New map: The hidden village of leaf.
Moderators: Moderators, Mappers
I would guess so... there isn't really much on this map to block VIS, and thus most of the map would be drawn from any given point, but you can still see the underground passages from the sniper tower, and if this isn't the result of a qvis3 -fast then there is something wrong with the map itself (some brushes that aren't touching properly f.ex) and causing the engine to draw all those polys.peep wrote:you didn't have qvis3 on -fast did you?
Pauhi: nice map with lots of details, and if fix the map/recompile using the full VIS option, you will probably save some r_speeds up in the tower atleast..
Designvise the map is lacking a bit in my opinion... I'm not talking about the gameplay/flow here (wouldn't know since I haven't played it ) just that you could have saved LOTS of polys by building it a little differently. Used more transparent textures instead of solid brushes, making sure that backs of houses (where you can't fit a player) would touch the sky so that the BSP stage would remove those faces, etc. If you haven't already, I suggest you read http://www.gamedesign.net/book/view/53 which is a really good tutorial on polycount reduction in q2.
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The name of the map is sounds like Village in Naruto )
I've found may screens from Naruto. But I couldnt find Naruto's screen :'(
Looks at screens like Dungeon Keeper
I like this map. Nice work!
I've found may screens from Naruto. But I couldnt find Naruto's screen :'(
Looks at screens like Dungeon Keeper
I like this map. Nice work!
Last edited by Beavisss on Fri Sep 24, 2004 11:21 am, edited 1 time in total.
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