Jm_Danograd (Beta ~ 10%)

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Dan2k3k4
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Jm_Danograd (Beta ~ 10%)

Post by Dan2k3k4 » September 19th, 2005, 9:02 pm

Yarr! Ive only done 10% of my new jump map: jm_Danograd ;)

Basically this is the "intro" for my new jump map :D Its gonna be huge and pretty long :P

Im only revealing this beta for now and I will try to complete the map ASAP but probably wont be able to finish it till around January rofl :(

Anyways:

http://s29.yousendit.com/d.aspx?id=0S8U ... 5OACYPKCY8

It features 3 ways: Green lit up way is easy, Orange(supposed to be) lit up way is of medium difficulty, and Red lit up way is hard :D

Enjoy! and tell me what you guys want in the map... or what you want to change for that intro/beta part of the map ;)

Thanks!

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Post by Luke » September 19th, 2005, 11:44 pm

looking good Dan :) the problem i see is the fire/smoke is causing pretty bad lag, and i couldnt do some of the jumps with 40fps lol, so maybe lose the smoke or something and it will be ok...sounds like its gonna be a big map if thats 10% of it :P

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Post by Dan2k3k4 » September 19th, 2005, 11:51 pm

hmm I like the smoke and fire tho :( but I may make that jump out of the fire place easier... most of the hard jumps range from 220 to 244 I think...
Easy is from just over 200 to about 220 and Medium is inbetween :P Ill check 2moro...

And ya its gonna be a HUGE jump map :P Im gonna add "fun" jumps in... but I dont wanna reveal any secrets till I release it :)

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Post by MuRpHy* » September 20th, 2005, 12:41 am

hehe nice, done more since i tested it a week or two ago :/ nice work though :P the smoke is uber, dont remove it ;)
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Post by Neon » September 20th, 2005, 7:51 am

wow looking gr8 :P
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Post by Drofder2004 » September 20th, 2005, 4:45 pm

Its looking good but tbh, you have a lot of problems. So, before carrying on, I would suggest reading the new sticky as your map is one of the 4 badly made maps this week.
http://pedsdesign.com/codforums/viewtopic.php?t=1629

Also, the more FX you use the worse the fps gets. I would suggest using slightly less FX (especially if your map is going to be big).
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Post by Dan2k3k4 » September 20th, 2005, 6:14 pm

Ya Ive not used any chaulk textures :( but I will try and and fix that...

I dont think I will be using much FX since theres sooo many different ones to choose from :) Took be a bit to find a good smoke/flame one... although one of the smoke FX I tried out was called gigantic, I think, it was funny since it filled the WHOLE map - or was it the other one :? I forgot lol but it gave you 20fps everywhere :lol:

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Post by Koekie » September 20th, 2005, 9:25 pm

wow:
WOW
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Post by Luke » September 20th, 2005, 9:48 pm

lol :shock:

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Post by MuRpHy* » September 20th, 2005, 9:48 pm

rofl :) thats me there... and koekie OMG AT YOUR SIG :) could it be any bigger :?: :lol:
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Post by !Zaitsev! » September 21st, 2005, 7:08 pm

my FPS go down to 36 :shock: nice map really big for 10 %
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Post by Luke » September 21st, 2005, 10:35 pm

Dan2002300313 wrote:Ya Ive not used any chaulk textures :( but I will try and and fix that...

I dont think I will be using much FX since theres sooo many different ones to choose from :) Took be a bit to find a good smoke/flame one... although one of the smoke FX I tried out was called gigantic, I think, it was funny since it filled the WHOLE map - or was it the other one :? I forgot lol but it gave you 20fps everywhere :lol:
eye candy is nice, but its a jump map at the end of the day....so less FX as drofder said should fix the fps problem, and of course use caulk, not that it seems to have much effect on fps, but its the correct way to go for a map to be well made.. as i'm learning :P

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Post by Neon » September 21st, 2005, 11:04 pm

apart from reducing the file size(i think :S), what are the other advantages of chaulk?
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Post by MuRpHy* » September 21st, 2005, 11:53 pm

easier to compile, lots of shit can get screwed up without it
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Post by Luke » September 21st, 2005, 11:56 pm

caulking unseen faces means the game engine doesnt draw them, which means higher fps and better allround performance

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