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Discussion in Mapping Discussion started by LadyMoOnLiGht, Aug 7, 2011

  1. Oct 10, 2010
    cause to answer to this


    Harvey closed it, i need start new topic here

    at first:

    Dird, this map is MORE complex as any VALVE map

    you cannot simply decompile and recompile it,
    you need to fix a TON of LADDERS and AREAPORTALS
    also it isnt simply recompileable cause of less use of func_detail,

    PortalFlow will run endless hours.

    so, where we are?

    I alreday deleted complete underground spots
    fixed all ladders
    fixed all areaportals
    fixed all illegal spots


    reduce compile time
  2. May 6, 2011
    I am by no means an expert or even a mapper.

    But, I know how much issue you can have de-compiling a map that you didn't originally create.
    There must be a lot of issues and difficulties, I would like to say.....

    how grateful as an Admin I am [IMG]

    For all the time and effort you invested onto this map.

    You are such an angel for taking on such a challenging map,
  3. May 15, 2011
    I know the ladders, I usually do those first along with the area portals.

    As for func detail, I go through the entire map and make sure all detail brushes are func_detail's once I've finished everything else.

    The only thing I don't do is replace all the hint nodes.

    I delete those and replace them with my own since I find the way most mappers do it irritating.

    Not that it's wrong, I just have a problem with such a mess.

    Even if you can't see it, I want everything to look clean and pretty in the editor too. :3

    I guess I never really explained those steps though.

    They seem to be just common sense once you get used to it.

    So thanks for pointing it out.

    Most of the time I spend editing maps is optimization.

    It was the first thing I learned to mapping so it's the one thing I pay attention to the most.

    I don't mind a poorly lade out map, bad graphics, or anything to do with the design.

    But it drives me nuts when I see a map that has little to no optimization.

    Maps like Lila Panic and Crackhouse are great examples.

    They might be great maps, but they seriously piss me off because of how badly they were optimized.

    Also, I guess you're more into caring about compile times than I am.

    I have no problem letting a map compile for a few days.

    If time is what it needs than time is what it gets.

    And even with long compile times, I have never had an issue with in game lag, so I've never felt the connection between the two.
  4. Oct 10, 2010
    longer compile time means also lower fps ingame on low-end machines...

    a perfect PortalFlow time should be between 0 and 10 seconds,

    if this is reached, you have super fps optimized map