mp_empirestate

Have a jump map that we don't have on our site? Let us know!

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Drofder2004
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Post by Drofder2004 » July 17th, 2006, 5:35 pm

Trying after my pavlov compile is done (15 minutes) and I will post after what I think...
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Post by Inetpub » July 17th, 2006, 7:13 pm

Gotta love 15+ minute compile times! I hate 5 minute compile times never mind 15. lol.

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Drofder2004
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Post by Drofder2004 » July 17th, 2006, 8:33 pm

Inetpub wrote:Gotta love 15+ minute compile times! I hate 5 minute compile times never mind 15. lol.
Thats 15 minutes with...

No north house, no pavlovs house, no west house. and that is also without compiling VIS.

The full compile will probably take several hours (I'm estimating 8) :P
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Soviet
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Post by Soviet » July 17th, 2006, 9:38 pm

how big is your .bsp file drof? The one for my cod2 map is at 17mb right now

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Post by Drofder2004 » July 17th, 2006, 10:05 pm

I currently do not have 1 single bsp yet, as I compile parts at a time (otherwise compiles take too long), but the one I just conpiled (without pavlovs, west, north house), is 8mb...

I expect altogether a guess of 15-20mb...
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Post by crabby » July 18th, 2006, 5:06 pm

good map imo as far as jumps... not the prettiest though (wood wood wood). Good structure for the building but maybe some different textures or use of in game models for jumps?

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Post by Inetpub » July 18th, 2006, 5:13 pm

Although its not the prettiest, i dont expect jump maps to be the next matmata. As far as jumps, ive increased the difficulty abit so you guys are going to have some fun. Also, for those noobs, i put an easy area so they can jump too.

Inetpub

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Grom
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Post by Grom » July 18th, 2006, 11:06 pm

Not to be offensive to exactly YOUR map, but I think a lot of jumpmaps is too badly made.. not the jumps, but the design of the map, textures etc. A lot of jumpmaps is just a big room or two with floating platforms, all in the same texture. Not exactly that bad, but you get the point :P

I would love to if jumpmap-makers could use a little bit more time on the layout of the map, not just make a fast map in 5 mins, and release it.

Over to your map, will test it out now and give feedback soon..

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Post by Grom » July 18th, 2006, 11:33 pm

As said before, try to work with the layout a bit, boring with all those plain textures.. Looks like you have some worldspawn issues or something (weird coloured models)

Plus, in the easy area, inside the thing, theres a overlapping brush..

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Post by Inetpub » July 19th, 2006, 1:56 pm

Although i agree that alot of mapmakers make simple maps (myself), I dont think there is a need for anything but simple. I fail to understand why jump mapmakers create graphic intensive maps. If no one in the map can hit 125fps, then the map is useless. Last time I checked i had a cheap video card and so do alot of people. I barely get 125fps in castle nevermind my 60 in pyramid.

Ive done 3 maps now, and each time, im building on the last. I dont know how much more graphically i want to push it b/c my last map, im seeing my fps jump more often.
As for similar textures, I am an advocate of a jump texture. I'd like to know where to go next. As for floating platforms, im dislike them and dont use them(used it once and only once).

I know your not saying my map only, but there are always reasons why certain mapmakers choose thier mappings. Im more for the cheap videocard (as i have one). If mine cant handle the fps, then i know im in the norm with most people. And there is NO WAY in hell im buying a videocard worth more than 150 bucks. lol.

:)

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Post by Drofder2004 » July 19th, 2006, 2:11 pm

Inetpub wrote:Although i agree that alot of mapmakers make simple maps (myself), I dont think there is a need for anything but simple. I fail to understand why jump mapmakers create graphic intensive maps. If no one in the map can hit 125fps, then the map is useless. Last time I checked i had a cheap video card and so do alot of people. I barely get 125fps in castle nevermind my 60 in pyramid.

Ive done 3 maps now, and each time, im building on the last. I dont know how much more graphically i want to push it b/c my last map, im seeing my fps jump more often.
As for similar textures, I am an advocate of a jump texture. I'd like to know where to go next. As for floating platforms, im dislike them and dont use them(used it once and only once).

I know your not saying my map only, but there are always reasons why certain mapmakers choose thier mappings. Im more for the cheap videocard (as i have one). If mine cant handle the fps, then i know im in the norm with most people. And there is NO WAY in hell im buying a videocard worth more than 150 bucks. lol.

:)
Not graphically, but creaitve.

Maps were there are simple plain platforms flying about = boring. While I'm jumping I wouldn't mind admiring the fact that the map looks nice.
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Post by Grom » July 19th, 2006, 9:07 pm

Inetpub wrote:Although i agree that alot of mapmakers make simple maps (myself), I dont think there is a need for anything but simple. I fail to understand why jump mapmakers create graphic intensive maps. If no one in the map can hit 125fps, then the map is useless. Last time I checked i had a cheap video card and so do alot of people. I barely get 125fps in castle nevermind my 60 in pyramid.

Ive done 3 maps now, and each time, im building on the last. I dont know how much more graphically i want to push it b/c my last map, im seeing my fps jump more often.
As for similar textures, I am an advocate of a jump texture. I'd like to know where to go next. As for floating platforms, im dislike them and dont use them(used it once and only once).

I know your not saying my map only, but there are always reasons why certain mapmakers choose thier mappings. Im more for the cheap videocard (as i have one). If mine cant handle the fps, then i know im in the norm with most people. And there is NO WAY in hell im buying a videocard worth more than 150 bucks. lol.

:)
Well, you can make a nice looking map, creative, and still get a nice fps. By the right use of caulking, detailed/structural brushes, portalling etc. Take stock-maps for example, they are highly detailed, lots of terrain (usually), patches etc, but I guess you still get a good enough fps on them? So there shouldn't be a problem at all to make the jumpmaps more detailed and creative, and still get a great fps.

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Post by aicaramba » August 4th, 2006, 9:10 pm

Is that 1 jump at the end of the first room made for 250 fps?
Cuz i couldnt make it with 125 fps, and when the limited space it seems u can only make a proper strafejump with 250 fps.
P.S.V. Kampioen!

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Post by Inetpub » August 4th, 2006, 11:10 pm

nope. they are all 125 FPS jumps.

its nice to know ai caramba is having a hard time!

:)

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