Posted Image

A small network of office cubicles that will allow for some interesting gameplay :)

Oh and you remember this?

Posted Image

That led to this.

Posted Image

Well that fucking sucked so now we have this!

Posted Image

Posted Image

Posted Image

Posted Image

So why the change? Well as Psycix posted

Its funny. Every time I give advice you scrap a part of your previous work. xD


Yeah it's his fault, it's his fault that you will now help run the place, you will control the reactor by putting control rods in and lowering it into the pool, it's his fault the traitors can sabotage the system to prevent cooling to take place and such.

It's all his fault, so rage at him.

xD

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#57 Metadone

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Posted 05 April 2012 - 20:04

I don't know what the green room is supposed to be but I like it :)

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#58 Domnomnom

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Posted 05 April 2012 - 20:09

The green room is gone.

I love the new reactor room. It looks a lot more epic.

Please don't tell me the map will explode? Yes, vent coolant or like do some damage, but no instawins please? xD
Oui oui chevaux

#59 FRAG

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Posted 05 April 2012 - 20:11

No instawins don't worry.

It's more a case of people will die but not everyone.

Btw that hanging machine thing is the reactor, it will be attached to arms that lower it down and such.

I'll take some more screens when I've done that though :)

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#60 Metadone

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Posted 05 April 2012 - 20:12

Nvm, I thought it was 2 different rooms.

Still nice ;)

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